P2: Industry
30/10/18
L/O: To explore the content of the unit
Media and industries
Section A focuses on media industries and audiences and requires learners to consider
How and why media products are constructed across different media forms to reach and address and number of audiences.
Main characters:
Baloo- a sloth bear who leads a carefree life and believes in letting the good things in life come by themselves.
Bagheera- a serious black panther who is determined to take Mowgli back to the village and disapproves of Baloo's carefree approach to life.King Louie, an orangutan who wants to be a human, and wants Mowgli to teach him how to make fire.
Shere Khan- an intelligent and sophisticated yet merciless Bengal Tiger who hates all humans for fear of their guns and fire and wants to kill Mowgli.
Kaa- an indian python who also seeks Mowgli as prey, but comically fails each time he attempts to eat him.
Narrative:
- a young orphan boy, is found in a basket in the deep jungles of India by Bagheera, a black panther who promptly takes him to a mother wolf who has just had cubs. She raises him along with her own cubs and Mowgli soon becomes well acquainted with jungle life and plays with his wolf siblings.
- Ten years later, the wolf tribe learns that Shere Khan, a man-eating Bengal tiger, has returned to the jungle and realize that Mowgli must be taken to the "Man-Village" for his (and their) own safety. Bagheera volunteers to escort him back. 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 hungry Indian 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, fun-loving sloth bear Baloo, who promises to raise Mowgli himself and never take him back 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 so long as Shere Khan is there. In the morning, Baloo reluctantly explains to Mowgli that the Man-Village is best for the boy, 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 has encountered Kaa once again, but thanks to the unwitting intervention of the suspicious Shere Khan, Mowgli escapes.
- As a storm gathers, a depressed Mowgli encounters a group of friendly 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 injured. When lightning strikes a nearby tree and sets it ablaze, the vultures swoop in to distract Shere Khan while Mowgli gathers flaming branches and ties them to Shere Khan's tail. Terrified of fire, the tiger panics and runs off.
- Bagheera and Baloo take Mowgli to the edge of the Man-Village, but Mowgli is still hesitant to go there. His mind soon changes when he is smitten by a beautiful young girl from the village who is coming down by the riverside to fetch water. After noticing Mowgli, she "accidentally" drops her water pot. Mowgli retrieves it for her and follows her into the Man-Village. After Mowgli chooses to stay in the Man-Village, Baloo and Bagheera decide to head home, content that Mowgli is safe and happy with his own kind.
Themes:
1963
1964
1965
1966
20/11/2018
Photochemical film making has been used for over 100 years.
Film can be shot for 10 minutes, the film is taken away to a film lab and processed and then viewed daily. The director was the only one who really knew what the film was going to look like. DIGITALISATION
Editing no longer cutting film and sticking together.
Distribution can be done online. No longer paying for distribution.
What impact has digitalisation had in the industry?
Film you have to rely on the director they have control where as digital you can look at it straight away which can sometimes be a disadvantage since other people can judge what the director is filming straight away. Digital cameras you can look at what you are shooting immediately. You don't have to wait overnight like with film.
Digital hand held cameras allowed film making to be a lot more free. Films were on a lot cheaper budget but were really bad quality.
Digital cameras allowed a lot more experimentation.
Since film was so expensive a lot more attention was payed everyone took things a lot more seriously.
Film taught a lot more discipline as you had to cut and stick the film back together so your thoughts about editing were done with a bit more care.
Resolution on digital camera in the binning as good as film.
Early 1970's CCD technology was being used.
Digital cameras allowed directors to talk to actors and gave directors a lot more freedom.
Digital editing allowed image manipulation and special effects.
wasn't
SGI became a thing, before you had to make actual models.
Digital colour correction tool were used in shorted videos like in music videos replacing photo chemical methods.
Digitally captured a lot more colours.
3D was made such as Avatar, alice in wonderland. 3D films were the top grossing films that year when they were released.
What's the future of filmmaking?
Computers will only get better we will be able to create anything we want realistically.
Every year it will have to be more and more real.
Brands like sony will continue to make more and more cameras of higher quality.
Watching films on phones instead of going to the cinema. The watching experience is changing. You won't get the same experience and all the detail as going to the cinema.
We will start watching movies in a virtual world.
Smaller cameras are bing used, more people can make art.
How can we see the impact of digitalisation and technical convergence in the production of the jungle book?
Walt Disney made clear that it was to create happiness through magical experiences. Disney has always targeted young children and families. In 1963 Disney released live action which encouraged audience participation. This was a huge marketing strategy that sold merchandise and soundtracks.
Disney have never let other channels show their films. In the early days of Disney they wouldn't sell the films to the audience but the would re release the films back into the cinema. This created a really magical and special experience for the audience that they associate with Disney.
- Preservation of species
- Rules and order
- Violence
- Courage
- Coming of age
- Foreignness
- Principles
- Family
06/11/018
The Jungle Book (2016)
Main characters:
Baloo: a sloth bear who befriends Mowgli.
Narrative:
- Mowgli is a "man cub" raised by the wolf Raksha and her pack, led by Akela, in an Indian jungle ever since he was brought to them as a baby by the black panther Bagheera.
- Bagheera trains Mowgli to learn the ways of the wolves, but the boy faces certain challenges and falls behind his wolf siblings, while Akela disapproves of him using human tricks like building tools instead of learning the ways of the pack.
- One day, during the dry season, the jungle animals gather to drink the water that remains as part of a truce during a drought that enables the jungle's wildlife to drink without fear of being eaten by their predators.
- The truce is disrupted when a scarred tiger named Shere Khanarrives, detecting Mowgli's scent in the large crowd. Resentful against man for scarring him, he issues a warning that he will kill Mowgli at the end of the drought.
- After the drought ends, the wolves debate whether they should keep Mowgli or not. Mowgli decides to leave the jungle for the safety of his pack. Bagheera agrees with the decision and volunteers to guide him to the nearby man village.
- En route, Shere Khan ambushes them and injures Bagheera, but Mowgli manages to escape.
- Later, Mowgli meets an enormous python named Kaa who hypnotises him. While under her influence, Mowgli sees a vision of his father being mauled while protecting him from Shere Khan. The vision also warns of the destructive power of the "red flower" (fire). Kaa attempts to devour Mowgli, but she is attacked by a large brown sloth bear named Baloo, rescuing an unconscious Mowgli.
- Baloo and Mowgli bond while retrieving some difficult-to-access honey for Baloo, and the boy agrees to stay with Baloo until the winter season arrives. Upon learning that Mowgli has left the jungle, Shere Khan kills Akela and threatens the pack to lure Mowgli out.
- Bagheera eventually finds Mowgli and Baloo and is angered that Mowgli has not joined the humans as agreed, but Baloo calms him down and persuades both of them to sleep on it.
- During the night, Mowgli finds a herd of Indian elephants gathered around a ditch and uses his vines to save a baby elephant from the ditch.
- Although Baloo and Bagheera are both impressed, Baloo realises that he cannot guarantee Mowgli's safety after learning that he is being hunted by Shere Khan. Baloo agrees to push Mowgli away to get him to continue onward to the man village.
- Mowgli is kidnapped by the "Bandar-log" (monkeys) who present him to their leader, a giant ape named King Louie.
- Assuming that all humans can make fire, King Louie offers Mowgli protection from Shere Khan in exchange for it
- Baloo distracts King Louie while Bagheera tries to sneak him out, but their plan is discovered. As King Louie chases Mowgli through his temple, he informs Mowgli of Akela's death. King Louie's rampage eventually causes his temple to collapse on top of him. Furious that Baloo and Bagheera never told him about Akela's death, Mowgli goes to confront Shere Khan alone.
- Mowgli steals a lit torch at the village to use as a weapon and heads back to the jungle, accidentally starting a wildfire in the process.
- He confronts Shere Khan, who argues that Mowgli has made himself the enemy of the jungle by causing the wildfire. Mowgli throws the torch into the water, giving Shere Khan the advantage.
- Baloo, Bagheera, and the wolf pack intervene and hold Shere Khan off, giving Mowgli enough time to set a trap. He lures Shere Khan up a dead tree and onto a branch, which breaks under the tiger's weight and Shere Khan falls into the fire to his death. Mowgli then directs the elephants to divert the river and put out the fire.
- In the aftermath with Shere Khan no longer posing as a threat, Raksha becomes the new leader of the wolf pack.
- Mowgli decides to utilise his equipment and tricks for his own use, having found his true home and calling with his wolf family, Baloo, and Bagheera.
Themes:
- Being scared of outsiders (could be seen as racism in the human world)
- Preservation of species
- Rules and order
- Violence
- Death
- Community
- Foreignness
- principles
- Family
What changes have been made?
- The ending, Mowgli doesn't go back to the humans he stays in the jungle with his wolf family.
- The animation was different. 2016 version used CGI.
- The newer version the animals are more realistic.
- The newer Mowgli comes across a lot more scared and nervous.
- We see a much more mothering nature from Raksha Mowgli's adopted mother.
- The 2016 version talks about Mowgli's background but the 1967 doesn't.
- We learn in 2016 Shere Khan's fear of fire, why he has his scar and white eye in flashbacks. Making the relationship between Shere Khan and Mowgli more personal.
- In the 2016 version there is more action scenes and revenge is show a lot more.
- Baloo in 1967 was shown as being fun and lovable. In 2016 the bear is much truer to its species. The same is said for King Louie
- Kaa becomes less goofy and more slippery and manipulative.
How are advances in technology shown/used?
- the whole film was filmed entirely on sound stages.
- The animals were created entirely by computer animation with the assistance of real animal movement.
- The animals speaking were made using techniques similar to earlier films such as Snow White. and Babe.
- Nearly 70 separate species of animals native to India are featured in the film, with several species being portrayed as "150% larger" than their actual counterparts.
- The person who played Mowgli acted with puppets that he would fight against.
- MPC developed a new software for animating muscular structure in the animals.
- Around 1,000 remote jungle locations in India were photographed and used as reference in post-production.
Disney
Ownership: The company was founded on October 16, 1923 by brothers Walt and Roy.O Disney as the Disney Brothers cartoon Studio. Its other names were The Walt Disney Studio and Walt Disney Productions. Its final name is The Walt Disney Company in 1986.
In the 1980s Disney decided that they needed to make more mature content which they did so under the name The Walt Disney Studios.
On December 14, 2017, Disney announced an agreement to acquire 21st Century Fox for $52 billion. The bid was later increased to $71 billion as Warner Media joined the company.
Funding: After the second world war the company wasn't doing so great, in 1949 it made losses. The year after Disney made it's profits back with a net worth of $720,000 on revenues of $7.3m. In the beginning Disney made low budget cartoons but then they took more risks and made action movies with a much higher budget, such as Rob Roy, The Story of Robin Hood and Treasure Island.
Growth: When Walt Disney World Resort first opened in 1971, it had one theme park.
Box office successes: The best box office films released by disney are Star Wars: the Force Awakens, Black Panther, Avengers, Incredibles 2, Beauty and the Beast, Finding Dory, Pirates of the Caribbean.
