Sunday, January 19, 2020

Media PPEs - what to revise

Your upcoming A Level Media Studies PPEs are the real deal - the opportunity to put everything you have learned to the test.

Students typically do better in the summer exams than the last set of mocks - but usually only by around a grade. This means you need to make sure you are fully prepared for these exams with the aim of achieving your target grade or just off it.

The following will help you plan your revision:

Media Paper 1

Media Paper 1 Section A will always focus on Media Language and Representations. This means the following CSPs:

Advertising & Marketing
Score & Maybelline That Boss Life

Music Video
Billie Jean & Letter to the Free

Media Paper 1 Section B will always focus on Media Audiences and Industries. This means the following CSPs:

Film Industry
Chicken

Radio
Life Hacks and War of the Worlds

Newspapers (not in January PPE)
The Daily Mail and The i

Unseen question

The first question in Media Paper 1 Section A will always be an unseen media product.

The second question will also relate to the unseen while also bringing in a CSP. This means it is likely the unseen product will link to advertising and marketing or music promotion.

20-mark essays

There will be TWO 20-mark essays in Paper 1 – at the end of each section. AQA states for your extended response questions:

“You will be rewarded for your ability to construct and develop a sustained line of reasoning which is coherent, relevant, substantiated and logically structured.”

You can look through this AQA Specimen Paper 1 paper to familiarise yourself with the structure of the paper.


Media Paper 2

The first question in Media Paper 2 will always be a 9-mark question on an unseen media product.


Aside from Q1, Media Paper 2 tests your in-depth topic areas:

TV
Capital and Deutschland 83

Magazines
Men’s Health and Oh Comely

Online, Social and Participatory
Teen Vogue and The Voice

Videogames
Tomb Raider Anniversary, Metroid Prime 2: Echoes & The Sims FreePlay

Indeed, the majority of Paper 2 will be THREE 25-mark essays on your in-depth topics. AQA states for your extended response questions:

“You will be rewarded for your ability to construct and develop a sustained line of reasoning which is coherent, relevant, substantiated and logically structured.”

Synoptic question

The final question in Paper 2 will always be the synoptic question – which requires you to demonstrate knowledge of the whole two-year course of study. AQA states:

“Question 4 is a synoptic question in which you will be rewarded for your ability to draw together different areas of knowledge and understanding from across the full course of study.”

How do we do this? Answer: Key concepts and CSPs

You can look through this AQA Specimen Paper 2 paper to familiarise yourself with the structure of the paper.


Finally, revise EVERYTHING you have learned over the last 18 months for A Level Media in preparing for these exams - terminology, theory and CSPs. Good luck!

Videogames: Final index

We have now finished our final in-depth topic - Videogames.

Your have done some superb work on women in videogames, Henry Jenkins on fandom and postmodernism and The Sims. You now need to complete a Videogames blog index to ensure you have completed all the work for our in-depth Videogame CSPs. 

This process is clearly excellent revision for the Media PPEs coming up next week as well as the summer exams in June. It will highlight if you've missed anything through absence or trips and allow you to catch up if you have fallen behind with anything in this topic. 

Your Videogames index should include the following:

1) Videogames: Women in videogames
2) Videogames: Further feminist theory
3) Learner response: OSP assessment
4) Videogames: Tomb Raider Anniversary
5) Videogames - Metroid Prime 2: Echoes
6) Videogames: Henry Jenkins - fandom and participatory culture
7) Videogames: The Sims FreePlay part 1 - Language & Audience
8) Videogames: The Sims FreePlay part 2 - Industries
9) Videogames: The Sims FreePlay part 3 - Representations

For your index, the text should link to YOUR corresponding blogpost so you can access your work on each aspect of the case study quickly and easily. This also means you if you have missed anything you can catch up with the work and notes and won't underperform in PPEs or exams due to gaps in your knowledge.

Full Media PPEs: revise now!

Your Media PPEs are coming up in the next fortnight. Look out for other blogposts with exam content, revision tips and guidance.

Index due date: Friday 24 January

Monday, January 13, 2020

Videogames: The Sims FreePlay part 3 - Representation

The final aspect of our in-depth case study on The Sims FreePlay focuses on Representation.

