Wednesday, 8 July 2020

Videogames case study 2 - Kim Kardashian: Hollywood blog tasks

Language

1) What is the objective when playing the Kim Kardashian: Hollywood game?

To show you an representation of how celebrities such as Kim Kardashian life is.

2) What is an A-list celebrity? Why is it important in Kim Kardashian: Hollywood?
An A-list celebrity are the most powerful celebs in Hollywood right now, This is important to the game as kim Kardashian is known as an A-list celebrity.


3) How do you download the Kim Kardashian: Hollywood game?
You can download the app from app store or play store


4) What is the narrative or storyline of Kim Kardashian: Hollywood? Where is it set?
The narrative of Kim Kardashian: Hollywood is that you take advice from Kim Kardashian and follow the steps she tells you to do, For example the clothes she tells you to wear, Tells you what to say when you are being interviewed by reporters.


5) What characters can you play as? What characters appear in the game?

Their will be paparazzis, famous people, your fans and Guys you'll go on dates with. You'll start of as a girl who is friends with Kim Kardashian who's life is going to change throughout the course of the game.
 

Audience

1) What audience pleasures are provided by the game? Use Blumler & Katz's Uses and Gratifications theory.

The intended audience for this game are aimed towards teenage girls who love Kim Kardashian


2) Why is the game so addictive for audiences? 
There are lots of different features and story line in the game which will be fun for kids around the ages 14+

3) Applying Stuart Hall's Reception theory, what is the preferred reading for Kim Kardashian Hollywood - how do the producers want the audience to react to the game? For the oppositional reading, why might someone dislike Kim Kardashian Hollywood?
The preferred reading for Kim Kardashian Hollywood is that of beauty and fashion and is like the reality of the Kardashians. The oppositional reading



4) Why does James Liu think Kim Kardashian: Hollywood is so successful?
Because he found Kim Kardashian: Hollywood to have merged its mechanics and aesthetics together pretty well.


5) What does James Liu suggest is the reason players keep coming back to the game?
He believes the game was well designed and addictive to play
Representations


1) What representations of women can be found in Kim Kardashian: Hollywood?

Women are made too look beautiful and a symbolic representation of the celebrity females


2) What representations of race, ethnicity or sexuality can be found in the game?
Women are the main attention in this game, Whereas the men are used for story lines such as dating.


3) How does the game both reinforce and subvert stereotypes in the media?
Shows representation of girl being only seen as attractive


4) What does the game suggest regarding modern perceptions of celebrity and how to get famous?
It shows a chain of events of how to become famous and how hard it is to live in the lifestyle of Kim Kardashian

5) How might someone criticise the representation of celebrity in Kim Kardashian: Hollywood?
That celebrities only care about being famous and money, But not about the fans. It shows that you have to always dress good if your a celebrity because their is gonna be lots of paparazzi.
Industries

Industries


1) How much does Kim Kardashian: Hollywood cost?

The game is free to download


2) How does the game make money?
The game makes money by promoting it on twitter, Instagram,facebook and snapchat and the amount of download it gets


3) What subscriptions are available to Kim Kardashian: Hollywood?
  • Gold: 49.99 USD / month 
  • Silver: 19.99 USD / month 
  • Bronze: 4.99 USD / month
4) How was Kim Kardashian: Hollywood marketed and promoted?
The was promoted on twitter, Instagram,facebook and snapchat


5) How does Kim Kardashian: Hollywood use media convergence to cross-promote the game and the Kardashian brand?TV Show and social media channels are referenced in game.  Player encouraged to engage online and gain bonus items for sharing on Facebook. Game appears on Keeping Up with the Kardashians episodes.  TV Show is also referenced in game.

Videogames case study 1: Lara Croft Go blog tasks

Language

1) Who is Lara Croft and when did she first appear in a videogame?

Lara Croft has been massively popular since her debut in 1996, The first game she first appeared on was Tomb Raider.
Lara Croft has been massively popular since her debut in 1996, The first game she first appeared on was Tomb Raider.


2) What classic films influenced the creation of Lara Croft and the Tomb Raider games?
Indiana Jones influenced the creation of Lara Croft and the Tomb raider 


3) How has Lara Croft and Tomb Raider moved beyond just being a videogame?
Different features they've added towards the game, (e.g. the settings , characters)

4) What devices can you play Lara Croft Go on?