Diversification: On July 18, 1955, Walt Disney opened Disneyland to the general public. In November 1965, "Disney World" was announced, with plans for theme parks, hotels, and even a model city on thousands of acres of land purchased outside of Orlando, Florida. Disney continued to focus its talents on television throughout the 1950s. Micky mouse premiered in 1955. (they were just a film studio how have they evolved.)
Influence and brand values: Disney say "Their strategic direction for The Walt Disney Company focuses on generating the best creative content possible, fostering innovation and utilising the latest technology, while expanding into new markets around the world."
Disney are fun, caring, loyal, respectful, open, diverse and family friendly.
Disney are fun, caring, loyal, respectful, open, diverse and family friendly.
Disney have a huge impact on children and their values which will impact them for the rest of their lives. Although the films teach good values such as love and respect and equality they can also have a darker side which can often go ignored.
08/11/18
L/O: To research the social context in the 60's
1960
- John F. Kennedy became president
- The U.S sends 3,500 troops to Vietnam.
- The first weather satellite is launched by the a U.S
1961
- First person in space
- Invasion of Cuba
- The peace corps volunteer program was created
- WWF was created
1962
- The Cuban Missile Crisis has the world on the edge of another World War as the United States and USSR come close to launching nuclear attacks.
- James Meredith becomes the first African-American student to enroll at the University of Mississippi.
- The comic book character of Spider-Man makes his debut in the Amazing Fantasy #15 comic
- The Beatles release their first single, "Love Me Do," in the United Kingdom
- First Wal-Mart store opens
1963
- John. F Kennedy is assassinated.
- Martin Luther king gave "I Have a Dream" speech.
- The United States begins to use Zip Codes.
- The BBC broadcasts the very first episode of the iconic television show "Doctor Who."
1964
- United States President Lyndon B. Johnson signs the Civil Rights Act of 1964 into law.
- NASA's Mariner 4 space probe successfully approaches Mars and becomes the first spacecraft to take images of a planet from deep space.
- Sidney Poitier wins the Academy Award for "Best Actor" becoming the first black actor to win that honor.
- The Ford Motor Company begins to produce and sell the Ford Mustang.
- Martin Luther King, Jr. leads a peaceful civil rights march
- The Vietnam War escalates and opposition to it begins to mount as anti-Vietnam protests become more common.
- Mary Quant designs the mini-skirt in London and it becomes a fashion craze.
1966
- The first episode of the popular television show "Star Trek" airs.
- The Soviet Union's Luna 9 unmanned spacecraft lands on the Moon.
- Botswana and Lesotho gain independence from England.
- Gandhi becomes the Prime Minister of India.
- The Canada Pension Plan is introduced in Canada.
1967
- Rolling Stone publishes its first magazine issue.
- South African doctor Christiaan Barnard completes the first heart transplant operation.
- Marshall was the Court's 96th justice and its first African-American justice.
1968
- Civil Rights leader Martin Luther King Jr. is assassinated in April by James Earl Ray.
- States that provided for equal housing opportunities regardless of race, religion, or national origin
- Richard Nixon wins the United States presidential election.
- The first manned Apollo mission, Apollo 7, is launched by NASA.
1969
- Neil Armstrong and Buzz Aldrin become the first men to arrive on the Moon during NASA's Apollo 11 mission.
- The Woodstock music festival takes place in New York and features such acts as Janis Joplin, Jimi Hendrix, Jefferson Airplane, and The Who.
- The popular children's television show "Sesame Street" debuts.
- The United Kingdom abolishes the death penalty.
20/11/2018
L/O To research disney's history, Disney 60's
What were the differences between how Disney operated as a film studio and how other studios operated at the time?
Disney's personal control of the whole studio affected all stages of production and distribution. Before Jungle Book started, Disney had streamlined the whole production so that he had one supervising director, one art director, four master animators and one storyman. The storyman would write the screenplay, make the storyboards and record the voices. At the start of production Jungle book's storyman was Bill Peet, who complained, nothing thats 'more than forty men had once been assigned to these tasks.'
What was Walt Disney's own influence on the production?
Since Disney's previous film The Sword in the Stone was not a success so Disney became more involved with the next film the Jungle Book. It ended up being his last film before he died. Disney thought that the first version of the script was too dark for the family audiences and that people wouldn't be able to identify with Mowgli. Disney wanted it to be fun, light hearted, entertaining with happy songs.
What techniques were used that differed from normal animation practices?
Before, the standard procedure was to have animators draw characters first and then to cast the actors, making sure they were suitable voices. Jungle Book did the opposite, the drawing were based on the actors voices, matching the drawings to their vocal personality.
The Jungle book was created on transparent 'cels', a technique patented by Earl Hurd in 1914. The cels were originally fixed onto register pegs and this way various layers of image could be shot at once and backgrounds didn't need to be repainted each time. However, Disney developed this idea by using a multiplane camera which photographed a much larger number of layers of frames at once at different speeds which created the illusion of depth and almost a 3D effect and allowed for tracking figures. It also enabled special effects to be created, such as moving water or flickering stars.
What places/people did they get their inspiration from?
Baloo was based on real footage of bears, even incorporating the animal's penchant for scratching. The wolf's cubs were based on dogs from 101 Dalmatians.
22/11/18
L/O: To explain the process or making a film & changes with in the film.
What was the process of making a films?
Director know exactly how to capture the movie, (light, sound, framing, sensibility, how to make people feel emotion)Conception
Director know exactly how to capture the movie, (light, sound, framing, sensibility, how to make people feel emotion)Conception
Pre-production
Production
Post production
Distribution
Exhibition
How has it changed in the past 20 years?
Photochemical film making has been used for over 100 years.
Film can be shot for 10 minutes, the film is taken away to a film lab and processed and then viewed daily. The director was the only one who really knew what the film was going to look like. DIGITALISATION
Editing no longer cutting film and sticking together.
Distribution can be done online. No longer paying for distribution.
What impact has digitalisation had in the industry?
Film you have to rely on the director they have control where as digital you can look at it straight away which can sometimes be a disadvantage since other people can judge what the director is filming straight away. Digital cameras you can look at what you are shooting immediately. You don't have to wait overnight like with film.
Digital hand held cameras allowed film making to be a lot more free. Films were on a lot cheaper budget but were really bad quality.
Digital cameras allowed a lot more experimentation.
Since film was so expensive a lot more attention was payed everyone took things a lot more seriously.
Film taught a lot more discipline as you had to cut and stick the film back together so your thoughts about editing were done with a bit more care.
Resolution on digital camera in the binning as good as film.
How has changing technology effected the industry?
Early 1970's CCD technology was being used.
Digital cameras allowed directors to talk to actors and gave directors a lot more freedom.
Digital editing allowed image manipulation and special effects.
wasn't
SGI became a thing, before you had to make actual models.
Digital colour correction tool were used in shorted videos like in music videos replacing photo chemical methods.
Digitally captured a lot more colours.
3D was made such as Avatar, alice in wonderland. 3D films were the top grossing films that year when they were released.
Some think 3D is a marketing strategy and will die out once people get used to it and go back to 2D.
What's the future of filmmaking?
Computers will only get better we will be able to create anything we want realistically.
Every year it will have to be more and more real.
Brands like sony will continue to make more and more cameras of higher quality.
Watching films on phones instead of going to the cinema. The watching experience is changing. You won't get the same experience and all the detail as going to the cinema.
We will start watching movies in a virtual world.
Smaller cameras are bing used, more people can make art.
Homework
Vertical integration: Where a company takes complete control over one or more stages in production or distribution. It is a competitive strategy.
When a Media Company owns different businesses in the same chain of production and distribution.
When a Media Company owns different businesses in the same chain of production and distribution.
Horizontal integration: Where a production company expands into other areas of one industry. This means that the company can develop in a particular area of production or they can buy out another company that deals with these areas.
Where an organisation develops by buying up competitors in the same section of market.
Where an organisation develops by buying up competitors in the same section of market.
Convergence (Digital, technical and standard): The merging of perviously distinct media technologies and media forms due to digitalisation and computer networking. For example, rather than carrying separate devices – like a cell phone, camera and digital organiser – each technology converges on a single device, or smartphone.
Standard convergence: of media occurs when multiple products come together to form one product with the advantages of all of them. E.g. iPhone.
Standard convergence: of media occurs when multiple products come together to form one product with the advantages of all of them. E.g. iPhone.
Pre-production: The idea, Finalise a Shooting Script, Storyboards & Shot Lists, Find the Right Crew, Location Scouting, Create a Proper Budget, Find the Right Cast
Production: Filming advertising and marketing
Post-production: Editing
Distribution: Distribution to the cinema
Exhibition: Shown in the cinema
Distribution: To the shops
Exchange: TV, online, iTunes, downloading, Netflix, reviews online from the audience.
27/11/2018
L/O: To apply media terminology and debates to disney
How can we see the impact of digitalisation and technical convergence in the production of the jungle book?
- more realistic
- improvements of animations
- sound quality
- In the original film the characters were based on the voice actors voice personalities and their facial expressions. In the new film the characters are based on the real animals
L/O: To explore the industry and social context of disney in the 60s.
An era of change in the social context & film industry.
Seeking to protect itself from the profound shift occurring in audience profile and viewing habits, Disney had already in the 1950's opened theme parks trading off it's major animation characters and, in turn using the release of new films to promote the parks. The theme parks became a major source of revenue and marketing of the brand, focusing on a potent mix of adult nostalgia for childhood and the appeal to young children of making animated characters and their worlds's real.
In addition, Disney had branched into television, establishing a TV channel targeting young children and mining its back catalogue of cartoons whilst creating new TV shows that encourage participation as members of the Disney family of 'Mouseketeers'. It had made the move into live action with the release in 1963 and 1964 films such as Herbie and Mary Poppins. These massive box office had provided that the formula for marketing animation could equally applied to live action- merchandise and soundtracks.
Conventional film marketing techniques?
- Trailers in the cinema linked to similar genre
- Teaser posters, theatrical posters, billboards
- Magazine features
- Press marketing - allowing press to access to the set: studio images of characters etc. to use as main magazine feature or cover.
- Reviews of the film in the newspapers/magazines
- Word of mouth
- Merchandise- products linked to the film
- film soundtrack/hit theme song
- Fandom- creation of tribes- The Mickey mouse club; Mouseketeers
- Brand identity - the studio/director/franchise
- Brand reliability
Disney's influence & values
King Louie is challenging ethnicity with his jazz/hipster character. This occurred in the age of Martin Luther King. Some thing he is based off of Louie Armstrong. This showed Walt Disney's lack of understanding of culture at the time.Huge box office successes
Walt Disney dies a few months before the film was released. Disney's work and practises of the studio continued along the lines he had set out over the previous 30 years. Disney align itself with the family values of Disney and to protect the brand.
Hesmondhalgh- Considers the impact from contemporary cultural industries in the modern era (from 1950s onwards) becoming more commercially organised. Media institutions under both horizontal and vertical systems employ.
How had Disney exploited its brand image to construct a clear and consistent audience for its product over a period of time?
Disney have never let other channels show their films. In the early days of Disney they wouldn't sell the films to the audience but the would re release the films back into the cinema. This created a really magical and special experience for the audience that they associate with Disney.
