P2- Industry
LO: To explore the content of the unit.
3rd November 2020
Jungle Book 1967
Main Characters
Mowgli
Baloo
Bagheera
Shere Khan
Kaa
King Louie
Narrative
Mowgli, a young orphan boy, is found in a basket in the deep jungles of India by Bagheera, who takes him to Raksha, a mother wolf who has just had cubs. She and her mate, Rama, raise him along with their own cubs and after ten years, Mowgli becomes well acquainted with jungle life and plays with his wolf siblings. Bagheera is pleased with how happy Mowgli is now but also worries that Mowgli must eventually return to his own kind.One night, the wolf pack parents meet at Council Rock, having learned that Shere Khan, a man-eating Bengal tiger, has returned to the pack's part of the jungle. The pack leader decides that Mowgli must leave the jungle for his own safety. Bagheera volunteers to escort him to a "Man-Village." They leave that very night, but Mowgli is determined to stay in the jungle. He and Bagheera rest in a tree for the night, where Kaa, a python, tries to devour Mowgli, but Bagheera intervenes. The next morning, Mowgli tries to join the elephant patrol, led by Colonel Hathi and his wife Winifred. Bagheera finds Mowgli, but after a fight, decides to leave Mowgli on his own. Mowgli soon meets up with the laid-back, bear Baloo, who promises to raise Mowgli himself and never take him to the Man-Village.
Shortly afterwards, a group of monkeys kidnap Mowgli and take him to their leader, King Louie the orangutan. King Louie offers to help Mowgli stay in the jungle if he will tell Louie how to make fire, like other humans. However, since he was not raised by humans, Mowgli does not know how to make fire. Bagheera and Baloo arrive to rescue Mowgli and in the ensuing chaos, King Louie's palace is demolished to rubble. Bagheera speaks to Baloo that night and convinces him that the jungle will never be safe for Mowgli with Shere Khan around. In the morning, Baloo reluctantly explains to Mowgli that the Man-Village is best for him, but Mowgli accuses him of breaking his promise and runs away. As Baloo sets off in search of Mowgli, Bagheera rallies the help of Hathi and his patrol. However, Shere Khan himself, who was eavesdropping on Bagheera and Hathi's conversation, is now determined to hunt and kill Mowgli himself.
Meanwhile, Mowgli encounters Kaa once again, who again attempts to eat him, but he escapes thanks to the unwitting intervention of the suspicious Shere Khan. As a storm gathers, a depressed Mowgli encounters a group of vultures who accept Mowgli as a fellow outcast. Shere Khan appears shortly after, scaring off the vultures and confronting Mowgli. Baloo rushes to the rescue and tries to keep Shere Khan away from Mowgli, but is nearly killed. When lightning strikes a nearby tree and sets it ablaze, the vultures swoop in to distract Shere Khan, while Mowgli grabs a large flaming branch and ties it to the tiger's tail. Shere Khan, panics and runs away.
Bagheera and Baloo take Mowgli to the edge of the Man-Village, but Mowgli is still hesitant to go there. However, his mind abruptly changes when he is smitten by a young girl from the village who is coming down by the riverside to fetch water. After noticing Mowgli, she drops her water pot. Mowgli retrieves it for her and follows her into the Man-Village.
Themes
The yellow colour is symbolic of happiness, energy, optimism, and positivity, and was intentionally selected to create a light and happy feeling, as well as being a running theme in the film, as it is a story about finding who you are.
Representations (Groups, individuals, places etc)
In the 1967 film, women are shown to be the property of the male, when being told that a women character will be the leader the males laugh and follow the demands that the women ask of. Women are all presented as beautiful, no matter whether or not they are human or an animal in the animation. In the film, India is presented as a place that you wouldn't want to visit, such as the man-eating tiger and the storms and the humid weather of the Indian Jungle.
Jungle Book 2016
The main changes within the live-action remake of the Jungle Book are;
- Obviously, the development of technology clearly makes the movie more realistic.
- In the beginning, when Khan arrives, he has a scar over his eye and there is an entire backstory created to show why he hates humans and fire so much, whereas within the older Jungle Book, he is just described as a tiger that hates fire and humans and we aren't told why.
- Baloo the bear gets Mowgli to harvest honey for him, which didn't happen last time, the monkey is also made a lot bigger in the 2016 remake when Mowgli gets kidnapped from Baloo
- Baloo shows Mowgli the 'man village' but Mowgli still wants to stay and so they make a deal that he goes back to his own kind by winter.
Compared to the 1967 version where the film uses a lot of yellow colours, whereas within the live-action remake they just use the typical jungle colours such as greens and blues.
Disney
The top shareholders of Disney are Robert A. Iger, Christine M. McCarthy, Alan N. Braverman, Vanguard Group Inc., BlackRock Inc.
Disney creates its revenue by using adverts during TV shows and on social media. They also gain revenue by selling their movies and their new subscription service Disney +. Another big money grabber for Disney is their tourism trade generated at the many theme parks they have around the world.
Walt Disney Company is most likely to expand its revenue base by over $10 billion in 2019. After adding $4.3 billion in revenues in 2018, Disney is set to increase its total revenue from $59.4 billion in 2018 to $69.7 billion in 2019.
1. Avengers: Endgame (2019)
2. Star Wars: The Force Awakens (2015)
3. Avengers: Infinity War (2018)
4. The Lion King (2019)
5. The Avengers (2012)The Walt Disney Company's diversification strategy can be classified as related linked. Disney is in the theme park, movie/TV production, TV broadcasting, and merchandising industries. Several of these businesses market the same characters across them such as Mickey Mouse.
The 1960's
17th November 2020
LO: To research the social context.
- You will be asked to make a comparative study of these two film texts.
- The question may be linked to production, distribution, exhibition, and or consumption.
1967 film has taken over $100 billion US
2016 film has taken 1 billion US dollars on the box office alone.
As times change, so does cultures and their values, stuff that was once acceptable is now no longer tolerated. Attitudes towards ethnicity, gender, smoking and drugs. The sixties were the following age of the flowering of global social activism, with particular empathises on black civil rights, anti-war protests and the second wave of feminism.
The sixties were a time of improvements, for the economy, and for the standards of everyday life. People had more money to spend, so businesses were booming.
From people for the sixties, films (1962) James Bond.
I have a dream
Man on the moon
President assassination
Xenophobia against Mowgli. Afraid of outsiders and the risk of them being a spy.
Discrimination, Louis Armstrong's voice was imitated as King Louis who was the king of the monkeys. Which is highly racist, however, Disney is not racist, as they were just portraying the views and ideologies at the time, people in the 60's even though there was a lot of change, there was still a lot of racism.
Baloo is supposed to represent views of the hippies. Such as the Bare necessities.
Within the Jungle Book, there are still some racist views and ideologies incorporated within the film, these are very subtle, but are still there. The most obvious is the Xenophobic views against Mowgli. Such as Shere Kahn showing a dislike towards Mowgli because he is different, not only because in the film he is a human and the other characters are animals but also because he is a person of colour, I think that Shere Kahn represents the older generation who still have these highly racist and xenophobic fears against people from other countries. However even when this is shown to be highly racist, this doesn't mean Disney is a racist company, they were simply appealing to the audience at the time, unfortunately, the target audience of this film was to the older generation who will bring their kids to come and see the film. If they knew the audience wouldn't go and see the films because they disagree with the ideas portrayed within it then they wouldn't go to the great lengths they did to make the film. There is also a reference to the 'Hippie Culture' at the time, such as the bright colours used when Kaa the snake tried to hallucinate Mowgli. This is represented as a bad thing as the snake was trying to kill Mowgli, this portrays a negative viewpoint on behalf of the youth in the sixties. Another Hippie reference is when Mowgli meets Baloo the bear, Baloo is supposed to represent the Hippie Culture and the whole idea of peace and love and the Bare necessities to live. This shows that Disney is trying to influence their audience to change but only very subtly, they have done this by suggesting to live like Baloo the bear because we don't need a lot to enjoy life, and everyone loves the character of Baloo the bear, which shows as times change, so does cultures and their values, stuff that was once acceptable is now no longer tolerated and that things that weren't acceptable are now tolerated within society, everyone is experimenting with objects and items in everyday life.
On the other hand, there is still a lot of discrimination within the film. This is obvious when we look at the character King Louis, first, we can all recognise the name Louis from Louis Armstrong, who was a black Jazz artist during this time, who was extremely famous, however, racist people still didn't like anything to do with black people at the time. Louis Armstrong's voice is extremely well known. So within the film, Disney has mimicked Armstrong's voice. Now, this would be okay, but when we look closer and we realise the character in the film is the 'King of the Monkeys' we can see this is actually an extremely racist portrayal of a famous black man within the sixties. Being the 'King of the Monkey's' implies that all black people are Monkeys and the connotations of that particular animal are very negative and because Louis Armstrong was so famous this is literally the worst racist comment they could have possibly made.
Disney
LO: To explore the contexts of Disney in the 1960s
- The film has grossed $100 Billion to date, its only cost $4 Million to make the film.
- Made by Disney Studios, under Walt Disney Productions, a Hollywood production company specialising in animated films.
- The animation studio has been responsible for developing many techniques that are now standard practice within the animation business.
- These specialised techniques are still part of Disney today. It is part of Disney's brand identity.
- It is the best animation company in film production, due to its success they have been able to buy up other animation companies, such as Pixar and more recently Marvel and Star Wars. They have therefore bought out the competition to stay at the top of their game.
- Their specialised animation processes involve very labour intensive techniques from the concept to the product. The Jungle Book '67 is a prime example of such high cost and top-quality animation.