The devices you can play Lara Croft Go on are Android, iOS, Windows, Windows Phone, PlayStation and Xbox

5) What type of game is Lara Croft Go?

Lara Croft Go is an action-adventure video game

6) How does Lara Croft Go use narrative (storyline)?

by exploring an Ancient Civilisation in the Amazon Jungle while fighting dangerous enemies, dodging different obstacles and traps to uncover the myth of The Queen Venom.

7) What iconography can be found in Lara Croft Go? How does this help communicate the sub-genre of videogame?

The deadly animals inside Lara Croft GO such as spiders and snake connotes that the place is a dangerous place for a human to be, Which means Lara is the protagonist


8) What other characters or enemies feature in the game?
Lord Richard James Croft A British aristocrat dedicated to archeology.

9) What is the setting for Lara Croft Go? How does this compare to previous Lara Croft or Tomb Raider games?

Lara Croft GO is a turn based puzzle adventure set in a long forgotten world, In 1996, Tomb Raider was set in Egypt.

10) Read this BBC article on the history of Lara Croft and Tomb Raider. How has the character of Lara Croft evolved over the last 20 years?  

Starting with the obvious thing which is the visual e.g. HD, The visuals changed a lot throughout the years also with the characters looks as well, Also there has been an increase of people who are starting to play Lara Croft Go! Throughout the years the female protagonist has been made to look stronger which was a movement towards powerful feminism as the director of the National Videogame Foundation and the Game City festival (Iain Simons) said "I think she [Lara Croft] was part of a broader movement towards a new kind of powerful feminism that came about."


Audience


1) Why might an audience enjoy playing Lara Croft Go?

They could be loyal fans that have been playing since Tomb Raider that came out in 1996, Also the game is comes from an  action-adventure genre which will interest gamers that like those storylines.


2) Where and when might an audience play a game like Lara Croft Go? Think about the device it is played on and the times of the day someone might want to play the game.
Whenever they like as the game is not an online multiplayer where they have to compete against other players around the world, This game is a single player mode where they have to complete deadly missions. You can play on your smartphone, tablet etc, so basically the audience can play any time of the day.


3) How did Square Enix design Lara Croft to make it appealing to an audience?
They've added new features onto the game which will attract new players and keep the loyal players for longer. The game's visual has became a lot better and the look on the character Lara Croft.


4) Which of Blumler and Katz's Uses and Gratifications theory might apply to Lara Croft Go?
Diversions

5) Who is the target audience for Lara Croft Go? How does brand loyalty contribute to this target audience?
The target audience is aim towards young teenage and adult gamer, Also adult gamers because they've could have been playing ever since the first Tomb raider came out. 


Representation

1) How are women usually represented in videogames?

Women are usually portrayed as damsels in distress, and need saving from the protagonist

2) How does the character of Lara Croft reinforce female stereotypes in the media?

Lara Croft is sexulised so it will attract the male gamers.


3) How does the character of Lara Croft subvert female stereotypes in the media?
Lara croft is a powerful heroic female who is independent and confident

4) Why do some people believe the videogames industry is sexist and needs to change?
Some females may feel violated towards the game as the main character (Lara Croft) who is a female is being sexualised and not shown different towards men, There are violent scenes where female gamers might not like to play, Also men could feel left out as there are no male protagonist.

5) Do you think Lara Croft is an empowering feminist icon or just another objectified woman designed to appeal to male gamers?
I strongly believe that Lara Croft shows an empowering feminist icon, This is because it will show men that female aren't soft and weak. The female protagonist Lara Croft is a good embodiment of women in this world who are not shown in the media as powerful but weak.


Industries

1) What does PEGI stand for?

Pan European Game Information


2) What is PEGI's job?
is a European video game content rating system established to help European consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors.


3) Which company created Lara Croft Go?
The company that created Lara Croft Go is Square Enix Montreal


4) What two popular videogame franchises were combined to create Lara Croft Go?
Hitman and Tomb Raider

5) What else is part of the Lara Croft/Tomb Raider franchise? 
Indiana Jones and Hitman

OSP & Videogames: An introduction

1) What were the first videogames like?
The first video game were born upon mighty post-war mainframes: designed for rapid code breaking eg. pong


2) How have videogames changed over time?
Video games have increase in capabilities for the graphics and have many new features

3) What do the most successful games have in common? Answer this in as much detail as you can. Think about audience pleasures - what do people like about playing videogames?
The most successful games are bring recreational pleasure and are simplistic to escape form struggles in the real world

4) What criticisms have been made towards videogames over the years? Here's a good article on the impact of videogames on players that might be helpful.