There is a lot to explore with representation in the Sims FreePlay - everything from gender, race and ethnicity to capitalism, reality and postmodernism. 

Notes from the lesson

The Sims franchise offers range of representations on gender, age, race/ethnicity, sexuality, capitalism and even reality itself.


One aspect of The Sims is the values and ideologies that the game reinforces. Although it has been praised for its liberal values over, for example, LGBTQ+ representation, it could also be argued that the game reinforces dominant American capitalist ideologies.


Expansion pack trailers

A useful way to analyse representations in The Sims FreePlay is to study the trailers produced by EA to promote expansion pack DLC. For example:





Using these expansion pack trailers, we can study the representation of gender, age, race/ethnicity and much more.


The Sims and postmodernism

Watch this introduction to Baudrillard from 8-Bit Philosophy:




Baudrillard argued that our culture now perceives the ‘copy’ (media representation) as more real than the ‘original’ and stated that we live in a culture where the ‘fake’ is more readily accepted than the ‘real’ – therefore creating hyperreality. This blurs the line between fiction and reality.

The Sims franchise is a perfect study in hyperreality as it allows players to create an entirely constructed life through the game.

The Sims FreePlay social media channels also provide an example of simulacra – they are situated in the real world and interact with real players but feature entirely constructed fictional content from the game. Here, they also make intertextual references to real celebrities. Where is the line between fiction and reality?


The Sims FreePlay - Representation blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 3 - Representations' and complete the following tasks.

Textual analysis

Re-watch some of the expansion pack trailers and answer the following questions:

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

2) What stereotypes have you identified in The Sims FreePlay?

3) What media theories can you apply to representations in The Sims FreePlay?


Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

2) How has The Sims tried to create more realistic representations of ethnicity?

3) How has The Sims responded to racism and sexism in society?

4) What is The Sims perspective on gender fluidity and identity?


5) How does The Sims reinforce the dominant capitalist ideologies of American culture?



1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

2) How is sexuality now represented in The Sims?

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

5) How is sexuality represented in the wider videogames industry today?


Reality, postmodernism and The Sims

Read this Paste Magazine feature on reality and The Sims franchise. Answer the following questions:

1) What does the article suggest about the representation of real life in The Sims 4?

2) What audience pleasures did the writer used to find in The Sims franchise?

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?


The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?


Extension: Postmodernism academic reading

If you're interested (or planning on studying Media or Cultural Studies at university), read this highly academic and challenging summary of hyperreality, implosion and postmodern theory from the University of Chicago. Consider how these approaches apply to the digital media landscape we’ve been studying and in particular the videogame industry and franchises like The Sims and Tomb Raider.


Complete for homework: due Friday 24 January.

Friday, January 10, 2020

Videogames: The Sims FreePlay part 2 - Industries

The second aspect of our in-depth case study on The Sims FreePlay focuses on industries.

We need to know how videogames are regulated and also the companies behind the game. However, the most significant aspect of this concept is the 'freemium' model that The Sims FreePlay uses.

Notes from the lesson

Regulation: PEGI
  • The videogames industry is regulated by PEGI – Pan European Game Information.
  • In the UK, the Video Standards Council is responsible for regulating game content. In 2012, PEGI was introduced to UK law to make the age ratings legally enforceable.
  • It is illegal to sell games to people below the age of the rating.
  • The Sims FreePlay is rated 12+ due to mild references to alcohol, sexual content and similar adult themes.

Electronic Arts
  • The Sims franchise is owned by Electronic Arts (EA), a huge name in the videogames industry.
  • The Sims FreePlay was developed by Firemonkeys Studios, EA’s Australian subsidiary.
  • The franchise was originally developed by Maxis after EA acquired the company.
  • EA is famous for big-budget console games such as the FIFA series but has moved more into mobile gaming in recent years.

The 'freemium' model
  • The Sims FreePlay uses the ‘freemium’ model – free to download and play but with in-app purchases. 
  • Although initially more popular with smaller, independent game developers, the freemium model is now a huge revenue generator for major publishers like EA.