Historical Context
- The film is important to the studio's history, it was one of the best films by Disney plus it includes two oscar-nominated songs.
- The original soundtrack was the first to achieve Gold Disk status, for an animated film.
Economic Context
- The Disney corporation was already diversifying into theme parks, TV series and merchandising deals through its distribution arm, Buena Vista.
- More families had a TV in the '60s in their homes, this is why Disney had to diversify, this was because people could watch the shows in their homes, so they had to be able to show Disney in homes as well as Cinemas.
- There was also a 1950's Baby Boom, which could be a reaction to this. There was also a fall in cinema sales, so Disney had to find a way so that people can still watch their films, even if they are not going to the cinemas.
- The Jungle Book was released in October 1967 and grossed nearly $24 million, which shows Disney could generate worldwide revenue by selling a true American Brand.
It was the fourth highest-grossing movie of 1967
It was re-released in the US in '78, '84 and 1990. Disney refused to sell TV rights to their films, maintaining the 'classic' nature of their products.
It had many European screenings as well.
- It shows how Hollywood conquers all, the home market and the global one.
In '91 the Jungle Book was added to the Disney Classics Collection, to allow the film to be resold to younger generations.
A limited-edition DVD was also released in 1999.
In 2010 they released it again as a blu-ray DVD.
Has also been released as a digital download as well, however, they have now created Disney +, now they have their own subscription service, to allow people to pay again to watch their films.
Ownership, Distribution and Control
Making money out of producing films is difficult as there are so many other media platforms where the film can be sold.
The Jungle Book is an example of how important synergy and merchandising is to a media conglomerate as it commodifies a successful media text. Film producers take a percentage of merchandising revenue through licensing deals.
The strategy of cross-promotion has become a basis for the Walt Disney Companies rapid growth.
Disney offers so many different opportunities for both cross-promotional campaigns with other companies and for in house cross-promotion marketing strategies, exploiting the popularity of its brand is a major profit source for Disney.
- He didn't like the first edition of the Jungle Book, he thought that it was too dark and didn't reflect Walt Disney Values. So Walt decided to change the story and hired a new writer to change the storyline.
- He decided to change the standard method of creating an animated film, he decided to cast the members first and create the characters based on the voice of the actor. It was all his work, Walt was extremely hands-on and wanted to muck in and help build the story and make a brilliant film, in which he did.
- They have decided to use extremely recognisable voices. Which were instantly recognisable.
- The animators got most of their inspiration from the voices of the characters, such as Phil Harris for Baloo. They built the narrative and the characters around the actors and the voices behind the characters within the film.
Disney has stayed one of the big six for so long because of their marketing strategies. This includes their method of releasing their films to the general public, Disney released films like the Jungle Book several times, this was to keep the audience wanting to see the film if it readily available to the public and if they wanted to see the film then they would have to wait until Disney re-released the film either as a DVD Classic or in the cinemas. This marketing strategy of making the film 'limited edition' made it more successful. Re-releasing these 'Disney Classics' also meant that people wanted to have a part of this success, so when the film was eventually released onto DVD in 1999, which was a substantial time later, the film was bought up very quickly, this was because people before this didn't have access to the film in their own homes. Disney was also the flagship for new innovations involving animation, staying ahead and buying up their competition meant that Disney stayed one of the best animation productions in the world, buying up their competition also meant that, other competitors could keep up with the mass production of these films and the new ways to create these animated films.
To make the Jungle Book a great success Disney had to come up with new ways of creating an animated film, they have done this by using their specialist animators and animation processes, which involved very labour-intensive techniques from the concept, the idea for the film to the final outcome, the product. The Jungle Book 1967 is a prime example of such a high cost and top-quality animation. Something that was also very rare at the time was the use of colour, which also had many connotations within the film, colour was very rare in films at the time, so the idea that Disney may have been one of the first companies to use colour shows that they were constantly increasing the quality of production and technology at Walt Studios.
The Film Industry
1st December 2020
LO: To explain the process of making a film and changes within the film industry.
What was the process of making films?
You have to record the film, each roll of photographic paper creates 10+ minutes of film. This then goes to a lab to be developed overnight, once developed the director can then see what was created the previous day.
How has it changes over the past 20 years?
Now we can see what we are recording when it is being recorded, so there was no wait to see how the film came out. Now you can make changes on set while you are recording, which has made creating films a quicker process.
What impact has digitalisation had on the industry?
Digitalisation made it so directors and head of photography could be more creative on set, they can playback takes and make changes to it as they are watching the film. If there is an issue then it can be easily corrected while they are filming. As soon as the actor gets back into position they can start shooting with the new Digital video-recorder, which meant it costed a lot less if there was a mistake made on set too.
How has changing technology affected the industry?
It meant that the directors could hold traffic and shoot illegally because these cameras were so cheap it meant that each film set could have multiple cameras, this meant that they could only shoot for a few minutes and they would have multiple shots. This made production costs a lot cheaper. We now have 3D cinema-photography, producers had to find ways to have two of these large cameras side by side to create a rather magical experience, they came up with using mirrors so that these cameras could be shooting the same shot with the same angle at the same time.
What's the future of film making?
The future of film making is ever-evolving, many people believe that cinema-photography will be slowly dissolved, digital effects and animation are overtaking the use of cameras, we now use computer simulations to create animals and moving objects, it may not be long until live-action will be extinct altogether.
How can we see the impact of digitalisation and technical convergence in the production of the Jungle Book 2016?
In the Jungle Book 2016, we can see that Disney has used their specialised skills in the world of animation to create a live-action remake of the original film from 1967. They have combined the technology to create a masterpiece of a film which has been highly rated among everyone who has watched it. Attempting a new version of The Jungle Book was extremely risky. The 1967 animated film with its upbeat soundtrack and characters it remains beloved by audiences of all ages. Fans are fiercely protective of its previous film, so just remaking the film would have been pointless. On the other hand, if Disney changed the storyline too much they would risk betraying the roots of the story. As well as this, with increasingly visually sophisticated audiences, anything less than a totally immersive experience would be dismissed as artificial. So Disney really had to pull out all of the stops to create this film. Using their knowledge and tedious techniques of animation they have managed to create a somewhat lifelike version of the Jungle Book. So the overall impact from the use of digitalisation of live-action animation, which has been created by the use of technological convergence between film and animation, has had a very positive response from all who have watched it.
8th December 2020
Vertical and horizontal integration.
Vertical Integration: This is when the production company has the ownership of the means of production, distribution and exhibition of the film by the same company, because of this they receive all of the profit.Convergence (Digital & technical)
Standard: Where multiple different products merge together to form one product, such as smartphones.
Digital: the ability to view the same multimedia content from different types of devices.
Technical: is when technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. Such as for streaming platforms.
Pre-production, production, distribution, exhibition and exchange
Stages of making a film.
The Jungle Book 2016
LO: To explore the production and distribution of the Jungle Book 2016
Director: Jonathan Favreau
Production company: Walt Disney pictures
Other successes of the director: Iron Man (2008) & Iron Man 2 and The Lion King (2019)
The new film was a lot darker than the original film this was because it was based on the book.
Production budget: $175 million which included:
Above the line cost: Actors, directors and producers
Below the line cost: Equipment, sets, accommodation and special effects
Marketing Budget
2 movie flops, the film didn't gain popularity, so Disney decided to remake a film to secure an income.
Disney gave the director free reign with the film, which was unusual.
The majority of the CGI was created by a British digital effects house MPC.
Jungle Book 2016 was highly dependent on other companies compared to the original film, so was not made fully in house like the original had been.
Because of nostalgia, parents may be especially willing to shell out on merchandise and to take their kids to the cinemas to see the new remake.
Proliferation: A rapid increase in the number of something.
There was a rapid increase in film production, (CGI) providing the most fantastical features.
Disney wanted to create something that looked real, they wanted to create an immersive experience, demonstrating Disney's willingness to stay a creative market leader. They see the potential in a company and then buy them out, this reduces the risks and offers the potential to maximise profits.
Disney chose to use one of its subsidiaries to distribute the film, meaning no additional costs. They granted licences to other companies (including some of their own)
Distribution
Walt Disney Studios Motion Pictures, it handled the theatrical release, marketing and promotion of films produced globally.
Was released from April to July 2016 in 70 different countries.
Produced in 3D and 2D. Released in almost every cinema format there was.
The estimated cost was $175 million but opened with $103.6 million in North America upon its opening.
5th Highest Grossing film of the year.
The current trend for making theatrical release windows shorter, between different countries.
DVD Sales account for almost twice the profit earned by theatrical release.
Warner Brothers, announced on the 4th December, that they will be releasing their films on streaming platforms and in cinemas at the same time.
Bullet Point paragraph plan:
Explain how the production and the distribution of major Hollywood films have changed since the 1960s. Refer to the two versions of the Jungle Book to support your answer.
Explain historical and economic contexts influenced this.
Paragraph 1:
- Cinemas in the 1960s reflected the decade of fun, fashion, rock 'n' roll and tremendous social changes, this included civil rights movements and marches.
- The Jungle Book reflected all of the 'good' that was happening at the time.
- Walt Disney didn't like the idea of portraying negative emotions to its viewers, this is also why the Jungle Book is a lot happier and colourful than Rudyard Kipling's book, which portrayed everything as dark and gloomy.
Paragraph 2:
- The Jungle Book was re-released in the US in '78, '84 and 1990. Disney refused to sell TV rights to their films, maintaining the 'classic' nature of their products.
- Disney wanted to have control over their films and wanted the biggest profits. This is why they decided not to sell the rights for the films to other companies.