Video games cause people to become distracted and some are very violent 

Read this Guardian feature from about the sensationally popular videogame Fortnite: Battle Royale and watch the original trailer below.





Now answer the following questions:

1) How many Fortnite players are there worldwide? Here's an updated article with recent figures for you.

350 million players

2) Why is it so popular? What are the audience pleasures of the game?

Fortnite is a unique fps battle royale with cosmetic dances which create excitement 

3) Why might some people criticise Fortnite?

People thought that fortnite copied a game called PUBG and a lot of PUBG players got upset about that. Also this game cause a serious addiction which could effect kids education.


4) Copy and paste two comments from 'below the line' of the Guardian article - these are comments written by Guardian readers in response to the feature. Select one comment you agree with and one you disagree with and explain why. 
It’s also possible to team up with a friend, or group of friends, and compete as a duo or a squad you can  up with random strangers around the world, All you have to do is click either Duo or Squad and fill

Wednesday, 3 June 2020

Apple Beats 1 Radio CSP: blog tasks

Background, industries and the impact of the internet

1) How have our music listening habits changed since 1960?
We went from radio station with limited options also the use of cassette tapes where used in the past but now the internet streams music.

2) When did Apple Beats 1 Radio launch and what is it?
It aired On June 30 2015 and was a free live streaming global radio station

3) What is the difference between Beats 1 Radio, iTunes and Apple Music?
Beats 1 is a global radio station whilst iTunes is a media player and library and apple music is a music streaming service

4) Why was Apple so keen to enter the online music world and compete with Spotify, Deezer and Amazon Music (and others)?
It was to market apple music and make money as it was a global radio station. It also to boost itunes purchasing.

5) Why did Apple choose the three selected DJs for launch? 
Djs would bring their audiences and fan base as they well known in the niche music genre.

6) How does the use of DJs differ from Spotify, Amazon Music and other streaming services? 
Having Djs is like having a personal connection with the radio which cant be done with streaming services

7) How does the content of the Julia Adenuga show differ from Radio 1? 
She is from London And has her own fan base bring more attention to the radio station as she is an expert on grime

8) Why does Beats 1 radio give Apple the power to make or break new artists? Is this a good thing or a bad thing for the music industry?

9) Read the BBC feature on the launch of Apple Beats 1 Radio. Did the industry experts think it would be a success? Why?

Experts though it would be a success as it is a global radio station and has a lot of star power

10) Give arguments for and against the idea that Beats 1 will be a threat to traditional media industries (e.g. radio stations, record shops, online music retailers etc.)

For It is global radio station so it is in many places
More accessible that using cds or records
Has more star power that many radio stations

Against streaming services are more viable and have more options on music 
has competition with radio 1

Audience

1) Who is the target audience for Beats1 and Julia Adenuga in particular? Refer to demographics and psychographics.

Middle age people who are of working class and are into rap and indie music

2) Why do people listen to Beats1? Which aspects of Blumler and Katz’s Uses and Gratifications theory relate to Beats 1 and its audience?


3) Can the audience actively interact with the Apple Beats 1 Radio or are they passive when listening? How? Give examples. 


4) Is Apple Beats 1 aimed at a mass or niche audience? How does this differ to BBC Radio 1?


5) Do you think Apple Beats 1 radio will be popular with young audiences or are streaming services the future of audio-based media?

Radio 1 Launch CSP: blog tasks

1) What radio stations were offered by the BBC before 1967?
BBC Radio Home  broadcasting education programmes and news. Mainly speech-based.
BBC Radio Light  broadcasting mainly light entertainment (comedy / drama) and music.
BBC Third  broadcasting intellectual arts-based talk and music.

2) How was BBC radio reorganised in September 1967? What were the new stations that launched?
The Light Programme was split into Radio 1 that plays "Popular" music and Radio 2 for more 'Easy Listening'. The "Third" programme became Radio 3 offering classical music and cultural programming. The Home Service became Radio 4 offering news, and non-musical content such as quiz shows, readings, dramas and plays. 