Disney's lack of understanding of the evolving social mood era was shown in the Jungle book. King Louie in the film was largely hinted as being based off of Louie Armstong, coming across as a jazz/hipster character. Racism in America divided the country at the time, so Disney showing such strong ethnic stereotype. His unawareness at the time was not setting good values for children at the time. Although the target audience weren't directly effected by this, it may have prevented other audiences from enjoying the film loosing Disney money from not always showing a good brand image.
Disney has used horizontal integration to make money and buy other movie company's such as Marvel and Pixar. Some of these films made by Disney could really damage their reputation and brand image so they very advertise these action/scary films as Disney but under other names.
Disney has used horizontal integration to make money and buy other movie company's such as Marvel and Pixar. Some of these films made by Disney could really damage their reputation and brand image so they very advertise these action/scary films as Disney but under other names.
Disney has a huge attention to detail which people love and what the audience expect like in the Jungle Book. They also expect there expectations to be met or exceeded. Disney has always been very guest centred . As their was a big shift occurring in audience profile and viewing habits, Disney opened theme parks reinforcing the brands identity of fun and entertainment.
In the film the Jungle Book the wolf pack was talked about a lot and shown. It is a family pack that has a very loving mother who took Mowgli in as her own, a strong father and children with the father wolf in charge. This would have been relatable to the audience at the time as the stereotypical family had the same family unit. This has created a strong family brand image that creates a trust between the audience and Disney.
Disney has cleverly succeeded in creating a brand image that they have built up over many years that every kid and parent loves and trusts in.
The theory of zeitgeist applies to Disney's brand image as the family audience would have been effected by the invisible force of society dominating them. The themes and aspects put into the film would there for be relatable and understandable to the audience.
Audience research
In 2016 Disney's target market contained around 26 million children, boys and girls. It represented approximately 8 and a half percent of the U.S population.
This segment enjoys surfing the web, watching TV, playing video games. Boys and girls in this market are trend seekers (mintel). They are exposed to more and more digital media.
Secondary audience
45-55 and made up of 15% of the total population. They are use technology but prefer simplicity. Green, concerned with fitness, praise individuality and youthfulness, spenders and travellers, seek fun and educational content.
New film demographic
The animals were realistic, It was originally targeted towards teenagers and men. With scary scenes, snarling buffalos . The idea was to target them and they would tell they're younger brothers and sisters.
How has is developed?: It was originally a simple game with the goal of surviving and building structures. When it was released you could only place and break blocks. With ver little you could actually do. you couldn't even run. The game was updated, changed and added when the players games. Before Microsoft the game was available on a limited amount of consoles but they released it on newer ones.
Released- 2018
Age rating- 7 (PG in American version)
What is the appeal of Minecraft?
If the target audience have ever played LEGOs or MegaBlocks as a child, Minecraft is essentially the virtual version of this. You can build literally anything you can imagine - from small villages and caves with rooms to huge mansions and large cities that anyone dreams of living in. Those who are young and play with lego now may like this and the adults who played with it as a child may also. The game has endless possibilities to build anything from simple things to complex buildings, which may appeal to the older target audience.
Theory:
Uses and Gratifications theory as developed by Bulmer and Katz suggests that media users play an active role in choosing and using the media. Bulmer and Katz believed that the user seeks out the media source that best fulfils their needs.
The uses and gratifications theory assumes the audience chooses what it wants to watch for five different reasons.
Information and Education – the viewer wants to acquire information, knowledge and understanding by watching programmes like The News or Documentaries.
Entertainment – Viewers watch programmes for enjoyment.
Personal Identity - Viewers can recognise a person or product, role models that reflect similar values to themselves and mimic or copy some of their characteristics.
Integration and social interaction – the ability for media products to produce a topic of conversation between people. For example who is the best contestant on The X-factor who which was the best goal shown on Match of the day.
Escapism – Computer games and action films let viewers escape their real lives and imagine themselves in those situations
Mode of address: Mode of Address simply means how the text speaks to the audience, and involves them. It also refers to how a text influences the audience. Direct mode of address: The model looks directly at the audience, or the writing speaks to 'you'.
https://www.youtube.com/watch?v=MmB9b5njVbA
Everything is made of blocks Like lego, for people who like simplicity. This can been seen as intertextuality as they are drawing in the audience form the most popular children's toy into the online game.
The only limit is your imagination For the audience who want to be entertained and diverted, who want to divert themselves from everyday issues in their real life and create a world that they can control using their imagination.
A game where anything is possible
You can go wherever you want to go, climb the tallest mountains, venture down the darkest caves
Build anything you want
There is weather and time (day or night rain or shine)
"This is the most significant sandbox you'll ever step foot in" Intertextuality, as a sandbox is a type of game that can include mini-game's, tasks, submissions and storylines- that may be followed or ignored by gamers. This may connote that the game also includes some of these elements.
You can "build a majestic castle" and "invent a new machine, or take a ride on a roller coaster" You can become educated and learn how to build different things.
"play with friends, build your own little community" Social interaction- there is always someone to talk to and offers a new online community. It also offers personal identity as they can talk to anyone online about their success and tactics. You can also gain and online status.
There is threat "protect your self with the strongest armour that you can craft and fight off the dangers of the night
no one can tell you what you can or cannot do
with no rules to follow, this adventure is up to you" So much entertainment. There is a huge sense or being a rebel in the game with no restrictions on what you can do, this could be seen as escapism as the players can escape their real lives where their is restrictions and laws on what they can do and imagine themselves in those situations.
The mise-en-scene is very simple and clean and gives off the idea of tranquility and safety. This may be used as an escapism like in Blumer and Katz says in the uses and gratification theory. All of the buildings and landscapes are controlled and satisfying to look at. However there are darker scenes showing fighting creepers and other game players which can be seen as entertainment purposes and show adventure.
2012- xbox 360 and xbox live
2013- PI edition, educational purposes
2014- Microsoft bought Minecraft for $2.5 billion
Distribution-
Versions of the game can be purchased over the internet from places like playstation or xbox live arcade.
Recent additions include the nintendo platform which has excluded from the initial Minecraft releases.
Available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo switch May 2017.
Critical reception-
On release the game won 5 awards at three conferences. Including an innovation award, best debut game, best downloadable game, audience award and seumas mcnslly award.
The specialised and institutionalised nature of media production, distribution and circulation.
How has the video game developed as a whole?
It was produced in 2009 a a free online game. By January 2011, the beta version of the game was released passing over one million sales in one month. By April 2011 it has been estimated they made a profit of $33 million.
It became so popular Minecraft released across multiple platforms
In 2012 it was released on xbox 360 and xbox live,
2013 PI edition, educational purposes
2014- Microsoft bought Minecraft for $2.5 billion.
All of these developed versions of the game open ip a new market of profitability and increased exposure to new and existing audiences.
The relationship of recent technology change and media production, distribution and circulation.
Due to the original nature of the game, most players logged in to play Minecraft online and didn't need a physical copy of it.
When Xbox and PS versions were created it opened up the game for different versions to be created of it. Across the Windows 10 operating system to promote the Minecraft brand across home computers a use of synergy.
Users are often encouraged to download the game though online servers rather than a physical copy, which would cost the company more money to produce etc.
Physical disc copies are often released 6 months after the online downloadable version, to stop piracy, hacking and file sharing.
In 2013 Minecraft Realms was introduced. It tried to give the producers more control over the distribution and circulation of the game since some program consumers were creating their own virtual spaces and hacks across illegitimate servers, such as http://www.wizardhax.com/play/. This means that we don't know exact numbers of players.
The significance of patterns of ownership and control, including conglomerate (a large corporation) ownership, vertical integration and diversification.
Mojang was the original owner and producer of Minecraft which was bought by Microsoft studios a division of the parent company, Microsoft.
Mojang is the only first party studio in Europe. Given the nature of the parent company and the loyal fan base of PC gamers, it was in the company interest to invest US$2.5 billion to purchase Mojang for long term revenue.
Other collaborations with gamers developers includes Telltale Gamers who helped develop the Minecraft: Story Mode in 2015. The Playstation versions were developed by 4J studios.
The significance of economic factors, including commercial and not for profit public funding, to media industries and their products.
With the continued growth of the video games campaigns for games often having worldwide and simultaneous releases across each video game market.
Budgets for games vary and Minecraft is a good example of a game that was made and developed using readily available open source software within the gaming community; creating the original Minecraft using Java gave it the advantage of being a cross media platform: it will run on Windows, Mac, OS X and Linux.
You can compare this to the other mainstream games that require entire teams of programmers, artists and engineers to make video games that have budgets equal or exceeding that of mainstream film.
Minecraft has also been linked to non-profit projects such as the UNs block by block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft.
Their is an educational version (MinecraftEdu 2012), it helps to teach subject and develop a culture of computer programming amongst digital natives.
The game is a huge success. It is such a big game it has its own conventions around the world such as MineCon further popularising the game. They have released their own Minecraft album featuring music of the game.
The biggest discussion point of Minecraft should be what platform do I play?' With many versions and formats available there was no sign of an outright console winner despite the game originating for the PC. However, in July 2017 a 'cross-play' feature was developed, meaning there was less emphasis on showing brand loyalty to either console.
Despite audiences possibly owing more than one device, or a console and hand held device by the same company, there does seem to be a focus on only developing content for the newer devices.
Nintendo versions are not supporting on the Nintendo 2DS and 3DS, but are on the newer D3S and 2ds xl AND 3ds xl models. This highlights an ongoing concern about the proliferation of technology and sustainability of audiences being able to afford new consoles just to play the game. (you should concider the expectation of gamers to invest in VR headsets.)
There is evidence to suggest that mobile and hand held devices are really driving the sales of Minecraft forward. For example the release of Playstation Vita version of Minecraft boosted sales of Minecraft by 79%, outselling PS3 and PS4 releases and making it the largest launch on a Playstation console.
The appeal is being fuelled by a new generation of gamers who prefer hand-held devices over traditional consoles.
Fan made media
The continued development of fan made media across social media platforms and dedicated fan sites and blogs means that there is an active community of gamers who share a common interest in Minecraft.
This can include groups such as the Yogcast who regularly produce videos that collectively have billions of views.
Future conventions are expected to take place online as the demand and attraction of the game shows no sign of deteriorating (November 2017).
Fan made clone of the game are now found everywhere across market place apps and various merchandise (both official and fan made) is available to purchase online. A series of books and magazines have also begun to appear after a deal with the Egmont (media group) group.
Further applications of the game in the fields of the computer aided design (CAD) has seen a cultural impact on the eduction system with MinecraftEDU (September 2012). As well as partnerships with global charity projects such as the un's block by block project, an ongoing social experiment to encourage audiences to improve their communities by designing utopian worlds using Minecraft.
Research areas
How audiences are grouped and categorised by media industries including by age, gender and social class, as well as by lifestyle and taste.
Minecraft has a universal appeal. It is useful to explore how such a game can appeal to different ages, genders and audiences from different social and cultural backgrounds. The variety of different modes is certainly a contributing factor to the game's success, but also the way in which audiences can control and shape their own worlds and create new identities though mods and altering textures, maps and craft kits.