The Sims FreePlay - Industries blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 2 - Industries' and complete the following tasks.

Regulation – PEGI

Research the following using the PEGI website.

1) What is the VSC and how does it link to UK law?

2) Note down the key statistics on the homepage.

3) What is the purpose of PEGI?

4) Click on the PEGI Rating tab in the top menu. What are the age ratings and what do they include?

5) Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?


The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?

2) Why do some gamers believe freemium is ruining games?

3) What are the positives of the freemium model for gaming?



1) Note the key statistics in the first paragraph.

2) Why does the freemium model incentivise game developers to create better and longer games?

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?


Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?


Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

3) What does she say about The Sims gaming community?

4) How has EA kept the game fresh and maintained the active player base?

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.


Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?

2) What examples of downloadable content are presented?

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

4) What innovations have appeared in various versions of The Sims over the years?

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?


Complete for homework: due on Monday 20 January.

Sunday, January 05, 2020

Videogames: The Sims FreePlay part 1 - Language & Audience

Our final videogames CSP is The Sims FreePlay (2011).

This is another in-depth CSP so will require significant work and research across three blogposts to complete your case study.


Background: mobile gaming
  • The videogames industry has changed massively since the emergence of the smart phone and app store distribution model.
  • Mobile gaming has changed the audience demographics for gaming and brought the industry into the mainstream.
  • The app store model means tech giants such as Apple and Google are making significant sums from mobile gaming but mobile hits can still earn developers millions.
  • Angry Birds made developer Rovio $200m in 2012 and broke 2 billion downloads in 2014.

The Sims FreePlay
  • The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000.
  • The game is a strategic life simulation game (also known as the sandbox genre). 
  • The Sims FreePlay takes the game on to phones and tablets and uses the ‘freemium’ model that makes money via in-app purchases.
  • The game has seen 200 million downloads since 2011 – remarkable success.

The Sims FreePlay: Audience
  • The Sims franchise has demonstrated there is a strong and lucrative market in female gamers.
  • When The Sims was first pitched by creator Will Wright he described it as a ‘doll house’. 
  • The development company Maxis weren’t keen because ‘doll houses were for girls, and girls didn’t play videogames’. EA then bought Maxis, saw potential in the idea and one of the most successful ever videogame franchises was born.
  • Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female.

Participatory culture
  • The Sims franchise is one of the best examples of Henry Jenkins’ concept of participatory culture.
  • Since the very first game in the franchise, online communities have created, suggested and shared content for the game.
  • ‘Modding’ – short for modifications – is a huge part of the appeal of the game. Modding changes aspects of the gameplay – anything from the strength of coffee to incorporating ghosts or even sexual content.


The Sims FreePlay - Language & Audience blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 1 - Language & Audience' and complete the following in-depth tasks.

Language / Gameplay analysis

Watch The Sims: FreePlay trailer and answer the following questions:




1) What elements of gameplay are shown?

2) What audience is the trailer targeting?

3) What audience pleasures are suggested by the trailer?


Now watch this walk-through of the beginning of The Sims FreePlay and answer the following questions:



1) How is the game constructed?

2) What audience is this game targeting?

3) What audience pleasures does the game provide?

4) How does the game encourage in-app purchases?


Audience


1) What critics reviews are included in the game information section?

2) What do the reviews suggest regarding the audience pleasures of The Sims FreePlay?

3) How do the reviews reflect the strong element of participatory culture in The Sims?


Participatory culture


1) What did The Sims designer Will Wright describe the game as?

2) Why was development company Maxis initially not interested in The Sims?

3) What is ‘modding’?

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce and Wright on this page.

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

8) How have Sims online communities developed over the last 20 years?

9) Why have conflicts sometimes developed within The Sims online communities?

10) What does the writer suggest The Sims will be remembered for?


Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).

1) How is ‘modding’ used in The Sims?

2) Why does James Paul Gee see The Sims as an important game?

3) What does the designer of The Sims, Will Wright, want players to do with the game?

4) Do you agree with the view that The Sims is not a game – but something else entirely?

5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?



Complete for homework - due on Friday 17 January.