- Production of the films was also kept in house, using their labour intensive animation skills they managed to stay at the top of the animation market.
Paragraph 3:
- Now content that was not acceptable back in the '60s are being shown to younger audiences, this is because of desensitisation.
- However, content that was acceptable back in the '60s are no longer tolerated by the younger audiences in today's society, such as sexism and racism, films are now a lot more inclusive.
- The new film is a lot darker than the original as it was based on the book, plus audiences can now tolerate and understand the gloomy nature of the film.
Paragraph 4:
- With the increase of technological convergence, we can now see films on our mobile phones, this accessibility means that Disney has had to find new ways to show their films, this is why they have uploading digital copies of the film onto iTunes, allowing viewers to rent the film or even to buy it as a digital download.
- Films are now always made to be on DVD, whereas beforehand Disney held off and only allowed limited screenings of the film.
- With the competition of the likes of Netflix, Disney had to come up with their own streaming service, which is now called Disney +, this now allows people to watch films wherever they are. With the use of subscription, it means that films are constantly gaining more and more revenue.
Disney in 2016
15th December 2020
LO: To explore the marketing techniques used in 2016
Film distributors are involved within a film before production, advising on its marketability.
A distribution agreement covers:
The promotion in all media before and after release
Different cuts necessary for different cultures or territories
How the income for the release will be appointed
How far the distribution license extends into other markets such as TV and home entertainment
The objective is to create 'visibility' for an individual film and engage the audience's interests.
Because of the proliferation of films, interest needs to be built to a peak just before the film is released in cinemas.
Early release windows can create issues with substitutability (when a film is shown in cinema's and then made available on DVD and streaming sites) but then benefit from the buzz it creates. This is why theatrical releases are now less profitable. This was not the case for Jungle Book 2016.
Most effective methods of film production:
Word-of-mouth
Posters
Trailers
Social Media
Disney advertised the Jungle Book 2016 by using conventional posters and trailers. However, they also created, to emphasise the scope and scale of this movie, Disney introduced a maze-like Law of the Jungle website in partnership with the female-leaning Tumblr; they ran special promos in IMAX theatres focusing on the snake Kaa and created a touring virtual-reality experience and 360-degree Facebook video emphasising the “Avatar” like world of its jungle.
Explain how the marketing of major Hollywood films has changed since the 1960s. Refer to the two versions of the Jungle Book to support your answer.
Marketing has changed dramatically since the first release of the Jungle Book, this is evidenced by the technological advances within this time period. When the first Jungle Book was released there was no access to smartphones or social media, so they had to rely on the traditional methods of marketing. Such as trailers and word-of-mouth, it meant that they were extremely restricted to how they could advertise their movie. In the '60s, the original Jungle Book was marketed at parents, this was because the parents agreed with the views and ideologies presented in the film at the time, such as some racist views and the lack of female characters within the film. These views were shared by the older generation, Disney wanted to get the parents to buy the tickets and spend money viewing the film. This was because parents who agreed with the views in the film would want their kids to believe the same, this meant that to create the largest revenue from the film would have to be targeted at the parents, who have the money to spend to watch the film for their kids. The film was very traditional in its ways, while still maintaining the high production values that Disney was known for.
In the 2016 Jungle Book, the film was largely marketed at a younger target audience. Teenagers enjoyed the action within the film while Disney could still remain well known for their spectacular production values. The film's advertising was also largely aimed at a male-orientated audience, this was because Disney understood that the Disney Magic Castle logo is not an automatic plus for the male demographic, Disney aggressively and repeatedly pitched the movie to male audiences. They used opportunities to advertise within other films with a largely male audience and even showed the trailer within the US Super Bowl. This shows that Disney wanted to change and expand their target market, so that people who aren't stereotypically the Disney target audience, watched their films. Within the trailer for the film, not only did they use the action to entice teenagers to go see the film but they also used some of the original soundtrack to appeal to the older target audience as well, adults would recognise the soundtrack from their childhood and would want to go and watch the film. Disney's secondary target audience is still to this day the older generations, 35-55-year-olds, this is because the parents have the money to spend, the kids don't, so the film has to be entertaining and not tedious to watch for the parents, while still entertaining the kids. This is also why, Disney and many other productions are known to add very harmless adult jokes into some of the films, so it can entertain the adults too. This is because the parents have to take their kids to see the film otherwise Disney's primary target audience wouldn't get the opportunity to see the films Disney were producing.
This shows how much marketing of Hollywood films have changed from when the original film was released compared to when the 2016 remake film was released. The change has been influenced by what has become socially acceptable in today's society. Such as teenagers now being able to watch more action at the cinemas. Advertising has also had to adapt to the latest changes in the target audience to keep up with these changes. [20 mins]
Exam Practice
8th January 2021
Explain how the production and the distribution of major Hollywood films have changed since the 1960s. Refer to the two versions of the Jungle Book to support your answer.
Explain historical and economic contexts influenced this. [15 marks]
As technology has progressed and improved, production and distribution of Hollywood films have had to adapt as well to keep up with the ever-changing market. Production has had to change because of the technology as the cameras used to record in the '60s were limited in what they could do, such as the wait to get a roll of film developed is no longer an issue with the cameras that we have now. Distribution has also changed along with the technological advances because more and more people have access to technology within their homes, meaning advertising can now take place wherever you are due to technology. Distribution of the films have also changed as ticket sales in cinemas are declining and people are turning more and more to home theatres it means Hollywood companies have had to find alternate ways of allowing viewers to watch films in their own homes while still turning a hefty profit.
Cinemas in the 1960s reflected the decade of fun, fashion, rock 'n' roll and tremendous social changes, this included civil rights movements and marches. This affected the production values and the distribution of the films Hollywood companies were making. This was an era of austerity and change, so that meant people were going out more and spending more money. People were going out to the cinemas to watch the latest films being released. This meant that the film industry was booming and the revenue generated by these films meant the companies, like Disney they could afford to splash their cash on new equipment to remain at the top of their market. This also meant that companies like Disney could afford to buy other production companies to create a vertical integration within their market. This meant that all of the filming and the production of making the film can be done in house, which in turn reduces the cost of making the film. As Disney was the best in their industry they could do this, which meant their labour-intensive animation techniques, these methods meant that Disney didn't have to outsource anything in the making of the Jungle Book 1967. The Jungle Book also reflected all of the 'good' that was happening at the time. The film reflected the values of the target audience. The bright colour scheme used was chosen to reflect this, Walt Disney didn't like the idea of portraying negative emotions to its viewers, this is also why the Jungle Book is a lot happier and colourful than Rudyard Kipling's book, which portrayed everything as dark and gloomy. His own opinion greatly influenced the films produced by Walt Disney Studios. Films would be rewritten several times just to satisfy Walt. The films had to portray positive emotions, otherwise, the film would be dismissed by Walt Disney.
The Jungle Book was re-released in the US in '78, '84 and 1990. Disney refused to sell TV rights to their films, maintaining the 'classic' nature of their products. These abnormal decisions were very different to their competitors, who wanted to sell their film as many times as possible to gain the greatest revenue the quickest, however using Disneys techniques, the company has managed to stay at the top of their respective market and are still able to maintain the 'classic' nature of their films. Disney is now, because of the restricted releases, limited edition stock if you will, still able to show their older films and generate revenue. This is because parents and the older generations who grew up watching the classic Disney films would be excited by the showing of one of their 'childhood classic' films. Disney wanted to have control over their films and wanted the biggest profits. This is why they decided not to sell the rights for the films to other companies and it was extremely successful.
Production values for when the Jungle Book 2016 was released has changed massively, such as content is being shown to audiences that were not acceptable back when the original film was released in '67. Content is now being shown to younger audiences and this is due to desensitisation. However, this does go both ways, for example, content that was acceptable in the 60s is no longer tolerated by the younger audiences in today's society. This includes content which is now deemed sexist and in some circumstances racist. Films in the modern era are a lot more inclusive and this is shown greatly within the Jungle Book 2016. Such as the storyline has now been based on the book, so the film as a whole is more gloomy than the original. The film now includes characters who are female, such as the character Kaa the snake is no longer male, but now is female. This just goes to show how the production values for Hollywood films have changed massively, this is down to not only technological advances but also due to globalisation and the point in including as many different cultures as possible in the making and distribution of the film. The film was also, for the first time, outsourced to other production companies, this was due to the decision that the film would be a live-action remake of the original. So for the first time, the vertical integration that Dinsey withholds was changed to allow others who specialise in different areas of production to help out and make the film, Disney decided to do this not only for the more experienced production companies to increase the quality of the movie but was also as Disney knew that the 2016 remake would be a hit, and it was a safe bet to generate some revenue, it appealed to a large target audience, not only those who would have been around to enjoy the first Jungle Book, but also a younger Target audience too.
The economy has also influenced the production and distribution of Hollywood films from when the Jungle Book 2016 was released. At this time the greatest methods of distributing the film and advertising the release for it were word-of-mouth, posters, trailers and Social Media. The first two methods of advertising haven't changed and are still an effective way to get people to go to the cinema, however with the advancement of technology, trailers are now everywhere, whether we go onto a website and one of the adverts is a trailer for the new Disney film, or that we are watching TV in our own homes, trailers have become used more and more, but the main new method of advertising and distribution is now via Social media, this is down to the economy as well as technological advances. People now have enough money to spend on luxuries like a Smartphone, with this comes the use of social media, which over 49% of people as of 2020 are on. This means if people want to interact and share something it has become so much easier to do. This is the main reason why Disney decided to spend a vast amount of their advertising budget on creating online methods of advertising this film. This means that people will be viewing adverts for a specific film a lot more than back in the 60s and this is down to the economy and the new abilities to spend money on non-essentials, such as the smartphone. Disney advertised the Jungle Book 2016 by using conventional posters and trailers. However, they also created, to emphasise the scope and scale of this movie, a maze-like Law of the Jungle website in partnership with the female-leaning Tumblr; they ran special promos in IMAX theatres focusing on the snake Kaa and created a touring virtual-reality experience and 360-degree Facebook video emphasising the “Avatar” like world of its jungle. The film was also aggressively and repeatedly pitched to male audiences. This was to expand its target audience to maximise revenue.