How media producers target, attract, reach, address and potentially construct audiences.
Minecraft and subsequent versions and variations of the game offers familiar pleasures to existing fans (narrative, open world gameplay etc.) along with new elements to target a wider audience (e.g. story mode).
The creation of Minecraft Realms was a well considered way to attract and encourage audiences to use the game on dedicated servers and increase subscription revenues.
There already exists an established network of fans across the internet who share game footage, tutorials, mods and hacks so the gamers can get a new experiences from the game.
How media industries target audiences though the content and appeal of media products and though ways in which they are marketed, distributed and circulated.
Initially there was little work to advertise the original version Minecraft. it was simply word of mouth across forums that created a buzz about the game.
Now that Minecraft is established and owned by a division of a conglomerate, the methods used to distribute and market the game and similar to popular mainstream releases.
The interrelationship between media technologies and patterns of consumption and response.
YouTube, Facebook and online fan communities has been enabled Minecraft's audience to have an active voice in its ongoing production though detailed feedback and commentary on modifications and beta tests.
There are several niche forums such as Minecraft forum, planet Minecraft, Minecraft curse forage enables players to download mods. The twitch app is big for letting gamers play the game live and for others to watch.
How audiences interpret the media, including how they may interpret the same media in different ways.
There are now several formats and versions to play Minecraft, however one of the most important development has been the introduction of 'cross play' which means that players no longer need the same console to play against each other. The development of Minecraft cross play is just one example which enables gamers (the audience) to experience online play with other Minecraft players at the same time. (July 2017, 'cross-play' is available across all devices which can support windows 10 iOS. Android, Xbox One and Nintendo Switch.)
How audiences interact with the media and can be actively involved in media production.
The establishment of Minecraft marketing is a great example of the industry listening to their audiences (fans) and allowing the trade of different, maps textures and 'add ons' in a legitimate setting. The nature of the game has also allowed audiences to learn new skills, such as programming.
There are several prosumers on YouTube and across blogs who have their own dedicated channels discussing channels discussing Minecraft, offering tutorials or who just want to show off their gameplay or promote their own maps.
Gameplay
Some mods have allowed players to add brand new items and gameplay dynamics to the game while others ave allowed multiplayer Minecraft worlds to have their own meaningful economy.
Updates
Since 2011 the game has had 6 major updates. Updates are generally free.
Community
The updates are based purely on community and player demands. They listen to what the players want and give it to them.
In less than a year Minecraft had taken Minecraft and injected it into two additional industries, education and virtual reality.
Education- From the beginning, Minecraft was used by creative teachers as a tool in the classroom to bring historical buildings to life, encourage students to work together on group projects within Minecraft, etc.
In 2016, Microsoft released a version of Minecraft specifically for educators called Minecraft: Education Edition or MinecraftEDU for short.
The basic core of the game is the same, but the education version adds extra features. Students can download the game at home without having to pay for their own version of the game, and they can take photos within the game and share them with other students.
In the film the Jungle Book the wolf pack was talked about a lot and shown. It is a family pack that has a very loving mother who took Mowgli in as her own, a strong father and children with the father wolf in charge. This would have been relatable to the audience at the time as the stereotypical family had the same family unit. This has created a strong family brand image that creates a trust between the audience and Disney.
Disney has cleverly succeeded in creating a brand image that they have built up over many years that every kid and parent loves and trusts in.
06/12/2018
L/O: To explore the changes in the company and the industry since the 1960's.
The difference from the 1960s was that the emergence of franchise films- sequels, prequels and associated film- offered greater security in the ability of marketing these films and of attracting the massive audiences necessary for financial successes. The wider the expansion into merchandise, computer games and DVD rental offered greater outlets and opportunities for profit.
The wider expansion into the merchandise, computer games and DVD and rental offered greater outlets for opportunity.
The wider expansion into the merchandise, computer games and DVD and rental offered greater outlets for opportunity.
Zeitgeist- A spirt of the time. An invisible force dominating the characteristics of a given epoch.
For a modern culture the zeitgeist is materialism, social media...
In what ways does the production of Jungle Book 2016 offer evidence of Hegel's view of zeitgeist?
The production of Book shows Hegel's view of zeitgeist in the storyline in 2016. Shere Khan can be seen to resemble political figures though his views in society. Shere Khan is weary of Mowgli as he is an outsider and is scared he with cause harm to the Jungle. The same way as Donald Trump is racist and is building a wall.
How does the film address the expectations of a 2016 audience?
The 2016 audience will expect to see realism throughout the whole film. In aspects such as the animals looking real, the jungle, the voices of the characters and the way they move. They would also expect the story to be a darker as they have become desensitised.
How does it fit into the Disney brand?
For a modern culture the zeitgeist is materialism, social media...
In what ways does the production of Jungle Book 2016 offer evidence of Hegel's view of zeitgeist?
The production of Book shows Hegel's view of zeitgeist in the storyline in 2016. Shere Khan can be seen to resemble political figures though his views in society. Shere Khan is weary of Mowgli as he is an outsider and is scared he with cause harm to the Jungle. The same way as Donald Trump is racist and is building a wall.
How does the film address the expectations of a 2016 audience?
The 2016 audience will expect to see realism throughout the whole film. In aspects such as the animals looking real, the jungle, the voices of the characters and the way they move. They would also expect the story to be a darker as they have become desensitised.
How does it fit into the Disney brand?
The theory of zeitgeist applies to Disney's brand image as the family audience would have been effected by the invisible force of society dominating them. The themes and aspects put into the film would there for be relatable and understandable to the audience.
Audience research
In 2016 Disney's target market contained around 26 million children, boys and girls. It represented approximately 8 and a half percent of the U.S population.
This segment enjoys surfing the web, watching TV, playing video games. Boys and girls in this market are trend seekers (mintel). They are exposed to more and more digital media.
Secondary audience
45-55 and made up of 15% of the total population. They are use technology but prefer simplicity. Green, concerned with fitness, praise individuality and youthfulness, spenders and travellers, seek fun and educational content.
New film demographic
The animals were realistic, It was originally targeted towards teenagers and men. With scary scenes, snarling buffalos . The idea was to target them and they would tell they're younger brothers and sisters.
L/O: To explore the marketing techniques used to target audience in 2016. Disney in 2016.
What did Disney do to promote and advertise the release of the Jungle Book?
- In August Mr. Favreau bounded onto a 7,800 seat arena at a Disney fan convention in Anaheim Calif, and showed sneak peak footage from his film. The three main stars came on stage including Neel Sethi who plays Mowgli and thousands of movie posters were handed out. It was the first marketing stunt which cost $175 million to make. By going to existing Disney fans Disney ensured that the movie's initial blast on social media was a positive one.
- Disney packed the first trailer with scary moments (pouncing panther, snarling tiger, stampeding buffalo) which hiding the musical number and keeping Baloo's goofier moments to a minimum. This appealed to high school teenagers who tend to influence younger brothers and sister.
- To target the adults Disney showed the famous voices that play the characters in dramatic photographs that paired with their voices. (Idris Elba with the tiger Shere Khan Ben Kingsley with the panther Bagheera, Lupita Nyong’o with the wolf Raksha.
- Disney repeatedly pitched the jungle book to male audiences. An extended 3-D trailer for “The Jungle Book” was attached to “Star Wars: The Force Awakens,” which had an audience that was 58 percent male. And Disney rolled out an action-oriented trailer during the Super Bowl.
- Hispanic moviegoers tend to buy the tickets in particularly large groups so getting one member of the family hooked you can get an exponential result. Disney teamed with a American Spanish TV station for 5 weeks. that brought “Jungle Book” characters and clips to telenovelas, talk shows and sports coverage. Disney even built a tool to allow Univision personalities to appear in scenes.
- Website for the film
- Social media pages
- Interactive snap chat lens that made your face into Kaa
Discuss how ideas of identity are present in the production and the marketing of The Jungle Book 1967 and The Jungle Book 2016
Consider what role the Disney brand and its film products have in contributing towards construction and sustaining the identity of audiences and how their marketing seeks to exploit this understanding of different audiences.
The idea of identity is shown in the production and marketing of the Jungle Book in both the 1967 version and the 2016 version. Identity is shown in both films in the way of the brand identity and the identity of the audiences.
In the 2016 Jungle Book the audience was aimed at a mainly male audience. This was promoted by Disney in the form of trailers. The trailers especially the teaser was jam packed with very scary moments and suspense, such as snarling tigers, dark scenes and violence. Stereotypically attracting the males that are excited by action and adventure. The scary trailers were also aimed and teenagers rather that the younger audience. This was in hope of attracting the teenagers as well as their younger siblings who are heavily influenced by them. The more mature themes were also shown in the age rating of the film as it is a PG where the 1967 version is a U showing a change in the audiences. At the end of the teaser trailer Baloo hums a small part of one of the famous songs from the film. This will target the fans of Disney who want to see the some similar parts of the old film in the new ones, as well as hinting some playfulness, and songs in the movie, targeting a female/ playful secondary audience.
In the 1967 version of The Jungle Book the target audience was young children. The trailer and film were full of songs dancing and excitement. This is also fits the brand identity of being family friendly, fun and light hearted, which the 2016 version doesn't do. The type of animation in the 1967 version is very unrealistic so the younger audience won't think the more violent animals are just make believe. In the 2016 version the animation was created on computers, mostly by the British digital effects house MPC. This made the animals look very real, making them more scary targeting an older male audience.
EXAM STYLE QUESTIONS only asked about two of them
Jungle Book-
Media industries
Media audiences
Explain the impact of digitisation on film production, distribution and consumption.
New technology allows films to be higher definition. CGI has opened up a whole new world making things that are not possible to look extremely realistic opening up opportunities to cater for different audiences.
Digital distribution has transformed the film industry making it cheaper. Before digitisation the film would have to be transported on lorries all across the country meaning the printing of the film would have to be payed for, the lorries and the lorry drivers would all have to be payed. Now all the distribution can be done cheaply digitally.
Digital data files can easily be broadcast and downloaded which is fast. Before film stock was heavy and fragile and needed specialist handling. It also means multiple copies for the price of one.
From digitisation the high street shops have been selling less and less DVD's. This is because films are now available online, which in turn has increased view and the popularity of them. The downside of this is that films can easily be illegally downloaded and pirated. It has also resulted in a loss in sales of cinema tickets.
Video games timeline 1970-2019
main companies, consoles and games
1958- Physicist William Hinginbotham created the first video game. It was a very simple tennis game.
1961- Spacewar was created by Steve Russell
1970/1- The first video arcade game was released
1972/5- The first home video system was created by Atari, the first game for it was Pong, which released 150,000 units.
1977- Atari introduced its first cartridge based home video system called video Computer System which later became known as Atari 2600.
1983- Nintendo was created
1984- Tetris was created, playable on PC.
1989- Nintendo game boy
1994- Age ratings were mandatory to display an age rating on video game packaging.
1995- Sony created the Plat station
1996- Nintendo release Nintendo 64
2000- Sony releases Playstation 2.