3) What was pirate radio and why was it popular?
Pirate radios were normal radio stations without official licenses.  They were popular for producing shows that young people wanted to listen to.

4) Why did pirate radio stop broadcasting in 1967?
The Marine Broadcasting Offences Act officially outlawed pirate radio stations.

5) How did the BBC attract young audiences to Radio 1 after pirate radio stations were closed down?
Young people needed a station that played pop music. Many of the pirate station broadcasters then were then employed by BBC Radio 1, thus bringing many of the their loyal listeners with them.

6) What was 'needle time' and why was it a problem for BBC Radio?
There were concerns that too much music on the radio would mean that people would no longer buy records, so the  Musicians' Union and Phonographic Performance Limited restricted the amount of recorded music that could be transmitted by the BBC during the course of any 24-hour period. 

7) How did BBC Radio 1 offer different content to previous BBC radio stations?
Radio 1 also developed better content more suitable to the target audience of young people as it became more popular.
8) Who was the first presenter for BBC Radio 1 and why did these new Radio 1 DJs cause upset initially at the traditional BBC?
The first producer for BBC Radio 1 was Tony Blackburn. This caused upset to fans initially because he was a pirate radio DJ.  

9) Listen to excerpts from the Tony Blackburn's first 1967 broadcast - how might it have appealed to young listeners?
He might of appealed to young listeners as he was a pirate DJ which a wide audience.
10) What conventions did Tony Blackburn's radio show borrow from pirate radio - which made it very different to previous BBC radio content?
His personality was more easy going, friendly and enjoyable.

Audience and industry

1) What was the target audience for BBC Radio 1 in 1967?
Young teens and adults.

2) Why did Radio 1 initially struggle to attract young listeners?
It was not seen as ‘cool’ by many young people as the BBC stood for traditional, conservative values.
3) What audience pleasures did Radio 1 offer listeners in 1967? (Use Blumler and Katz Uses and Gratifications theory).
Radio 1 offers surveillance to listeners of Radio 1 as it keeps them updated on current day music and news.
4) How is the BBC funded?
The BBC is funded through the compulsory licence fee (£154.50 now; it was around £4 a year in the 1960s). As everybody pays, then everybody should receive content suitable for their needs. 

5) Applying Stuart Hall's Reception theory, what would the preferred and oppositional reading have been of BBC Radio 1 in 1967? 
The preferred reading for BBC 1 in 1967 was that it was popular and enjoyable for young people. Whereas the oppositional reading was that it was a radio station that tried to copied other pirate stations ideas and didn't stream the whole day.

Arctic Monkeys - I Bet You Look Good On The Dancefloor: Blog tasks

Impact of new/digital media on music industry

You'll need to read back to our music video introduction and notes blogpost to answer some of these questions.


1) How do audiences generally watch music videos these days?

These days music videos are generally watched o YouTube.
2) What opportunities has the growth of digital technology and YouTube created for new music artists?
New Music artists are able to make it big thanks to YouTube and the digital era.
3) What is P2P and why did it cause huge problems for the music industry?
P2P stands for peer-to-peer, which means sharing files between people. This causes problems for the music industry as they are not paying for those files.


4) Do you think the internet has given audiences more power over who becomes successful in the music industry? Why? 
I think the internet has given audiences more power over who becomes successful or not as they are able to comment and like on videos making them go viral or not. The audience is also able to share the video to others if they like it which creates more views.


5) How has Fortnite demonstrated the potential future for music videos and promotional opportunities for the music industry? You can read more on this event in this Verge feature.
Fortnite has demonstrated the potential future for music videos with their music and celebrities which create opportunities such as concerts and music released for the game. 

Arctic Monkeys: Industry


1) How did the Arctic Monkeys first achieve success and build up their fanbase?

They played pubs and small venues in and around Sheffield, and built up a  following online using Myspace.

2) Why was P2P file sharing an unexpected aspect to Arctic Monkeys' early success?
It allowed their music to be heard by their audience as they were sharing their files between them which gathered a larger audience.


3) How does the rise of Arctic Monkeys differ from how One Direction were formed and became famous?
Arctic Monkeys were not sponsored by a company unlike One Direction. Arctic Monkeys were friends from school who decided to start a band whereas One Direction didn't know each other before going onto X Factor. They rose to fame by winning third place.


