How to revise Revision is a very personal thing and everyone has different techniques. Missing out on your GCSE exams might mean that you have not developed your own systems for revision or perhaps not used such techniques for a long time. Here's a YouTube video I showed my Year 13 form group with top tips for A* A Level revision:
Personally, I strongly recommend using flash cards (they are often called record cards if you are trying to buy them online or in WHSmiths). The simple act of distilling topics into a few key words or phrases to put on the card will seriously help in remembering the key information in the final exams. I have spare flash cards in DF07 if you'd like some so please just come and ask!
How to plan and answer A Level Media exam questions
One of the key skills you would have developed if you'd completed your GCSEs as normal is techniques to take on exam questions. In order to help you, these 'walk and talk' videos go through a range of different A Level Media exam questions and cover the number of marks, how long to spend on the answer and what structure or points you could make in your answer.
Paper 1 Section A - 9 mark question on Advertising and Marketing:
Paper 1 Section A - 20 mark question on Music Video:
Paper 1 Section B - 6 mark question on Film Industry (note: different CSP to ours):
Paper 1 Section B - 9 mark question on Film Industry (note: different CSP to ours):
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 date on Google Classroom.
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.
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.
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 more than 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:
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 date on Google Classroom.
The Print aspect to our coursework brief is as important as the video work we have been focusing on so far. It is crucial that you research, plan and design print work that could comfortably hold its own alongside professional examples. You will also need to make sure you have included a paragraph regarding your print work in your final draft Statement of Intent. A reminder of our coursework brief is here, with the key tasks as follows: Print
Create three posters as part of a marketing campaign for the documentary.
Each poster should focus on a specific marketing strategy for the documentary whilst also ensuring the overall advertising concept remains coherent across the adverts.
Audiences should recognise each poster as being part of the same campaign. Your concept must allow you to include different images in each poster.
Examples of marketing strategies you could communicate are:
how to access the documentary
a specific aspect of the documentary’s content
review quotes / celebrity endorsement of the documentary
The posters should actively promote the social media profile of the documentary and act to encourage sharing and/or audience participation and increase its circulation.
What are the minimum requirements?
ThreeA4 print adverts for your documentary (portrait OR landscape OR a mix of the two - your choice). The minimum requirements from the brief:
Appropriate layout, and design choices for each poster
Appropriate choice of copy in each poster
Three different posters, each using a specific marketing strategy
A common visual style to the overall campaign creating a recognisable brand for the campaign
At least three original images across the three posters with a different dominant image in each poster – these must be images generated specifically for the poster campaign
Appropriate choices of font, type sizes and colours to create meaning
Appropriate consideration of the industrial context of production.
Research and planning blog tasks Create a blogpost called 'Print brief research and planning' and complete the following tasks to plan and prepare your print work: 1) Research TV marketing poster key conventions. Find at least five examples of posters promoting a TV documentary or similar show.
Note down the design elements you notice in each poster and look for aspects you can use in your own work (e.g. a particular camera shot, page design or colour scheme).
Here are a few examples to start you off:
2) Look at this poster campaign for the BBC3 documentary series 'Not Sorry For Being Me'. How does the campaign use design elements to create a brand for the show?
3) Now look for examples of marketing material for documentaries on your chosen subject or something similar (do a Google Image search for documentaries in your chosen area e.g. mental health or sports documentary).
What aspects of the topic are emphasised on the posters and how can you create something similar?
Here are a few examples:
Planning and sketching 1) Plan the marketing strategy and main focus of each of your posters. For example:
Poster 1: focus on content of documentary
Poster 2: focus on how to access / watch documentary (e.g. release date, channel, streaming service)
Poster 3: review quotes from social media / newspapers / celebrities
2) Plan the image(s) you will take for each poster. 3) Write the copy (words) you will use on each poster - title, slogan or tagline, any further information about the documentary, review quotes etc.
4) Plan the social media content you will include in each poster e.g. hashtags, Twitter handle etc.
5) Research and select the font or typography you will use for your posters. This is a critical element of your print work - and also needs to be consistent with your title sequence in the video documentary.
6) Find the TV channel and streaming service branding you will need for your posters and save it in your coursework folder on Media Student Shared. 7) Produce A4 sketches of your three posters, deciding which will be portrait or landscape and where the key information will be placed on the page.
8) Create three new documents in Adobe Photoshop in either A4 portrait or landscape and start designing your posters (even if you don't have the images yet you can add the text, correct font/typography, TV channel and streaming service branding etc.)
Photoshoot 1) Who do you need to photograph for your marketing posters? Remember, you need three separate original images - one for each poster.
Note: you could photograph someone that isn't in your video extract if you wish (but would appear later in the documentary) - this means it could be someone in class which will make things a lot easier in terms of running the photoshoot. 2) What camera shots do you need? Write a shot list for your photoshoots. Make sure you plan a variety of camera shots you will look to capture - medium shots, close-ups etc. 3) Plan the mise-en-scene. What costume, props or make-up will you require for your photoshoots?
4) Finally, note down the time and date for your photoshoots. This may be inside or outside school (or a combination of both). You will have Media lesson time for this in the week after the mock exams.
Statement of Intent
1) Once you have completed your research and planning, go back to your statement of intent and make sure you have included the print brief in your final draft. Then, submit the final draft statement of intent to your teacher.
Use the next two weeks of lessons to complete these planning tasks - homework time is to finish exam work and revise for mocks.
Due date for research and planning on Google Classroom.