- The sims is released and is the best selling PC game ever
2001- Microsoft releases Xbox
- Nintendo's GameCube and GameBoy Advance
2004- Nintendo DS with touch screen is released
2006- Nintendo releases the Wii
- Sony releases PlayStation 3
2008- GTA 4 breaks sales records selling 6 million copies
- The Wii fit is launched
- Social gaming becomes popular with Farmville and Angry Birds
2010- Sony and Microsoft takes the motion system from Nintendo.
2011- Skyrim
2013- Sony release PlayStation 4 and Mircosoft release Xbox One.
2012- Wii U
What are the different types of games you can get and ow to they differ?
Sandbox: A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasises roaming and allows a gamer to select tasks.
Target audience: Players of Minecraft suggest an adventurous, curious and logical streak with the need to plan, communicate, create and build.
Stereotypically the player will have a level of education that allows for this functional process. It would require patience that is normally associated with older gamers however it the target audience was younger as it resembled lego.
14-25 ABC1, aspirational, with a large body of players in their mid 20s.
Strategy and challenge drives the player to achieve and a sense of self worth is bestowed on the player once a creation has been realised. Audiences are positioned into this feel good factor on completion by the format of the game play and one of the key appeals is to stand back and ‘look at what you have done’. Again, like Lego the act of construction is intriguing and the result is satisfying.
Players are predominantly male but with a secondary female demographic which should not be underestimated.
Forums tend to attract the stereotypically ‘geeky’ male gamer though posting and sharing experiences within the game are not as commonplace as games like World of Warcraft.
In the 2016 Jungle Book the audience was aimed at a mainly male audience. This was promoted by Disney in the form of trailers. The trailers especially the teaser was jam packed with very scary moments and suspense, such as snarling tigers, dark scenes and violence. Stereotypically attracting the males that are excited by action and adventure. The scary trailers were also aimed and teenagers rather that the younger audience. This was in hope of attracting the teenagers as well as their younger siblings who are heavily influenced by them. The more mature themes were also shown in the age rating of the film as it is a PG where the 1967 version is a U showing a change in the audiences. At the end of the teaser trailer Baloo hums a small part of one of the famous songs from the film. This will target the fans of Disney who want to see the some similar parts of the old film in the new ones, as well as hinting some playfulness, and songs in the movie, targeting a female/ playful secondary audience.
In the 1967 version of The Jungle Book the target audience was young children. The trailer and film were full of songs dancing and excitement. This is also fits the brand identity of being family friendly, fun and light hearted, which the 2016 version doesn't do. The type of animation in the 1967 version is very unrealistic so the younger audience won't think the more violent animals are just make believe. In the 2016 version the animation was created on computers, mostly by the British digital effects house MPC. This made the animals look very real, making them more scary targeting an older male audience.
EXAM STYLE QUESTIONS only asked about two of them
Jungle Book-
Media industries
- processes of production, distribution and circulation
- How digitalisation has effected film production
- How media organisation keep their audiences interested
- How have things changes, people don't buy DVD's anymore.
Media audiences
- who are the audience and how does it appeal to them with production, circulations and distribution
- How the 2016 show a wider range of audiences
- How do the changes in the jungle book changes reflect the context and the time, the racism the gender issues, how they are not there in the 2016 version are in the 1967.
Explain the impact of digitisation on film production, distribution and consumption.
New technology allows films to be higher definition. CGI has opened up a whole new world making things that are not possible to look extremely realistic opening up opportunities to cater for different audiences.
Digital distribution has transformed the film industry making it cheaper. Before digitisation the film would have to be transported on lorries all across the country meaning the printing of the film would have to be payed for, the lorries and the lorry drivers would all have to be payed. Now all the distribution can be done cheaply digitally.
Digital data files can easily be broadcast and downloaded which is fast. Before film stock was heavy and fragile and needed specialist handling. It also means multiple copies for the price of one.
From digitisation the high street shops have been selling less and less DVD's. This is because films are now available online, which in turn has increased view and the popularity of them. The downside of this is that films can easily be illegally downloaded and pirated. It has also resulted in a loss in sales of cinema tickets.
08/01/2019 L/O: To explore Minecraft & the history of gaming. Minecraft 2011
Layout
- Header at the top with main image underneath
- The characters is at the front leading the rest of the characters/animals.
- The font style is in Sans Serif and in a block style connoting the actual title of the font 'Minecraft'. Mine suggest that there will be mining in the game backing up the pickaxe. The craft also suggest creativity and making things which is part of the game.
- Image of a mine craft character in the Minecraft style, with lots of different animals and scenery.
- He is holding a pickaxe suggesting that he is is going to mine with it or it could connote violence.
- It is also a low angle shot making the person seem larger, scary and dominant.
- The colourfulness and friendly animals however does seem to give it a more child like feel.
- The blocks suggest simplicity and building blocks also suggesting it is aimed at a younger demographic.
Representations
- It is aimed at a more boys than girls from the male colour palette and the character is also male.
main companies, consoles and games
1958- Physicist William Hinginbotham created the first video game. It was a very simple tennis game.
1961- Spacewar was created by Steve Russell
1970/1- The first video arcade game was released
1972/5- The first home video system was created by Atari, the first game for it was Pong, which released 150,000 units.
1977- Atari introduced its first cartridge based home video system called video Computer System which later became known as Atari 2600.
1983- Nintendo was created
1984- Tetris was created, playable on PC.
1989- Nintendo game boy
1994- Age ratings were mandatory to display an age rating on video game packaging.
1995- Sony created the Plat station
1996- Nintendo release Nintendo 64
2000- Sony releases Playstation 2.
- The sims is released and is the best selling PC game ever
2001- Microsoft releases Xbox
- Nintendo's GameCube and GameBoy Advance
2004- Nintendo DS with touch screen is released
2006- Nintendo releases the Wii
- Sony releases PlayStation 3
2008- GTA 4 breaks sales records selling 6 million copies
- The Wii fit is launched
- Social gaming becomes popular with Farmville and Angry Birds
2010- Sony and Microsoft takes the motion system from Nintendo.
2011- Skyrim
2013- Sony release PlayStation 4 and Mircosoft release Xbox One.
2012- Wii U
What are the different types of games you can get and ow to they differ?
- Multiplayer games -Players use a network and interact with other players in the virtual game room. You can play against people from all over the world.
- Simulations - These games involve taking control of real-world vehicles, including tanks, ships, and aircraft. You learn how to control these vehicles, and use simulation games that can also be used to train professionals.
- Adventure- These are usually single player games, and are often set in fantasy or adventure worlds. You complete puzzles to advance levels. The game generally starts with a back story of your character, and let you know what your mission is. You have to figure out how to complete the mission.
- Real- time strategy- For these games, you usually need to build up your inventory of items, armies, etc. Similar to a strategy game, RTS games move in real-time, and players can play at once without taking turns so you can play together at the same time.
- Puzzle- These games appeal to those who love to solve difficult puzzles. There are many levels, from beginner to expert, and games usually have coloured shapes and simple actions. These are brain games, with no action involved.
- Action- You need to be fast to enjoy these fast-paced games, and you need to have excellent reflexes. Complete challenges by fighting with enemies, and use a character of your choice to represent yourself and jump into the action.
- Stealth Shooter- These tend to be war games or spy-based games, where you use stealth to defeat your enemies.
- Combat- Fight one on one with opponents, up close and personal.
- First person shooter- You are the protagonist, and the game is viewed through your eyes. You can really get into these games.
- Sports- Play real-world sports like baseball, basketball, soccer, and more. As you work up through the various skill levels, your game will involve mimicking real professional athletes and how they move. The most popular sports games are usually based around specific popular sporting events.
- Role play- If you love fantasy, you will love role-playing games. You get to act out the part of the main character, be the hero, etc., and make decisions that go along with the games’ story lines. Many of these games have narrative guides.
- Educational- While many parents and teachers complain about video games, there are some great educational games out there that can help with the learning process. Train in a variety of subjects, using games to make learning fun instead of boring. There are testing functions, where you can answer multiple choice questions.
- Nintendo- Mario, Pokemon, The Legend of Zelda
- Rockstar Games- GTA
- Electronic Arts- FIFA, Star Wars
- Activision Blizzard- COD
- Sony computer entertainment- Playstation
- Ubisoft- Assassin's creed series
- Sega games Co. Ltd- Sonic the hedgehog
- Microsoft- Xbox 360, Xbox One
Find some recent statistics about audience demographics
15/01/2019 L/O:
Minecraft
Released in 2011
Designed by Markus Persson a Swedish man, and Jasper Boerstra
What is Minecraft? It is a sandbox video game created by Swedish game developer Markus persson and later developed by Mojang. The game allows players to build with a variety of different blocks in a 3D procedurally generated world, requiring creativity from players.
Sandbox: A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasises roaming and allows a gamer to select tasks.
Target audience: Players of Minecraft suggest an adventurous, curious and logical streak with the need to plan, communicate, create and build.
Stereotypically the player will have a level of education that allows for this functional process. It would require patience that is normally associated with older gamers however it the target audience was younger as it resembled lego.
14-25 ABC1, aspirational, with a large body of players in their mid 20s.
Strategy and challenge drives the player to achieve and a sense of self worth is bestowed on the player once a creation has been realised. Audiences are positioned into this feel good factor on completion by the format of the game play and one of the key appeals is to stand back and ‘look at what you have done’. Again, like Lego the act of construction is intriguing and the result is satisfying.
Players are predominantly male but with a secondary female demographic which should not be underestimated.
Forums tend to attract the stereotypically ‘geeky’ male gamer though posting and sharing experiences within the game are not as commonplace as games like World of Warcraft.
How it was developed: It was developed using programmed using Java and the LWJGL code base.
Who owns it now?: Microsoft bought Minecraft's original owner Mojang.
Modes:
Creative: Creative mode gives you unlimited resources, lets you destroy blocks instantly when mining, and allows you to fly in the game.
When you play in this mode, you will not have a health bar, a hunger bar or an experience bar. Although you don't have an experience bar, you will continue to gain experience from killing mobs and mining certain items. You will be able to kill mobs, but mobs will never attack you or fight back. Also, you will not take damage or die in the game.
When you play in this mode, you will not have a health bar, a hunger bar or an experience bar. Although you don't have an experience bar, you will continue to gain experience from killing mobs and mining certain items. You will be able to kill mobs, but mobs will never attack you or fight back. Also, you will not take damage or die in the game.
Survival: Survival mode lets you search for resources, pick up mined items, and craft items. However, you will not be able to fly.
When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
Adventure:Adventure mode has limited features to preserve adventure maps from being changed. In this mode, you will not be able to fly. Also, blocks can not be destroyed by hand, but rather you must use an item with the CanDestroy tag to destroy a block. Blocks can only be placed if the block has the CanPlaceOn tag.
When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
Spectator:When you play in this mode, you will not have a health bar, a hunger bar or an experience bar. You will not be able to kill mobs, take damage or die in the game.
What similarities can you identify?
What similarities can you identify?