In Conclusion, production and distribution have changed dramatically from the release of the first Jungle Book to the release of the live-action remake in 2016. This is down to advances in technology and the changes in the economy and what is now socially acceptable in today's society. We have clearly moved passed and made the significant progression to equality in society, as we continue to be an equal world, films will have to change again so they become even more inclusive than they already are, but it is clear to me that production values and integration within companies are now more willing to outsource to keep their own values high. Films, even though keeping them made inhouse would be cheaper, can become better by outsourcing. At the end of the day, Hollywood has to keep up with the ever-changing society that we live in, they have had to change production values by including more people within the film, by changing the way they have had to produce the actual film, it is clear that they have developed from 1967.
Disney Audience
12th January 2021
- Disney was founded in 1923 by brothers Walt Disney and Roy Disney as a cartoon studio.
- It is now one of the worlds largest media companies, it has diversified into live-action film production, television and theme parks after its successes as an animation studio.
- Mickey Mouse was created in 1928, 5 years after the company was founded, the mouse is now the main symbol and mascot of the business.
- Snow White and the Seven Dwarfs was Disney's first animated feature-length film. Released in December 1937, it was the highest-grossing film at the time.
- The company in 2018 employs 195,000 people, it is valued at $178 Billion.
Since the sixties, Disney's Target audience consists of men and women aged between 35 and 55 years old. This segment is considered secondary because they have already experienced a traditional Disney atmosphere, Disney must advertise and appeal to the segment because they are the money makers who make the Disney experience available to their children.
Disney's primary target audience is 4 to 12-year-olds. This is been unchanged for decades. It is a very diverse target market, this is because they target both the younger and older kids. (4-9-year-olds and then 10-12). This segment is considered primary because they have the greatest influence over their parent's decision-making and are the most excited about the brand.
Both the primary and secondary target markets are very trusting of the Disney brand due to its longevity and the association with customer service and quality.
In 1967, the brand offered a wide array of products such as TV shows movies theme parks and toys, which satisfy both segments needs and desires.
Children felt a strong association with the many characters, parents were confident in the wholesome values of the brand in a shifting society context.
How can we see that the 1967 film was aimed primarily at a family audience?
The Jungle Book 1967 was clearly aimed at a family audience as the views and ideologies presented in the film, closely resembled those of the parents of the kids, this meant that parents would want to take their kids to watch the film as it agreed with their views, the idea that this film is for a family is mainly because the film is made for kids to watch it, but the film has to be able to be watched by the parents as well, as they make the money and they would be the ones who would take their kids out to the cinema to watch the film.
Jungle Book 2016
The 2016 films succeeded in attracting a wide range of age groups, not just the under 12's or traditional family audiences to see the film.
The success is largely due to the brand's ability to market and distribute the product and to value its audience.
The 2016 film reinterpreted the characters and narrative for a more modern age and the new technology appealed for technophiles everywhere.
More adult themes, the darker atmospheres, the action credentials of the studio and the director. Director's name which has been seen in other male-orientated films also help to appeal to a far more predominantly male audience.
Subtle hints to the original film maintain the sense of nostalgia and humour for the older generations.
How can we see that the 2016 film was in at a broader audience?
The 2016 Jungle Book, appealed to a much broader audience than the original, this was down to multiple factors, the main factor was down to the original film, Disney managed to appeal to an older audience by using nostalgic references to the 1967 film, such as the characters remained largely the same and also there was a reimagined soundtrack which was largely based off of the original film. This shows that the film appeals to both a younger audience (due to the fun-loving characters) and an older target audience because of the subtle hints Disney managed to drop into the 2016 film. The reimagined 2016 Jungle Book also appealed more to a male audience, which hadn't been done before, this was down to the connotations of Disney's films. So Disney decided to use a well-known director who has directed other major films such as Iron Man, which had a largely male-dominated audience. They also decided to use top of the range special effects and CGI, to create a much darker atmosphere in the film, which further allowed the film to be pitched to a much broader audience.
Key events that happened between 2014 and 2016.
- Scotland Votes to Remain Part of the United Kingdom.
- Malaysia Airlines Flight 370 Disappears. (Great efforts were made by the US)
- 2014, Ebola comes to the US
- 2015, The World Strikes a Deal on Climate Change
- 2015, Conservatives win the UK election
- 2015, Pope Francis in America
- 2015, VOLKSWAGEN EMISSIONS SCANDAL
- 2016, was the year for Trump and Brexit, Syrian refugees and the ongoing #oscarsowhite campaign.
- 2016, Russia Interferes in the U.S. Presidential Election
- 2016, An all-female Ghostbusters debuts amidst controversy
- 2016, Pokémon Go briefly takes over everyone’s social life
- 2016, In March, six men were jailed over the £14m Hatton Garden safety deposit jewellery heist.
2016 was a year for change, this was evidenced by the release of the all-female Ghostbusters film which was released by Warner Brothers, despite controversy. This just goes to show that films are moving to a more equal position within their market. More female characters in films and a broader range of ethnicities featured in films is the way forward and many films have seen these changes in recent years. This is also shown in the 2016 film, there were many female characters which replaced the older films male-dominated cast.
Minecraft
15th January 2021
LO: To explore Minecraft and the history of gaming.
Video games are a significant media industry and in 2016 the mobile gaming market was estimated to have taken $38 billion in revenue, compared to $6 billion for the Consul market and $33 billion for personal computer gaming.
Sandbox Game: a video game or part of a video game in which the player is not constrained to achieving specific goals and has a large degree of freedom to explore, interact with, or modify the game environment.
Open-source Software: Open-source software is a type of computer software in which source code is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software to anyone and for any purpose. Open-source software may be developed in a collaborative public manner.
Beta Version: a version of a piece of software that is made available for testing, typically by a limited number of users outside the company that is developing it, before its general release.
Franchise: Franchising is based on a marketing concept which can be adopted by an organization as a strategy for business expansion. Where implemented, a franchiser licenses its know-how, procedures, intellectual property, use of its business model, brand, and rights to sell its branded products and services to a franchisee.
Intellectual Property Rights: Intellectual property (or IP) refers to creative work which can be treated as an asset or physical property. Intellectual property rights fall principally into four main areas; copyright, trademarks, design rights and patents.
On the cover of Minecraft, we can see that the game is about mining. The colour palette suggests the game is for young ages, it also reflects a sense of realism in the game. The theme of the game looks to be like acting everyday life, possible fighting and defending yourself, due to there being a zombie in the background, but to also keep yourself alive and to farm animals as well, as they also appear on the cover.
What are the different types of games you can get and how do they differ?
Action games - games where the player is in control of and at the center of the action.
Action-adventure games - adventure games most frequently incorporate two game mechanics game-long quests or obstacles that must be conquered using a tool or item collected, as well as an action element where the items are used.
Adventure games - players usually interact with their environment and other characters to solve puzzles with clues to progress the story or gameplay.
Role-playing games - mostly feature medieval or fantasy settings.
Simulation games - designed to emulate real or fictional reality, to simulate a real situation or event.
Strategy games - strategy games give players a godlike access to the world and its resources. These games require players to use carefully developed strategy and tactics to overcome challenges.
Sports games - simulate sports like golf, football, basketball, baseball, and soccer.
Puzzle games - Puzzle or logic games usually take place on a single screen or playfield and require the player to solve a problem to advance the action.
Idle games - idle games are simplified games that involve minimal player involvement.
What are the main game companies? (Console and game produces)
Game Producers
Tencent.Sony Interactive Entertainment.
Xbox Game Studios.
Nintendo.
Electronic Arts.
Activision Blizzard.
Ubisoft.
Rockstar Games.
Console producers
Sony
Xbox
Nintendo
Recent statistics about audience demographics.
When was Minecraft released, who designed it and which company produced it?
Released: November 18, 2011Designed by: Markus Persson
Produced by: Mojang
It is the idea of the game?
In Minecraft, there are two main game modes: Survival and Creative. In Survival mode, the goal is to survive. Players appear in a new world and are challenged to use its resources to build shelter, find food, and craft tools to help them construct the universe they want to live in.Who was the target audience?
Age: Minecraft has a wide appeal, but primarily targeted towards 5 to 15 year olds.Gender: Mainly male
Social Class: Minecraft appeals to a wide range of different social classes, although probably upper and middle class because of the consoles you need to play it.
Who owns Minecraft now?
Microsoft
Minecraft
LO: To explore the game features and initial development
19th January 2021Minecraft is best described in terms of the genre; it is a SANDBOX game with a key focus on building and survival.
A SANDBOX game relates to a format in which minimal limitations are placed on the gamer, allowing them to roam and change the virtual world at will.
It is sometimes also referred to as an open-world game or a free-roaming game.
Modding and Extensions
Too many games have suffered from only being available to be played on one or two platforms.
Minecraft made sure the game is available on most platforms.
Minecraft is home to a vibrant modding community with thousands of mods available to manipulate or extend your gameplay.
Some mods have allowed players to add brand-new items and gameplay dynamics to the game while others have allowed multiply Minecraft worlds to have their own meaningful economy.