4) How has technological convergence changed the music industry?
Technological convergence has made it easier to listen and watch music videos. This has made more money for the music industry.


5) Has the internet been a positive or negative development for traditional record companies? Why?
The internet has been both a positive and negative development for traditional record companies. It's negative due to problems with piracy, so they're unable to earn as much money. Whereas it's still positive as the companies are able to allow easier access to the public.


Arctic Monkeys: Audience

1) What is the main Arctic Monkeys audience - demographics and psychographics?

Arctic Monkeys' audience are likely to be white, middle class and reasonably young.

2) What audience pleasures are offered by the music video for I Bet You Look Good On The Dancefloor?
Audience pleasures would include diversion - the song is upbeat and fast-paced. Fans who followed the band from the early days might find a sense of personal relationship.

3) Pick out three particular shots, scenes or moments in the video that would particularly appeal to Arctic Monkeys fans. Why did you choose those moments?

The video looks as if it's a one take video which subverts music video conventions that became steadily more complicated and narrative-based in the 1980s and 1990s.
In the beginning when the singer says "Don't believe the hype", it could be referring to the how the fans shouldn't believe everything they see on Myspace.
When the camera zooms in and out on all members individually and as a whole it shows they are 4 individuals who make up one group.

4) What is nostalgia and why is it a key audience pleasure for the Arctic Monkeys music video?

Nostalgia is a wistful yearning for return. It is a key audience pleasure for the video as older fans would enjoy a sense of nostalgia from the 1980s-style performance video.


5) How are fans positioned to respond to the video? What does the artist want fans to take from their video?
Fans are positioned to respond yearning for return as the video is 1980s-style. The artist wants fans to take away what type of band they are and what kind of music they make.

Saturday, 2 May 2020

One Direction - History: Blog tasks

Industry

1) How were One Direction formed and how is this reflected in the music video for History?
One Direction were formed in X Factor by Simon Cowell , this is reflected in the music video as the opening and first few seconds of the music video shows all 5 of 1D and Simon Cowell smiling about them.

2) What is vertical integration? You may need to check your book for this (or remind yourself from this previous blogpost.)
Vertical integration is when one conglomerate owns different companies in the same chain of production.

3) What is horizontal integration? (See link above for help again!)
Horizontal integration is when one company buys other companies at the same level of distribution.

4) How has technological convergence changed the way audiences consume music videos?
Technological convergence changed the way audiences consume music videos by now allowing people to watch them on devices such as smart phones , tablets, TV's and computers.

5) As a manufactured band, what influence do Simon Cowell and the record company Syco (part of Sony) have over the content and release strategy of One Direction music videos? You may want to read this text from an article in The Inquisitr about the relationship between 1D and Simon Cowell.
The record company are the people who write the song and plan the music video out , One Direction is just simply made to sing and act in them.
Audience


1) What is the main One Direction audience - demographics and psychographics?
The main One Direction psychographics for a very well-know big boy band is "Mainstream." Demographics of One Direction are : Middle and upper middle class, teenagers but also young adults and mainly females.

2) What audience pleasures are offered by the music video for History?
Audience pleasure include: Nostalgia, Pleasure, Diversion

 3) Pick out three particular shots, scenes or moments in the video that would particularly appeal to One Direction fans. Why did you choose those moments? 
2:29 : This is because the fans are cheering, this is significant because it lets the fans have their own voice in the music video.

3:03 : This is because it is a shot of them 4 hugging , this is strong because it leave the audience feeling upset as this is there last concert.
0:01 : This is because it is a clip from X Factor when they first became a group.This would appeal to a One Direction Fan because it gives a sense of nostalgia and shows the accomplishments and contrast of then and now.
4) What is nostalgia and why is it a key audience pleasure for the History music video?
Nostalgia is a sentimental longing or wistful affection for a period in the past. It is a key audience pleasure because the whole music video is designed on all their achievements they made in the past that got them to the place they are now.


5) How are fans positioned to respond to the video? What do the producers want One Direction fans to take from the video?

Fans are made to feel joyful and laugh along with the band as they are shown to be having a good time and messing around. However, near the end it shows clips of their last concert , them saying goodbye.

Coursework: Statement of Intent

Daniel Statement of Intent S a s a s a S a s a s a S a s a s a S a s a s a S a s a s a S a s a s a S Introduction Horror film title: S...