- Account for any differences
- What does each indicate about:
- The era that produced them
- The audience for such products
- The production changes
Wii U Minecraft:
Released- June 30 2015/6
Age rating: 7
Nintendo Switch Minecraft:
Released- 2018
Age rating- 7 (PG in American version)
Wii U's front cover is a lot darker and colours are a lot less vibrant compared to the Switch. The Wii U also looks a lot more violent, as if they are about to fight which would connote the darker and more sinister colours this might suggest an older age rating.
The graphics look like have improved slightly from the Wii U to the Switch.
Similarities:
Same character
Both offer the Super Mario mashup, which is an example of intertextuality, the characters can go between games and formats making it more exciting.
Mojang
Swedish based software house formed specifically to develop and publish Minecraft.
For the first three years after the release of Minecraft Mojang covered all the development from further software development through to promotion, marketing and distribution though a site called minecraft.net.
Conventional game marketing
- trailers on TV
- teaser posters, game launch posters, billboards
- magazine features
- press marketing
- reviews in newpapers
- word of mouth
- merchandise
- celebrity voice
Microsoft takeover
- Minecraft inspired videos on youtube
- In late 2016, Microsoft reached out with an offer that changed everything: The company wanted to discuss an official marketplace for Minecraft creations, which would allow groups like Noxcrew to sell their work directly to players. Like most of the other creators that Microsoft invited into the program, Panic and Arsenault trusted their guts and gave up their day jobs. Now, they make Minecraft content full-time, with help from 15 paid contractors.
- Microsoft tells Fast Company that it’s paid out more than $7 million to 45 Marketplace creators since last June and that people have downloaded Marketplace content more than 25 million times.
- engagement with Marketplace content just continues to grow month-over-month
- To support upkeep and development, many of the largest servers sell new items and upgrades for real money.
- “We realized how much friction there was for players to find cool creator content in the Java edition,” says Todd Stevens, the director of Minecraft’s partner program. “A lot of times the websites you found it on had viruses and weren’t that safe. Parents were reluctant to give credit cards to some of these websites they didn’t know. We thought, when looking at this from a Bedrock perspective, if we created this safe marketplace . . . that we’d have a better environment for the player.”
17/01/2019
How has Minecraft evolved as a brand?
Most things have changed for Minecraft, such as the target audience and advertisement. The target audience is now a lot more broad compared to its before niche market of 'nerdy male gamers'. You can now choose to be a women in the game and it is highly advertised on the front covers. This is opening up the game to a female audience as they can now play themselves.
To what extent did Mojang exploit its unique brand identity to construct a clear and consistaent audience?
Mojang kept the pixilated retro look by using blocks, that could be said to have copied from the idea of Lego. Aiming it at the younger audience and those who used to play with Lego. Although the graphics are very simplistic, the content of the game is not. The players can do, build and be anything they want in the game made it intriguing to the target audience. Those who like adventure and danger can have fun in the survival mode where as those who like escapism and control and make a world of their own in any way they like in creative mode, meaning it caters for everybody.
In what ways has the ownership of Microsoft changed this relationship?
Mojang sold Minecraft to Microsoft in 2014 for $2.5 billion, but many players have been saddened by the effects of this. Some enjoyed the game because of its origins and how independent the game was. Microsoft have made it into more of a money making business, which the gamer's don't like.
In what ways does the evolution of the game indicate the practice of modern media institutions?
Modern media institutions can be seen though how Minecraft is advertised, such as online trailers, posters, reviews, influences and merchandise. Minecraft has also been released on other platforms such as the Nintendo switch and Xbox.
Modern media institutions can be seen though how Minecraft is advertised, such as online trailers, posters, reviews, influences and merchandise. Minecraft has also been released on other platforms such as the Nintendo switch and Xbox.
The game offers a social aspect meaning you can play with friends or strangers interacting and helping each other build. The stereotype of the gamer is that they don't enjoy socialising but it has changed recently as gaming has so much opportunity to game.
Uses and gratification
Uses and gratification
Theory:
Uses and Gratifications theory as developed by Bulmer and Katz suggests that media users play an active role in choosing and using the media. Bulmer and Katz believed that the user seeks out the media source that best fulfils their needs.
The uses and gratifications theory assumes the audience chooses what it wants to watch for five different reasons.
Information and Education – the viewer wants to acquire information, knowledge and understanding by watching programmes like The News or Documentaries.
Entertainment – Viewers watch programmes for enjoyment.
Personal Identity - Viewers can recognise a person or product, role models that reflect similar values to themselves and mimic or copy some of their characteristics.
Integration and social interaction – the ability for media products to produce a topic of conversation between people. For example who is the best contestant on The X-factor who which was the best goal shown on Match of the day.
Escapism – Computer games and action films let viewers escape their real lives and imagine themselves in those situations
Minecraft trailer
https://www.youtube.com/watch?v=MmB9b5njVbA
Everything is made of blocks Like lego, for people who like simplicity. This can been seen as intertextuality as they are drawing in the audience form the most popular children's toy into the online game.
The only limit is your imagination For the audience who want to be entertained and diverted, who want to divert themselves from everyday issues in their real life and create a world that they can control using their imagination.
A game where anything is possible
You can go wherever you want to go, climb the tallest mountains, venture down the darkest caves
Build anything you want
There is weather and time (day or night rain or shine)
"This is the most significant sandbox you'll ever step foot in" Intertextuality, as a sandbox is a type of game that can include mini-game's, tasks, submissions and storylines- that may be followed or ignored by gamers. This may connote that the game also includes some of these elements.
You can "build a majestic castle" and "invent a new machine, or take a ride on a roller coaster" You can become educated and learn how to build different things.
"play with friends, build your own little community" Social interaction- there is always someone to talk to and offers a new online community. It also offers personal identity as they can talk to anyone online about their success and tactics. You can also gain and online status.
There is threat "protect your self with the strongest armour that you can craft and fight off the dangers of the night
no one can tell you what you can or cannot do
with no rules to follow, this adventure is up to you" So much entertainment. There is a huge sense or being a rebel in the game with no restrictions on what you can do, this could be seen as escapism as the players can escape their real lives where their is restrictions and laws on what they can do and imagine themselves in those situations.
The mise-en-scene is very simple and clean and gives off the idea of tranquility and safety. This may be used as an escapism like in Blumer and Katz says in the uses and gratification theory. All of the buildings and landscapes are controlled and satisfying to look at. However there are darker scenes showing fighting creepers and other game players which can be seen as entertainment purposes and show adventure.
29/01/19 L/O: To explore exam focus and apply to the case study
Formats:2012- xbox 360 and xbox live
2013- PI edition, educational purposes
2014- Microsoft bought Minecraft for $2.5 billion
Distribution-
Versions of the game can be purchased over the internet from places like playstation or xbox live arcade.
Recent additions include the nintendo platform which has excluded from the initial Minecraft releases.
Available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo switch May 2017.
Critical reception-
On release the game won 5 awards at three conferences. Including an innovation award, best debut game, best downloadable game, audience award and seumas mcnslly award.
The specialised and institutionalised nature of media production, distribution and circulation.
How has the video game developed as a whole?
It was produced in 2009 a a free online game. By January 2011, the beta version of the game was released passing over one million sales in one month. By April 2011 it has been estimated they made a profit of $33 million.
It became so popular Minecraft released across multiple platforms
In 2012 it was released on xbox 360 and xbox live,
2013 PI edition, educational purposes
2014- Microsoft bought Minecraft for $2.5 billion.
All of these developed versions of the game open ip a new market of profitability and increased exposure to new and existing audiences.
The relationship of recent technology change and media production, distribution and circulation.
Due to the original nature of the game, most players logged in to play Minecraft online and didn't need a physical copy of it.
When Xbox and PS versions were created it opened up the game for different versions to be created of it. Across the Windows 10 operating system to promote the Minecraft brand across home computers a use of synergy.
Users are often encouraged to download the game though online servers rather than a physical copy, which would cost the company more money to produce etc.
Physical disc copies are often released 6 months after the online downloadable version, to stop piracy, hacking and file sharing.
In 2013 Minecraft Realms was introduced. It tried to give the producers more control over the distribution and circulation of the game since some program consumers were creating their own virtual spaces and hacks across illegitimate servers, such as http://www.wizardhax.com/play/. This means that we don't know exact numbers of players.
The significance of patterns of ownership and control, including conglomerate (a large corporation) ownership, vertical integration and diversification.
Mojang was the original owner and producer of Minecraft which was bought by Microsoft studios a division of the parent company, Microsoft.
Mojang is the only first party studio in Europe. Given the nature of the parent company and the loyal fan base of PC gamers, it was in the company interest to invest US$2.5 billion to purchase Mojang for long term revenue.
Other collaborations with gamers developers includes Telltale Gamers who helped develop the Minecraft: Story Mode in 2015. The Playstation versions were developed by 4J studios.
The significance of economic factors, including commercial and not for profit public funding, to media industries and their products.
With the continued growth of the video games campaigns for games often having worldwide and simultaneous releases across each video game market.
Budgets for games vary and Minecraft is a good example of a game that was made and developed using readily available open source software within the gaming community; creating the original Minecraft using Java gave it the advantage of being a cross media platform: it will run on Windows, Mac, OS X and Linux.
You can compare this to the other mainstream games that require entire teams of programmers, artists and engineers to make video games that have budgets equal or exceeding that of mainstream film.
Minecraft has also been linked to non-profit projects such as the UNs block by block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft.
Their is an educational version (MinecraftEdu 2012), it helps to teach subject and develop a culture of computer programming amongst digital natives.
How media organisations maintain, including though marketing, varieties of audiences nationally and globally.
Most of Minecraft's successes was due to word of mouth, audiences sharing video footage of themselves playing the game, sharing their own mods on forums and websites such as youtube.
Different versions of Minecraft were released to appeal to more audiences. Such as, story modes, spectator modes and multiplayer across Minecraft Realms.
They have lego Minecraft set for younger audiences
Minecraft merchandise
Bonus content for buying more than one version of the franchise across platforms.
Other developers and game studios have made intertextual references to Minecraft across games such as Runescape and the Elder Scrolls V Skyrim to name a few: Lady Gaga, south park and the simpsons have also parodied Minecraft. These are all benefits the game by heightening its exposure to audiences.
In 2019 there will be a joint venture with Warner Brothers to release Minecraft the movie, this will be anticipated as having as much commercial success as the Lego Movie, also a Warner Brothers Movie. No doubt, there will be several spin-offs as a result of this.
Different versions of Minecraft were released to appeal to more audiences. Such as, story modes, spectator modes and multiplayer across Minecraft Realms.
They have lego Minecraft set for younger audiences
Minecraft merchandise
Bonus content for buying more than one version of the franchise across platforms.
Other developers and game studios have made intertextual references to Minecraft across games such as Runescape and the Elder Scrolls V Skyrim to name a few: Lady Gaga, south park and the simpsons have also parodied Minecraft. These are all benefits the game by heightening its exposure to audiences.
In 2019 there will be a joint venture with Warner Brothers to release Minecraft the movie, this will be anticipated as having as much commercial success as the Lego Movie, also a Warner Brothers Movie. No doubt, there will be several spin-offs as a result of this.
The regulatory framework of contemporary media in the UK and the impact of new digital technologies on media regulation, including the role of individual producers.