By supporting modding, Mojang has provided an almost endless supply of extension strategies for when players get bored of the core gameplay.
This is a valuable trait to have in any game, especially when it powers and ability to manipulate what the game offers into something more useful.
Minecraft is a form of 'Artistic Expression'.
This statement is somewhat correct, Minecraft allows the gamer to build, without many restrictions, whatever they want in the game. However, there are some limitations to what a game can do, because Minecraft is a game where you can build things out of singular blocks, there are some limitations, everything it either square or rectangular, which then limits how artistic you can be within the game. On the other hand, gamers have managed to get around this by using different techniques with the blocks, so this could show that even though there are some limitations to the game, there is still the option to become creative in the game, after all, art is all about using what you have to create something wonderful, so yes Minecraft could be considered to be one form of an artistic expression.
Markus Persson, who created and started developing the concept in 2009, was an independent producer, who developed the game concept outside of mainstream media.
Persson, as an independent producer, wanted the game to be kept for 'gamers' and as he developed the concept, he tried to resist the temptation of large multinational companies.
Minecraft's initial reception wasn't commercially viable, it was seen more as a niche product for players with expert knowledge of computers and programming. The game relied on word-of-mouth advertising, so no money was spent on advertising the product in its early stages.
Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity. Minecraft pocket edition was released on Sony Xperia play only available on Sony Xperia smartphones. Minecraft also became available on android and iOS devices shortly after.
It was this ability to strike a franchise deal with the existing technology company, Sony, distribute the game that was a key feature of its success. The commercial deal helped secure Minecraft place in the videogame market. It was packaged as again brand for a wider global audience and not just for gamers; the rapid rise in sales and popularity was a result of having identified markets both Justin game is a new phone-savey digital players.
Persson, wanted to spread Minecraft concept and ethos within the control of genuine games. He also understood, however, that the game is successful grow with the backing of technology companies, they could provide him with multiple digital platforms to distribute the game - ultimately to reach all the non-gamers now using mobile devices.
Which developments in gaming do you think have transformed gaming technology and influence the development of Minecraft?
The developments in the console and computer markets have massively transformed the gaming industry, this is because we are now able to create and have more roam and freedom over the games that we play, there is more personalisation, whether this is just changing the appearance of the game or characters to allowing 'modding' to allow gamers to further change the game to suit their preferences. This has clearly had an effect on the development of Minecraft, as it seems that the whole game was based of being allowed free roam over the game, using this SANDBOX game format, has allowed the game to gain huge success within the gaming market.
Minecraft, as we know was developed by an independent designer, which is unusual for games which reach mass market, most of the time games are developed and produced by a group of designers, specifically for a company. Instead of being tested by companies, the independently produced game was tested and developed further by the gaming community. As Presson wanted to keep the game for just 'gamers' he decided to use this approach to test and develop the concept Minecraft further, refusing and resisting the temptation of large multinational companies, this also meant that Markus gained the valuable praise and or criticism for the new game instead of a studio. This meant he could decide on solutions and to fine-tune the game to suit the target market.
Minecraft
22nd January 2021
LO: To explore the distribution and takeover of Minecraft.
The development of Minecraft in 2011 occurred at a time when gaming went 'online' and was characterised by multi-gaming platforms. This was in part a response to gaming not just for consoles - but on any device.
This opened up the opportunities for games distributors to connect to wider non-traditional gamers to game on media devices like phones and tablets. As well as this, Digital distribution allowed easy access to global markets - Persson and Sony took full advantage of this.
It was at this point that Minecraft became a media product that could be packaged and distributed across multiple platforms to offer its users creativity by interactivity with its content and educational values, and with apparently limitless boundaries to its gaming.
What are the advantages of distributing cross-media content?
The advantages to distributing cross-media content are that it allows the company to broaden their target market, by opening up the game to non-gamers as well as gamers, it allowed for there to be more users of Minecraft, more users that use the game means more profit for the companies involved, such as Sony.
Timeline for Minecraft
Microsoft Takeover
Minecraft inspired videos were key in the early marketing of the game by Mojang, swiftly gaining in popularity on YouTube and generating viral hype about the game. The game was marketed to audiences as an online version of Lego. Although there was no actual connection by implication Minecraft aligned itself in one of the most iconic construction products. 2012 there were millions of YouTube videos based around the game. That such impact came without a major studio backing and it enhanced the reputation and standing of the game and of Mojang.
Microsoft has also built a version of its headquarters in Minecraft, this was to show their ownership.
By 2014, Minecraft, as a PC Java game, had become a globally successful phenomenon across all consoles and hand-held devices, appealing to a wide range of users.
Mojang had struck deals with both Nintendo and Sony.
In 2014, Microsoft acquired the intellectual property rights and Mojang for $2.5 Billion. They had a vision for the game that went beyond global distribution and the exploitation of its loyal gaming community; they realise that gamers could be sold 'add-ons' and a whole range of merchandise.
The takeover cemented Minecraft as a top brand selling video game, enable Microsoft to extend its roots further and secured its distribution to smaller mobile devices like Xperia play. The extent of the game was made easier and not simply confined to gaming or PC consoles.
Merchandise
Microsoft created a range of clothing, which was all based around Minecraft. They also created gaming controllers which had been painted in the design of Minecraft too, there was also a range of key chains and other merchandise too.
Reactions from Takeover
Some folks are upset. Some are confused. Some people are incredulous.Some of the comments made:
Farewell @notch you've given us all such a great life away from life. I thank you humbly and respect your decision. 🙂 take it, easy man. <3 - Gabe (U_U)z (@roboticbunny1) September 15, 2014
Notch, is the smartest dude in the industry— Dank Souls II (@TheGingerSouls) September 15, 2014
Microsoft: We’re buying Mojang! Notch: I’m leaving Mojang. Microsoft: What did we just buy? — Cokelogic (@cokelogic) September 15, 2014
Farewell, @notch. http://t.co/lU19khTRoq — PC Master Race (@MasterPCRace) September 15, 2014
What’s this stuff about Microsoft buying Mojang xD nice prank — Trunks (@DarkTrunksMan) September 15, 2014
Psst to the people mad about the Mojang buy-out: MICROSOFT HASNT PLANNED OR DONE ANYTHING YET SO CAPM YOUR ASSES — Ethan/IronWeasel (@IWRGaming) September 15, 2014
Minecraft
26th January 2021
LO: To consolidate the takeover and its implications
Having free content and free updates means players are more likely to keep playing the game, as it means the player won't get 'stuck' at all in the game and because of the SANDBOX format of the game, it means there are endless opportunities for the players to create and have free range of what they want to do. Keeping the game updated for free means players can enjoy new experiences within the game without having to pay any more, which everyone always enjoys!
Community
Community support is a really valuable trait in any app, especially when changes to the software or the game are affected by community feedback.
That has been the case in Minecraft where updates have been partially crafted based on community demands and, in the case of the recent addition of horses, originate from community 'MODS'.
Integral to the early releases of Minecraft was community feedback where original create Notch was able to shape the game into something the community wanted.
Why is community so important to Minecraft?
Community is important to Minecraft, as it allows for the developers to gain a better understanding of what the players would like in the game, it allows for the developers to gain both positive and critical feedback, to further improve the gameplay for the users. It also allows for a better understanding of how players are getting on with the new updates too, which then allows for 'bug fixes'.
Minecraft within education
Microsoft, in 2016, to recoup some profits, decided to expand the uses of Minecraft and ended up releasing an Education Edition. This edition allowed schools to purchase the licensing, which then allowed students to learn basic coding, it teaches the basics of computer science, which has now moved to remote learning, the edition is constantly updating and changing to suit the needs of the users, which are the schools and colleges.
Minecraft within VR
Minecraft, with the recent development of VR, have also decided to make a VR edition of the game as well, a statement from the Minecraft website "Get right inside the world of Minecraft with virtual reality. With a VR headset on, coming face-to-face with monstrous mobs takes on new meaning; creeping into dark caves inspires even greater trepidation thanks to 3D audio, and the light of a gorgeous sunrise seems to envelop you more completely." They keep expanding the industry and allowing the game to keep up with developments in technology to allow users to keep playing the game they love, on the device they want.
Exam Question
What impact did the acquisition of Mojang by Microsoft have on Minecraft? [12 marks]
Microsoft bought Minecraft from Persson and Mojang in 2014, the deal was for $2.5 Billion. Microsoft realised there was great potential for Minecraft, allowing users to pay for a range of 'add-ons' to further enhance the gameplay. This potential meant that Minecraft could commercialise the whole game, to turn a profit on what they paid for it. They also realised they could create and sell, Minecraft Merchandise to their users. They created a range of clothing, keyrings, soft-toys and even gaming controllers for Microsofts Xbox.
There was a lot of commotion from the deal with Microsoft, Mojang's customer base was very set in their ways and didn't want the game that they know and loved to be changed and commercialised by Microsoft, meaning the gamers would have had to have paid for these 'add-ons' to enjoy the game properly, these once free 'Mods' would have to be paid for and the profits, go to Microsoft. Most of them were right, however, Minecraft had a plan, they wanted to keep the previous customer base, so promised the players they would have to pay for the game, they would keep what they already had, however the argument for paying for these add-ons, was that the designers deserve to be paid for their efforts. Overall there was a lot of negativity from the gaming community about the deal. However, Microsoft did manage to make it work and the game's popularity increased dramatically.