Minecraft is regarded as being family friendly and the initial Minecraft was rated PEGI 7 but the later introduction of Minecraft Stories were classified higher because of the narratives and dialogue.
The ESRB rates Minecraft using different criteria.
As Minecraft is aimed at younger age groups also it van be risque when there are older audiences making videos for Youtube that contain bad language and other things that aren't regulated.
A direct comparison to similar games and their ratings would also be useful such as Tetris is PEGI 3.
Minecraft Realms are hosted on specialised servers by Mojang. There are lots of terms and conditions, which bring up debated issues of ownership of intellectual content and the disclaimers that now have to be issued by media industries. Most interestingly, there are stipulations by the company that they own everything created using blocks within virtual worlds and that accreditation for worlds and structured created by fans is not guaranteed.
In 2016 a market place was created for communities to trade in maps, skins and texture packs.
The ESRB rates Minecraft using different criteria.
As Minecraft is aimed at younger age groups also it van be risque when there are older audiences making videos for Youtube that contain bad language and other things that aren't regulated.
A direct comparison to similar games and their ratings would also be useful such as Tetris is PEGI 3.
Minecraft Realms are hosted on specialised servers by Mojang. There are lots of terms and conditions, which bring up debated issues of ownership of intellectual content and the disclaimers that now have to be issued by media industries. Most interestingly, there are stipulations by the company that they own everything created using blocks within virtual worlds and that accreditation for worlds and structured created by fans is not guaranteed.
In 2016 a market place was created for communities to trade in maps, skins and texture packs.
The impact of digitally convergent media platforms on media production, distribution and circulation, including individual producers.
The nature of the game is developed in Java has meant that there are several rival and clones to the game Minecraft. http://castleminer.com/ is just one example of a game with remarkable similarities and there is much scope for debate about how you go about copyrighting ideas if everyone is using open source software.
When Minecraft purchased Mojang there was a surge in clone titles for rival consoles, such as Nintendo (who did not officially receive versions of Minecraft at the time) including Battle miner for Nintendo 3Ds. There is some differences but obvious similarities.
One could argue that Minecraft was simply the right version of a block building game at the right time.
It highlights the importance of the emerging portable device market and capitalising on audiences.
The nature of the game is developed in Java has meant that there are several rival and clones to the game Minecraft. http://castleminer.com/ is just one example of a game with remarkable similarities and there is much scope for debate about how you go about copyrighting ideas if everyone is using open source software.
When Minecraft purchased Mojang there was a surge in clone titles for rival consoles, such as Nintendo (who did not officially receive versions of Minecraft at the time) including Battle miner for Nintendo 3Ds. There is some differences but obvious similarities.
One could argue that Minecraft was simply the right version of a block building game at the right time.
It highlights the importance of the emerging portable device market and capitalising on audiences.
L/O: To discuss and audience appeal and reception
Audience
Multiplayer gameplay modes are now available across several platforms now that the game is finally available across all markets on all consoles and hand held devices. The PC version of the game was noted for its modding scene where prosumers would alter the gameplay mechanics. Change the assets and develop new skins and textures for other fans of the game to use.
Key information
Multiplayer gameplay modes are now available across several platforms now that the game is finally available across all markets on all consoles and hand held devices. The PC version of the game was noted for its modding scene where prosumers would alter the gameplay mechanics. Change the assets and develop new skins and textures for other fans of the game to use.
Key information
The game is a huge success. It is such a big game it has its own conventions around the world such as MineCon further popularising the game. They have released their own Minecraft album featuring music of the game.
The biggest discussion point of Minecraft should be what platform do I play?' With many versions and formats available there was no sign of an outright console winner despite the game originating for the PC. However, in July 2017 a 'cross-play' feature was developed, meaning there was less emphasis on showing brand loyalty to either console.
Despite audiences possibly owing more than one device, or a console and hand held device by the same company, there does seem to be a focus on only developing content for the newer devices.
Nintendo versions are not supporting on the Nintendo 2DS and 3DS, but are on the newer D3S and 2ds xl AND 3ds xl models. This highlights an ongoing concern about the proliferation of technology and sustainability of audiences being able to afford new consoles just to play the game. (you should concider the expectation of gamers to invest in VR headsets.)
There is evidence to suggest that mobile and hand held devices are really driving the sales of Minecraft forward. For example the release of Playstation Vita version of Minecraft boosted sales of Minecraft by 79%, outselling PS3 and PS4 releases and making it the largest launch on a Playstation console.
The appeal is being fuelled by a new generation of gamers who prefer hand-held devices over traditional consoles.
Fan made media
The continued development of fan made media across social media platforms and dedicated fan sites and blogs means that there is an active community of gamers who share a common interest in Minecraft.
This can include groups such as the Yogcast who regularly produce videos that collectively have billions of views.
Future conventions are expected to take place online as the demand and attraction of the game shows no sign of deteriorating (November 2017).
Fan made clone of the game are now found everywhere across market place apps and various merchandise (both official and fan made) is available to purchase online. A series of books and magazines have also begun to appear after a deal with the Egmont (media group) group.
Further applications of the game in the fields of the computer aided design (CAD) has seen a cultural impact on the eduction system with MinecraftEDU (September 2012). As well as partnerships with global charity projects such as the un's block by block project, an ongoing social experiment to encourage audiences to improve their communities by designing utopian worlds using Minecraft.
Research areas
How audiences are grouped and categorised by media industries including by age, gender and social class, as well as by lifestyle and taste.
Minecraft has a universal appeal. It is useful to explore how such a game can appeal to different ages, genders and audiences from different social and cultural backgrounds. The variety of different modes is certainly a contributing factor to the game's success, but also the way in which audiences can control and shape their own worlds and create new identities though mods and altering textures, maps and craft kits.
How media producers target, attract, reach, address and potentially construct audiences.
Minecraft and subsequent versions and variations of the game offers familiar pleasures to existing fans (narrative, open world gameplay etc.) along with new elements to target a wider audience (e.g. story mode).
The creation of Minecraft Realms was a well considered way to attract and encourage audiences to use the game on dedicated servers and increase subscription revenues.
There already exists an established network of fans across the internet who share game footage, tutorials, mods and hacks so the gamers can get a new experiences from the game.
How media industries target audiences though the content and appeal of media products and though ways in which they are marketed, distributed and circulated.
Initially there was little work to advertise the original version Minecraft. it was simply word of mouth across forums that created a buzz about the game.
Now that Minecraft is established and owned by a division of a conglomerate, the methods used to distribute and market the game and similar to popular mainstream releases.
The interrelationship between media technologies and patterns of consumption and response.
YouTube, Facebook and online fan communities has been enabled Minecraft's audience to have an active voice in its ongoing production though detailed feedback and commentary on modifications and beta tests.
There are several niche forums such as Minecraft forum, planet Minecraft, Minecraft curse forage enables players to download mods. The twitch app is big for letting gamers play the game live and for others to watch.
How audiences interpret the media, including how they may interpret the same media in different ways.
There are now several formats and versions to play Minecraft, however one of the most important development has been the introduction of 'cross play' which means that players no longer need the same console to play against each other. The development of Minecraft cross play is just one example which enables gamers (the audience) to experience online play with other Minecraft players at the same time. (July 2017, 'cross-play' is available across all devices which can support windows 10 iOS. Android, Xbox One and Nintendo Switch.)
How audiences interact with the media and can be actively involved in media production.
The establishment of Minecraft marketing is a great example of the industry listening to their audiences (fans) and allowing the trade of different, maps textures and 'add ons' in a legitimate setting. The nature of the game has also allowed audiences to learn new skills, such as programming.
There are several prosumers on YouTube and across blogs who have their own dedicated channels discussing channels discussing Minecraft, offering tutorials or who just want to show off their gameplay or promote their own maps.
12/02/2019 L/O: To explore the appeal and changes in the game more fully
"Mincraft is this generation's Super Mario"
Gameplay
Some mods have allowed players to add brand new items and gameplay dynamics to the game while others ave allowed multiplayer Minecraft worlds to have their own meaningful economy.
Updates
Since 2011 the game has had 6 major updates. Updates are generally free.
Community
The updates are based purely on community and player demands. They listen to what the players want and give it to them.
In less than a year Minecraft had taken Minecraft and injected it into two additional industries, education and virtual reality.
In 2016, Microsoft released a version of Minecraft specifically for educators called Minecraft: Education Edition or MinecraftEDU for short.
The basic core of the game is the same, but the education version adds extra features. Students can download the game at home without having to pay for their own version of the game, and they can take photos within the game and share them with other students.
Minecraft gives students the freedom to create, pushing their imaginations to the limit and allowing them to be creative in ways not possible in the real world.
Inherently about problem-solving, the game can inspire students’ higher-level and critical thinking.
Minecraft is also a very social game, where students can rely on other players for help in the sometimes-unforgiving Minecraft world. When students work together, it builds positive classroom climate, teaches the benefits of collaboration and facilitates teamwork in a way that’s more organic than, say, being assigned to work together on a project. Students who might not get along in the real world can become allies in the Minecraft world.
With the right imagination and creativity, teachers can implement any sort of lesson into the world of Minecraft—the possibilities are endless.
Inherently about problem-solving, the game can inspire students’ higher-level and critical thinking.
Minecraft is also a very social game, where students can rely on other players for help in the sometimes-unforgiving Minecraft world. When students work together, it builds positive classroom climate, teaches the benefits of collaboration and facilitates teamwork in a way that’s more organic than, say, being assigned to work together on a project. Students who might not get along in the real world can become allies in the Minecraft world.
With the right imagination and creativity, teachers can implement any sort of lesson into the world of Minecraft—the possibilities are endless.
Virtual reality-
- Full roomscale support: Walk around your room as you mine and build. Blocks in Minecraft are 1 meter in size.
- World scaling: Scale your size in the world up or down. Play as an ant or a giant.
- Break blocks and fight by swinging your hands.
- Shoot your bow by drawing and aiming two-handed
- Climb, swim, run, jump, sneak, eat, and row by actually doing the motion
- Feed animals, mount horses, and fill buckets just by touching
- Play with your friends and see each other’s VR movements. (even for 2d players!)
- Multiple VR locomotion options for your preferred playstyle:
- Arc teleportation (with optional limitations for a balanced survival experience).
- Free-movement in the direction you are pointing the controller or your head.
- Walkabout-style of rotation to use 100% room-scale movement.
- Seated play with WASD in your look direction
14/02/2019
What impact did the acquisition of Mojang by Mircosoft have on Minecraft?
Microsoft bought Mojang on September 15 2014 for $2.5 billion, the deal was made official on the 6th of November 2014. Person (the founder of Mojang) said he wanted to step down from Minecraft as he wanted to try new things and "move on with his life" as the huge amounts of money he was making was making him miserable.When the players of Minecraft found out that Microsoft were buying Minecraft it sparked a lot anger, rage and fear. They were worried that Microsoft would change Minecraft so it wouldn't be as fun to lay anymore. They were also fearful that Microsoft would stop you form being able to play the game on different platforms such as smart phones making the game into a money making business, which is the opposite of what Mojang had done previously. However since Microsoft are such a huge company they will have more money to put into the game and bing it to the next level as well it will also be able to reach a wider target audience.