Microsoft had a huge impact within its first year of owning Minecraft. Such as the development of Minecraft Marketplace, which allowed creators and developers to earn money while Microsoft took a cut from it, this generated huge amounts of revenue for Microsoft, but also created an uproar in the gaming community, with gamers accusing Microsoft of taking exploiting their loyal players. The marketplace allowed players to buy 'add-ons' to further enhance gameplay and the overall look of the game, these add-ons were created by people called 'creators' who created material and 'mods' for the game to allow players to personalise their experience of the game. The issue some players had of this is that this content and 'modding' used to be free, and now not only are the creators earning money from it, but Microsoft will be generating revenue as well.
Microsoft later introduced Minecraft for Education, Microsoft had expanded the game to other areas of the market such as VR as well, however, Minecraft Education Edition was the most popular, this is because schools and colleges around the world could now buy the licensing for the 'game' to allow students to learn by gaming, they did this by teaching students how to create basic python algorithms, while still maintaining the 'fun' aspect of the game, teaching kids to code while playing a game they love is a very imaginative way of expanding the market and by teaching kids. Doing this has huge benefits for Microsoft, as it allowed them to not only generate more revenue but to also create a wider user base, by introducing the game within schools, if the kids didn't have the game at home, they would be more inclined to buy the game itself at home, but not only this, by introducing kids to Minecraft within schools, it meant the kids are more likely to want the merchandise that Microsoft has made as well. By this new way of teaching kids, Microsoft also managed to market their product to kids without having to advertise, the word-of-mouth was enough to generate enough interest that the game became one of the most talked-about and used game in the world at the time, however slowly, like all games, popularity faded, but recently it is making a come back with the popularity of the game increasing again, it looks like Microsoft made a good decision to buy Minecraft for what they did and when they did. At the time of the acquisition, Minecraft had sold around 50 million copies. Since then, it’s sold around 130 million copies. Generating revenue of over (by just sales of the game) $3.64 Billion, not taking into account all of the other versions of the game and the sales of add-ons.
In conclusion, the acquisition of Minecraft from Mojang was extremely successful, the impact was next to nothing, there were few complaints at the time of the deal, but after this, the complaints died down, as players realised that Microsoft would be keeping the game updated and adding even more features and allowing an easier way of accessing 'Mods'. Minecraft has managed to appeal to a wide array of players, who game on different platforms, or those who hadn't played games in the past. So overall, the acquisition of Mojang by Microsoft, was a huge success and the game is still being played now, with more and more players returning to the game again, we may see another wave of Minecraft being 'trendy' again.
Minecraft
2nd February 2021
LO: To explore the marketing of Minecraft
Minecraft, originally marketed its game, by the help of others, users made fan videos, which consisted of walkthroughs and 'let's play', these were to give others an insight into what you could find within the game. These videos racked up the views and therefore many people wanted to try this new game for themselves, and with time, the game. Up until it was sold to Microsoft.
Minecraft's, website entices people straight away to 'Get Minecraft', the other submenus include showing you what other versions of the game you could buy and the option to buy merch. All of this entices the user to purchase something. The other option is the submenu for 'community' which has always been an important part of Minecraft. This is because the community is what has built Minecraft, without the sharing of worlds and without these users creating youtube videos about Minecraft, it is quite possible that Minecraft wouldn't have been a global success.
Realms
Realms are personal multiplayer servers, run by Minecraft, just for you and your friends. Your Minecraft world is online and always accessible, even when you log off. This is an important feature, not only because it creates a subscription service, provided by Microsoft, for £7.99 a month, but it keeps the sense of the community alive. It allows players to come together and to create something which everyone can add to and or destroy. There are endless possibilities with these 'realms' which further increases the accessibility of the game to others, as up to 11 people can be online at any one time, creating and using these community private worlds.Social Media: Twitter
Minecraft's Twitter profile picture is a character from Minecraft, keeping the characters within social media means it is instantly recognisable. The content within the feed, largely consists of 'learn how to' guides, this shows something in the feed which captures the attention of the viewer and then gives the viewer the opportunity to be able to learn how to create their own version. There are also many offers and tie-ins, such as links to the marketplace, and to other videos from creators, giving the reader the sense of inclusivity.
Social Media: Youtube and Wiki
Minecraft, often adds links to posts and within their website, giving the reader the opportunity to check out related videos that creators have made, they have also used these platforms as a 'how-to guide' if a player is stuck with something within the game, these platforms act as a help-guide. This has allowed Minecraft to promote its product, because these help guides can also be read for enjoyment, for those who don't have Minecraft and are looking to get it. So these platforms further entice the reader to buy and play Minecraft. It also allows players to add content to these platforms, such as walkthroughs, or just to show off to the world what the player has managed to create and make within the game, this acts as a promotional video as many people who watch the videos, will think what they have created is mesmerising and as such will want to try it themselves, which increases sales of the product.
Minecraft
5th February 2021
LO: To explore audience appeal and demographic
Audiences
On the basis of a conventional video-game sale leader board, Minecraft is a global product. Compare Minecraft's sales to GTA V 56 Million, for example. The US, UK and Canada register the most legal downloads of the game from the 112 countries on the list. Minecraft report selling on average 53,000 copies a day since 2016.
Target Audience
An age poll recently, states that 86% of players who were under 30 were made up of the following.
- 20% under 15
- 44% 15-21
- 22% 22-30
- 14% over 30
Teens in North America and Europe seem to be the dominating demographic, with the majority being male.
The game design does reflect the demographic quite nicely, this is because the game is for those who want to be building, those who are creative and those who want to be able to play with a bit of violence. The violence in the game is not very graphic, however, there is a lot of it, which reflects what the demographic wants to be playing. The game is all about creativity, learning how to build items. Memorising different formulas to build specific items. Even the older demographic for this game is what you would expect from a game like this and due to how old this is. When the game originally came out those who are aged 22-30 would be aged 12-20 and those in the main demographic play the game because others were playing it when they were growing up, so they would have been aged 5-11 when the game first came out, but this was when the game wasn't a hit just yet, and when the game was bought in 2016, they would have been aged 10-16, which is what you would expect a game like this to have a demographic of. The majority of the demographic is male, mainly because of the building aspect but also because of the violence. Which largely appeals to a male-dominated audience.
What is the universal appeal of Minecraft?
Minecraft creates Universal appeal by using the audience to help build and design how the game worked in the first place. Doing this allowed the users to appreciate the content more in the game, mainly because they specifically asked for it, therefore they would be more inclined to make videos and to talk about the game, this helped with the marketing of the product in the first place, Mojang used word-of-mouth to gain popularity. The videos that these users were making, directly attracted and reached new audiences and introduced them to the game. As this game gains popularity with the vast amount of videos being produced by users, it is getting more and more circulated, around the internet. More and more people will see videos on this game everyday. This helps with the marketing of the game, and there are so many ways that this game is distributed due to the Mojang's relationship with media technologies. This game has been released on many different platforms, including ios and android phones plus both Xbox and Playstation. The larger the interrelationship between different media technologies, the more the game is made accessible to players. This means there will be a larger uptake in players. Gamers have free-reign on what they do in the game, which means Minecraft is very adaptable, it can suit many different gamer styles of play. Players can use the game to build large architectural designs or use the game for fighting, in 'survival mode' where the aim of the game is to stay alive on only the resources around you. Which means different people can interpret the media in the game differently. The game has been adapted and changes have been made in the production of the game by the users. Persson believed that this was the best way to get the audience to interact with the media and this means that they have been actively involved in the production of Minecraft and also the audience has been actively involved in the marketing or the game too, due to the videos on youtube that have been made about Minecraft.
Minecraft
9th February 2021
LO: To review key areas and exam-style questions
Question 1
Intro
- Production is influenced in many different ways.
- Normally the game's production would be influenced by paid gamers who test and suggest improvements to the game.
- The audience for the game doesn't normally influence the production of the game
Audience Interaction x2
- Minecraft was created and designed by an independent production company, Mojang.
- This meant that the game couldn't rely on professional gamers who were paid to test the game.
- Therefore, Mojang had to rely on the target audience to suggest improvements, and for new features to be added
- Mojang relied on the opinion of its users to suggest any changes that needed to be made.
- This also meant that the users were happy with the content of the game because anything they needed was given to them by the company, this meant the users were happy to share their experiences with the game by making videos, advertising the game to others.
Context
Gaming has created a gamer subculture which is often the subject of moral panics. Some users do identify as gamers whilst others simply identify as fans of the game.
Evaluation
Yes, audience interaction does influence some game productions, however, most companies have specialist gamers who test out the game for the company, before it is released to the public. This means the audience does not always influence the production of games, but in recent years, game companies are listening to the audience more, this means the users can be heard within the community and if there are enough requests for the game, then the company may add in new features to the game, which allows constant progression. However, there are many games that don't allow this, the game is released after being tested by professional gamers and then is released to the public without any changes being made. However, with Minecraft, the production company relied on the audience to suggest changes to the game, this is because it was independent, and professional gamers who are to test the game would have been very expensive, so the cheaper alternate was to allow for feedback from the audience, even today, with Minecraft being owned by Microsoft, there are still changes being made to the game, via user feedback, this is to allow the game to remain relevant, and also allows users to be happy with the content in the game.
Question 2
Intro
- As technology advances, the gaming market has to adapt to these changes, allowing the game and the company to remain relevant.
- If the game doesn't keep up with technological advances then the game becomes less and less popular, almost killing off the game, which is why the game has to be kept updated across all platforms, and also making sure the game can be accessed through whatever device the users want to access it from.
Production
- As technology advances, so does the game industry
- The games have to be adapted to new media forms such as VR and new consoles being made.
- Games such as Minecraft have to be able to adapt, such as being released on mobile, which allows for more and more people to access the game.
- The more devices the game is available on, the more users the game will have which increases revenue.
- Minecraft has recently been adapted for the virtual reality market, allowing users to actually get involved in the game
Distribution
- As everything is being moved online, games are not being sold as much via a disk, but rather online via a store, such as the Microsoft Xbox game store, or the google play store and even on the App Store.
- Allowing the game to be available through these services, means that the game is more easily accessible to the general public, even encouraging non-gamers to get involved in Minecraft
Consumption
- More and more people are moving to game on their phones, which means those who were never into games are now getting involved and playing these games on their phones, not only Minecraft but other games as well. This new technological development of gaming via our phones has massively affected the game market, console sales have fallen as games on phones have gotten increasingly better. So much so, there are companies offering just 'gaming phones' which are more capable of running these high graphic games. Where previous phones would struggle running.
Context
The regulation for gaming is statutory rather than self-regulating, highlighting the different social attitudes towards gaming, fears about addiction, violence and isolation. The need to protect the most vulnerable and the fact many gamers are younger.
Most gamers do not rely on traditional marketing for information on new games, reflecting modern audiences' resistance to advertising. Most marketing is only successful if it generates word-of-mouth communication.
The rapid and persistent fall in the cost of computing power is both cause and effect of the technological developments in gaming and the role of the audience as prosumers.
Many internet users have resistance to paying for content but will happily pay for micro-transactions. Likewise, many objects to ads in paid gamers but are happy to accept it is a part of free games.
Question 3
Intro
- Mojang has used multiple techniques to reach many different audiences, such as using the preexisting users to market the game and to advertise the games to different audiences, such as non-gamers and those kids who are just getting into gaming.
Content and Marketing
- Mojang marketed the game by using their preexisting users, these users created videos about the content in Minecraft, they created these videos, mainly because they have managed to build something spectacular or that Minecraft decided to use the suggestions of the audience for the next update, meaning that there is more content to talk about within the game.
- These videos, without the users knowing, acting as an advertising platform for Minecraft. The videos encouraged new users to buy the game and take part in what others are creating on said game.
- As the content is constantly being updated and changed, the game remains current. Which allows for more and more users to make videos on their progression through Minecraft, which then acts as an advertising platform to enable Minecraft to be marketed to different audiences.
Social & Economic Contexts
Sometimes, Minecraft offered paid partnership with Youtubers, this was to further reach more and more people. Minecraft users could buy 'add-ons' for an extra payment, these add-ons were normally reviewed and used by these Youtubers, they would show this new content to their subscribers, which acted as a marketing strategy for Minecraft, other ways producers reached and engaged new audiences was through the use of merchandise, this merch was directly linked with the content within the game, people would see this on the streets, see people wearing it and also see Youtubers wearing the merch while reviewing content within the game, which further influenced and marketed the game, especially among the younger gamers in the community.
Context
The regulation for gaming is statutory rather than self-regulating, highlighting the different social attitudes towards gaming, fears about addiction, violence and isolation. The need to protect the most vulnerable and the fact many gamers are younger.
Most gamers do not rely on traditional marketing for information on new games, reflecting modern audiences' resistance to advertising. Most marketing is only successful if it generates word-of-mouth communication.
The rapid and persistent fall in the cost of computing power is both cause and effect of the technological developments in gaming and the role of the audience as prosumers.
Many internet users have resistance to paying for content but will happily pay for micro-transactions. Likewise, many objects to ads in paid gamers but are happy to accept it is a part of free games.
Gaming has created a gamer subculture which is often the subject of moral panics. Some users do identify as gamers whilst others simply identify as fans of the game.
Gender & diversity are now prominent issues in the games industry, reflecting changes in society's issues.
Contexts
Radio 1 Breakfast Show
12th February 2021
- Each show has a theme, ie Quiz Team, it normally relates to the guests that appear on the show, normally within the first hour of the show
- Summarises show at the very start hour by hour, 3 different sections on the breakfast show.
- They have a chat with the guests and normally comes back to them later in the show after playing 1 or 2 songs.
- A half-hour into the show, Newsbeat comes on, catches people up on the latest news in the UK and the US.
- Updates on what is going to be playing next
- Range of songs, normally older upbeat songs, however, there is always a mix of new music too.
- Says their goodbyes to the guests just before the second hour of the show
- Another half-hour after Newsbeat, there is another update.
- subtly advertises BBC shows, adds plugs for podcasts and must listen too, all created by Radio 1
- Newsbeat updates again after half an hour
- Based on the theme of the show, they have an activity with another guest, normally one of the listeners. This show was a quiz, that the guest had to answer all of the questions incorrectly
- Gets the listeners to come on and to have a chat or challenges them to mini-games as a space filler. Jokes, weird talents anything which is a bit different.
- 10 minute take over for guests aspiring to be a DJ, gets to pick songs that they will play to fill 10 minutes, gets guests to talk to the viewers as well.
- Plays a recent live lounge song, this particular was Foo Fighters and they recorded it only the day before.
- Newsbeat an hour later. Another update normally at 9am
- Non-stop music for the last part of the show generally allows for a smooth transition between presenters.
BBC Radio 1 Breakfast Show
26th February 2021
LO: To research the background and industry behind the BBC Radio 1 Breakfast Show
OCR:
The Radio 1 Breakfast show is currently the most listened to 'show' on BBC Radio 1 and forms part of BBC Radio 1's overall public service broadcasting (PSB) remit, to 'entertain, educate and inform' and is required to demonstrate a 'distinctive output of content compared to commercial radio.
The BBC is a public service broadcaster. This means that, in return for payment of a licence fee , the BBC provide viewers with a service of programmes with wide appeal that are guaranteed to conform to its public service remit to 'inform, educate, and entertain.”
How is the BBC funded?
By the licence fee, most households pay.
How many radio stations does the BBC have and how do they differ?
There is no separate radio licence. The licence fee provides for 8 interactive TV channels, 10 radio networks, more than 50 local TV and radio services; and the services available online via bbc.co.uk. BBC Radio 1 plays modern and future music for audiences aged 15–29. Daytime shows are entertainment-focused whilst night-time shows are music-focused. BBC Radio 1Xtra is the second Capital Xtra however in a more varied version. It plays British, North American, Caribbean and African urban, bassline, dubstep, funky, house, gospel and bhangra music. BBC Radio 2 aimed at an older audience of 35–55. The format is most varied out of any BBC stations. It plays throughout the day rhythmic AC hits, oldies, and album-oriented rock. At night there’re specialist music genres, including jazz, folk, blues, country, reggae, classic rock and showtunes. BBC Radio 3 is not the second Classic FM though that’ll be your first feeling when you tune to the station, because 85 % of its schedule is classical music. BBC Radio 4 is an all-speech station that discussing, playing and talking every subject imaginable. News, drama, comedy, games, current affairs, documentaries, entertainment. BBC Radio 4 Extra is a station that broadcasts repeats of old comedy, documentary and drama programs from BBC spoken-word archive. BBC Radio 5 Live is a mostly news station that provides 1 update each half hour. BBC Radio 6 Music is the home of alternative music and other minor genres like electronica, dance, jazz, soul and indie pop/rock.What are the BBC's mission, values and public purposes?
The Mission of the BBC is to act in the public interest, serving all audiences through the provision of impartial, high-quality and distinctive output and services which inform, educate and entertain.- To provide impartial news and information to help people understand and engage with the world around them
- To support learning for people of all ages
- To show the most creative, highest quality and distinctive output and services
- To reflect, represent and serve the diverse communities of all of the United Kingdom’s nations and regions and, in doing so, support the creative economy across the United Kingdom
- To reflect the United Kingdom, its culture and values to the world
- Trust is the foundation of the BBC. We’re independent, impartial and honest
- We put audiences at the heart of everything we do
- We respect each other and celebrate our diversity
- We take pride in delivering quality and value for money
- Creativity is the lifeblood of our organisation
- We’re one BBC. Great things happen when we work together
What are the main differences between commercial and non-commerial radio?
Commercial stations tend to play advertisements in long, aggressive, attention-grabbing blocks, with shorter blocks of music tucked in between. By comparison, non-commercial stations do not run advertisements at all.What is the target audience for BBC Radio 1? What are their expectations of the Breakfast Show?
The remit of Radio 1 is to entertain and engage a broad range of young listeners with adistinctive mix of contemporary music and speech. Its target audience is 15-29 year olds and it should also provide some programming for younger teenagers.Radio 1 Breakfast Show: Times, presenters, audience figures and regular features?
- Each show has a theme, ie Quiz Team, it normally relates to the guests that appear on the show, normally within the first hour of the show
- Summarises show at the very start hour by hour, 3 different sections on the breakfast show.
- They have a chat with the guests and normally comes back to them later in the show after playing 1 or 2 songs.
- A half-hour into the show, Newsbeat comes on, catches people up on the latest news in the UK and the US.
- Updates on what is going to be playing next
- Range of songs, normally older upbeat songs, however, there is always a mix of new music too.
- Says their goodbyes to the guests just before the second hour of the show
- Another half-hour after Newsbeat, there is another update.
- subtly advertises BBC shows, adds plugs for podcasts and must listen too, all created by Radio 1
- Newsbeat updates again after half an hour
- Based on the theme of the show, they have an activity with another guest, normally one of the listeners. This show was a quiz, that the guest had to answer all of the questions incorrectly
- Gets the listeners to come on and to have a chat or challenges them to mini-games as a space filler. Jokes, weird talents anything which is a bit different.
- 10 minute take over for guests aspiring to be a DJ, gets to pick songs that they will play to fill 10 minutes, gets guests to talk to the viewers as well.
- Plays a recent live lounge song, this particular was Foo Fighters and they recorded it only the day before.
- Newsbeat an hour later. Another update normally at 9am
- Non-stop music for the last part of the show generally allows for a smooth transition between presenters.
Presenters
| Chris Moyles - 5 January 2004 Nick Grimshaw - 24 September 2012 Greg James - 20 August 2018 |
How can audiences access the Breakfast Show, both during and after airing?
Radio, smart stereo, online, BBC Sounds, Radio 1 website
What is the BBC Radio 1's remit?
The remit of Radio 1 is to entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech. Its target audience is 15-29 year olds and it should also provide some programming for younger teenagers.What other breakfast show is the BBC's biggest competitor?
Heart Breakfast, The Zoe Ball Breakfast Show (Radio 2), The Dave Berry Breakfast Show (Absolute Radio), The Chris Evans Breakfast Show (Virgin Radio).Radio 1 Homepage
The radio 1 breakfast show with Greg James, the homepage has been kept strictly graphical, with the only image being of the presenter himself and the logo of the show. This appeals to the younger target audience that the show has. The use of the dark colour scheme and then the bright colours in the background, make the website very distinctive to everyone, but more so the target audience, it is meant to capture the attention of the listener, with quick links to other BBC services make the website extremely quick and easy to use, which is perfect for the target audience who has the everyday hustle and bustle, meaning that there isn't much time to spend ages looking for music or other related services, this website makes it quick and simple for them to find what they are looking for.
BBC Radio 1
2nd March 2021
Date of Broadcast:
12th February 2021
Special Features & key talking points:
- Each show has a theme, ie Quiz Team, it normally relates to the guests that appear on the show, normally within the first hour of the show
- Coronavirus, making fun of rules, mocking the 'daily exercise' rules, relates to covid and the new everyday things that we do during the lockdowns, such as trends, which also appeal to the target audience
- Summarises show at the very start hour by hour, 3 different sections on the breakfast show.
- They have a chat with the guests and normally comes back to them later in the show after playing 1 or 2 songs.
- A half-hour into the show, Newsbeat comes on, catches people up on the latest news in the UK and the US.
- Updates on what is going to be playing next
- Range of songs, normally older upbeat songs, however, there is always a mix of new music too.
- Says their goodbyes to the guests just before the second hour of the show
- Another half-hour after Newsbeat, there is another update.
- Subtly advertises BBC shows, adds plugs for podcasts and must listen too, all created by Radio 1
- Newsbeat updates again after half an hour
- Based on the theme of the show, they have an activity with another guest, normally one of the listeners. This show was a quiz, that the guest had to answer all of the questions incorrectly
- Gets the listeners to come on and to have a chat or challenges them to mini-games as a space filler. Jokes, weird talents anything which is a bit different.
- 10 minute take over for guests aspiring to be a DJ, gets to pick songs that they will play to fill 10 minutes, gets guests to talk to the viewers as well.
- Plays a recent live lounge song, this particular was Foo Fighters and they recorded it only the day before.
- Newsbeat an hour later. Another update normally at 9am
- Non-stop music for the last part of the show generally allows for a smooth transition between presenters.
Callers ring or text in to have the chance of getting a mention within the show, in this particular show, they mentioned messages from Cornwall and Plymouth too.
Songs played during the show
ReefPlace Your Hands
Adele
Rolling In The Deep
Shakira
Whenever, Wherever
Lizzo
Juice
Celeste
Love Is Back
MEDUZA
Paradise (feat. Dermot Kennedy)
Billie Eilish
bad guy
Years & Years
Shine
Little Mix
Black Magic
5 Seconds of Summer
She's Kinda Hot
DaBaby
ROCKSTAR (feat. Roddy Ricch)
Silk City
New Love (feat. Ellie Goulding)
SZA
Good Days
Pharrell Williams
Frontin' (feat. JAY-Z)
Justin Timberlake
Señorita
Black Eyed Peas
Shut Up
Good Days
Pharrell Williams
Frontin' (feat. JAY-Z)
Justin Timberlake
Señorita
Black Eyed Peas
Shut Up
Baby Queen
Raw Thoughts
Lil Nas X
Panini
Rag’n’Bone Man
All You Ever Wanted
Riton & Nightcrawlers
Friday (Dopamine Re-Edit) (feat. Mufasa & Hypeman)
Basement Jaxx
Romeo
Pendulum
Propane Nightmares
High School Musical
Breaking Free
Taylor Swift
willow
Cardi B
Up
Foo Fighters
Waiting On A War (Radio 1 live Lounge)
Raw Thoughts
Lil Nas X
Panini
Rag’n’Bone Man
All You Ever Wanted
Riton & Nightcrawlers
Friday (Dopamine Re-Edit) (feat. Mufasa & Hypeman)
Basement Jaxx
Romeo
Pendulum
Propane Nightmares
High School Musical
Breaking Free
Taylor Swift
willow
Cardi B
Up
Foo Fighters
Waiting On A War (Radio 1 live Lounge)
Pa Salieu
Energy (feat. Mahalia)
MK
17
Energy (feat. Mahalia)
MK
17
Ashnikko
Deal With It (feat. Kelis)
Welshy
Haiti
Lewis Capaldi
Before You Go
Lady Gaga
Stupid Love
Deal With It (feat. Kelis)
Welshy
Haiti
Lewis Capaldi
Before You Go
Lady Gaga
Stupid Love
Music is generally new, chart music, those songs which are popular with the younger target audience the show has, however, there are some older songs within the show as well, as the show is on one of the largest radio shows in the UK, they have the largest demographic of listeners, so the show must appeal to the older part of the target audience too.
Hosts, guests and interviews
Greg James - Host
Guests - They have a quiz team on, during the first hour of the show.
News Stories
Covid update, vaccination update, Celebrity news, US politics, music news, sports news, weather news.
The majority of the news is serious, this fulfils how the BBC informs, educates and entertains
Examples of how the show informs; entertains and educates
Has regular news sections dedicated to the show, to keep the listener informed of the latest news.
The show regularly invites listeners to tweet, call in and to get a chance to get on the show.
During this theme of the show, quiz team, there is an element of education for the listener on facts they wouldn't probably know.
During the quiz, there were many opportunities for listeners to be educated with new and recent facts/news.
Examples of the show being challenging, original, innovative and nurturing UK talent.
During this pandemic, the show has had to be innovative, changing the way the show works and operates due to the restrictions in place.
Makes fun games to show off UK talent, by doing this it is also original as the show is known for their quizzes.
Keyways the show targets its audience?
Celebrity gossip is constantly talked about, talks about other shows that the audience would be interested in, such as the Jimmy Fallon show.
Music choice, the themes of the show, any guests that are featured are all aimed at the target audience.
Fun Stuff
Through the first hour of the show, they were talking about the quiz and then taking part in it during the show.
10 minute take over, were aspiring DJ's can get the chance to take over the show for 10 minutes, gives the listener the opportunity to have a bit of fun and to fulfil a dream.
LO: To revise the content of the unit
7th May 2021








Great notes Ellis
ReplyDeleteDISNEY RESEARCH:
Some good notes - subtitles would help you know what you were looking at!
1967 VALUES ANALYSIS:
Good ideas - don't be afraid to write about racist issues. No one is suggesting these are your views. I think the main point here is that, at the time, certain levels of racism were acceptable and normal for the mainstream conservative older generation. It wasn't that they were deliberately representing a particular race in a certain way, it was that using cultural stereotypes was acceptable then and reflected the views of that older more conservative generation.
24/11 (60s Context): good notes and analysis
ReplyDelete01/12 (Side by Side notes) Good
HW Q: yes, but you haven't really answered the question!
08/12 (JB16 P&D): Good notes
ReplyDeleteHOMEWORK: This has many good ideas but you focus solely on Disney and the question is about specific industry practices. JB is then used as examples to support this.
15/12 (JB16 Marketing): Good notes. Exam practice - a good attempt in the time given. Again, you need to remember to answer the specific question first. Also, Disney's views and values in the 67 film were not controversial at the time!
JB Marketing DIRT: I think you got a bit confused Ellis. The Audience part is another lesson - did you watch the Teams session?
ReplyDelete08/1/21 Exam Practice
ReplyDeleteA strong essay Ellis
WWW: you show good knowledge and understanding of the production and distribution process in film and how it's changed over the years.
EBI: you do stray into describing the Disney production rather than comparing the process at the start but the second half is better. Check your 1960s research - cinemas were not booming in the mid 60s at all. (TV!!)
DISNEY AUDIENCE:
Good notes. I think the changes of the time can be seen in more than just the female voices though.
15/01/21 (Minecraft Research)
ReplyDeleteGood research and insight into the changes in the gaming industry. Well done!
19/01/21 (Minecraft Production)
Good answers & notes. Don't forget that he achieved all this success without the normal commercial backing.
22/01/21 (Minecraft takeover)
ReplyDeleteGreat research and responses to tasks. Love some of those comments! ;-)
26/01/21 (Minecraft takeover impact)
Again, good responses.
Excellent exam answer: detailed, accurate and with relevant evidence to support your ideas. Well done!
02/02/21 (MC Marketing)
ReplyDeleteGreat notes.
05/02/21 (MC Audience)
Good notes -excellent overview of the audience appeals.
09/02/21 (Exam Qs)
Great bullet point plans. We will go over the contexts - they are more general.
DIRT: fantastic response and additions. Spot on!
ReplyDelete26/02/21 (BBC Research)
ReplyDeleteGreat notes and research on the BBC
02/03/21 (Episode notes)
Fantastic notes - loads to use there.