Microsoft had a huge impact on Minecraft within just one year. Microsoft has made the game compatible with virtual reality headsets. This means that in Minecraft game you will be able to walk around your room as you mine and build blocks 1 meter in size, you can scale your size in the world up or down playing as an ant or a giant, to break blocks and fight you can swing with your hands; you can climb, run, swim, jump, sneak and eat by actually doing the real motion.
Since the purchase of Mojang by Microsoft, Minecraft is now used by teachers as a tool in the classroom to bring historical buildings to life, encouraging students to work in groups. In 2016 Microsoft released a version of Minecraft specially for educators called Minecraft: Education Edition or MinecraftEDU for short. It has the basic principles of the game but with added educational features, such as problem solving which can give students a higher level of critical thinking. Students can download the game at home without having to pay for their own version of the game, and they can take photos within the game and share them with other students. This builds a positive classroom environment, students who may not get along in the real world can become friends over Minecraft. Teachers can use MinecraftEDU in any lesson with enough imagination. Allowing students to access this from home give students the freedom to create worlds that would not be possible to create in the real world. Microsoft have developed Minecraft into education benefiting students positively.
To conclude I think the acquisition of Mojang by Microsoft has been overall a huge success. Before and around the purchase of Mojang there were speculations and rumours making the fans have very negative thoughts about the the transition over to Microsoft, however five years on Microsoft haven't changed the game in any drastic negative way but have made positive changes and updates, such as MinecraftEDU and making it available for virtual reality.
Audience
How else the game interact with its audience?
Minecon events have been held yearly as a way for fans to cometogether to celebrate all things Minecraft.
Unlike most conventions, Minecon has never been about making money. It's a celebration of Minecraft, and a way for both fans and its creators to say thank you.
Proliferation of technology
advantages
better graphics
gives the audience more control- they can choose when the play and where
So many ways to watch more things e.g. a film, cinema, youtube sky anytime, on demand, blueoray, DVD internet streaming, iTunes etc.
disadvantage
cost more- expecting audiences to keep up with the latest developments
piracy is easier- bad for institution
more chance of technology not woking
industries have less control
Explain the impact of digitally convergent media platforms on video game production, distribution & consumption. Refer to Minecraft to support your answer.
- you can now can access the game on different consoles
- impact on production, distribution and consumption
Fan made media:
the establishment of Minecraft marketplace is a great example of how the industry re listening to their audiences (fans) and allowing the trade of different maps, textures and add ons in a legitimate setting. The nature of the game has also allowed audiences to learn new skills such as programming.
There are several accounts on Youtube and across blogs who have their own dedicated channels discussing Minecraft, offering tutorials or who just want to show off their game play or promote their own maps
How does the interrelationship between media technologies and patterns of consumption and response work in relation to Minecraft?
Talk about the active voice ...
How do media industries target audiences though the content and appeal of media products and though ways in which they are marketed, distributed and circulated?
Media industries like Minecraft, a gaming industry, target their audience though the appeal and content of the game. The industry does this though the ways in which they are marketed (using advertising), distributed (where the game is available to play) and circulated (the use of online forums), which I am going to explore.
Minecraft was created by a small company called Mojang and released to the public as a beta version 2009, the official release was in 2011. As Mojang were only a small company compared to companies such as Sony and Microsoft so they relied on word of mouth as their way of advertising, appealing and targeting their audiences. At the time YouTuber’s had started to create videos showing off their worlds and creations, furthering the growth of the community, interest in the game and targeting more audiences.
In 2014 Microsoft, a large conglomerate bought Minecraft for $2.5 billion, meaning they could put a lot more money into the game in all aspects such as marketing, distribution and circulation. They produced high quality trailers, posters, billboards for the game, as well as extension packs and mods, exciting the existing target audience and bringing in new members, which in turn bought in a bigger profit. However word of mouth still played a huge part in advertising Minecraft, and Minecraft on YouTube continued to grow.
When Mojang owned Minecraft the game was only available to play on PC. After being taken over by Microsoft it allowed it to be made available on many other platforms such as Xbox, PlayStation, Nintendo, IOS and Android. This was thanks to the game being produced using the Java system allowing it to be formatted on many platforms. This grew the target audience as players could play with each other on all of their devices creating a bigger community.
Even though Mojang was a small company the game was extremely successful even before Microsoft did take over and improve it further. This is why Microsoft bought if for such a large amount of money because the game was so successful. It became so successful because the game makers came up with such a simple but amazing content for the game that is highly addictive and fun to play. Mojang listened to the players opinions and ideas about the game which enabled them to make it exactly how the players wanted making it an even better gaming experience. The game also became so big before Microsoft bought it because of word of mouth, in real life and on forums. The amount of huge Youtube Minecraft gamers was a huge advertisement for the game accumulating tens of millions of players.
Minecraft has always been about the players and their experience in the game and the community within it. Online forums were first created to allow Mojang to know the players thoughts and opinions and how they could make the game better before the official release. The forums developed over time into a place where players could talk about their gaming experiences as well as share their creations and mods for other players to download. Microsoft then made an official marketplace where players could do this safely as well as purchase additional game packs. This targeted the audience though circulation.
To conclude industries use, marketing, development and circulation to build their target audience, which Minecraft has done successfully. It is seen that with the help of large conglomerates that it is easier to reach a wider range of audiences, which Minecraft has also done. However the power of word of mouth has shown to be extremely powerful in growing a target audience.
Research the following
What is Public Service Broadcasting and what does this mean for the BBC?
In the United Kingdom, the term "public service broadcasting" refers to broadcasting intended for public benefit rather than to serve purely commercial interests. The communications regulator Ofcom requires that certain television and radio broadcasters fulfil certain requirements as part of their license to broadcast. All of the BBC's television and radio stations have a public service remit, including those that broadcast digitally.
How is the BBC funded?
The BBC, whose broadcasting in the UK is funded by a licence fee and does not sell advertising time, is most notable for being the first public service broadcaster in the UK.
To conclude industries use, marketing, development and circulation to build their target audience, which Minecraft has done successfully. It is seen that with the help of large conglomerates that it is easier to reach a wider range of audiences, which Minecraft has also done. However the power of word of mouth has shown to be extremely powerful in growing a target audience.
Radio 1 Breakfast Show
26/02/2019 L/O: To research the background and industry behind the BBC 1 radio show.
- the most listened to show on BBC radio 1 and forms part of BBC radio one's overall public service broadcasting (PBS) remit to 'ENTERTAIN, EDUCATE AND INFORM' and is required to demonstrate a 'distinctive' output of content compared to commercial radio.
Need to know
- Learners must study one complete episode of The BBC Radio One Breakfast Show, from September 2017 onwards.
- Learn the significance of public service broadcasting and how the BBC Radio One Breakfast Show fits into the overarching ethos of 'informing, educating and entertaining', including consideration of the 'distinctiveness' of the content of the programme compared to commercial breakfast shows and which audiences are being targeted and why.
- The influence of funding should be considered in relation to content, production, marketing and distribution and there should be a consideration of technology. for example, the use of technology to distribute the show across a number of platforms other than 'traditional' radio.
Research the following
What is Public Service Broadcasting and what does this mean for the BBC?
In the United Kingdom, the term "public service broadcasting" refers to broadcasting intended for public benefit rather than to serve purely commercial interests. The communications regulator Ofcom requires that certain television and radio broadcasters fulfil certain requirements as part of their license to broadcast. All of the BBC's television and radio stations have a public service remit, including those that broadcast digitally.
How is the BBC funded?
The BBC, whose broadcasting in the UK is funded by a licence fee and does not sell advertising time, is most notable for being the first public service broadcaster in the UK.
You must have a TV Licence if you: watch or record programmes on a TV, computer or other device as they’re broadcast download or watch BBC programmes on iPlayer – live, catch up or on demand
A TV Licence costs £150.50 (£50.50 for black and white TV sets) for both homes and businesses.
A TV Licence costs £150.50 (£50.50 for black and white TV sets) for both homes and businesses.
Who are the target audience for BBC radio1? What are their expectations of the Breakfast show?
According to a survey, the mean age of Radio 1 listeners was 36 years old with 45% in the 15-29 year old age group. Celebrity interviews, light hearted, funny. To listen to music, news and be entertained with out adverts.
Into popular chart music.
Radio 1 Breakfast show: times, presenters (NG & GJ), audience figures, regular features
Nick Grimshaw
It starts at 6.30am and finishes at 10am. Week days.
Took over from Chris Moyles.
He did the radio 1 breakfast show from 2012 to 2018.
Grimshaw joined BBC Radio 1 in September 2007, presenting the BBC's youth strand Switch with friend and fellow DJ Annie Mac. He hosted the show for 9 months solo while Mac hosted a weekend lunchtime slot.
Only people in the UK can listen to it on the radio. However outside ok the UK can listen to it online.
According to a survey, the mean age of Radio 1 listeners was 36 years old with 45% in the 15-29 year old age group. Celebrity interviews, light hearted, funny. To listen to music, news and be entertained with out adverts.
Into popular chart music.
Radio 1 Breakfast show: times, presenters (NG & GJ), audience figures, regular features
Nick Grimshaw
It starts at 6.30am and finishes at 10am. Week days.
Took over from Chris Moyles.
He did the radio 1 breakfast show from 2012 to 2018.
Grimshaw joined BBC Radio 1 in September 2007, presenting the BBC's youth strand Switch with friend and fellow DJ Annie Mac. He hosted the show for 9 months solo while Mac hosted a weekend lunchtime slot.
Only people in the UK can listen to it on the radio. However outside ok the UK can listen to it online.
BBC Sounds app, iplayer radio
On the website and the app allows people to listen to the show live and after it has aired as a podcast. On their website, they aldo have 'best bits'. Which is good as the target audience may have a short attention span, not be up that early.
Interviews on YouTube.
Greg James
Greg James (born 17 December 1985) is an English radio DJ, television presenter and author. He hosts The Radio 1 Breakfast Show (Monday to Thursday, 06:30–10:00) on BBC Radio 1 and co-presents the BBC television series Sounds Like Friday Night.Boosted views by 240,000.
How can audiences access the Breakfast show?
You can access it on the radio, online and on the app, TV, sounds app on catch up.
Ownership and funding
The BBC is funded by the television licence fee. In 2016/17 Radio 1 had budget of £34.7 million (over £6 million less than it had been in 2013/14). Radio 1 costs 1.2p per user hour (about the same as Radio 4 and less than a quarter of Radio 3).
The BBC is a public Service Broadcaster, producing programmes for the benefit of the public, funded by the public, not owned by the state and not driven by commercial interests. The BBC's first director general, Lord Reith introduced many of the concepts that would later define PSB in the UK when he adopted the mission to 'inform, educate and entertain'.
The BBC has 10 radio stations covering the whole of the UK (including Radio 1), 6 stations are in the so-called national regions of Wales, Scotland, and Northen Ireland, and 40 local radio stations serving defined areas of England. Each station has a different remit, content, style and target audience.
INSERT PICTURE HERE
Missions and values
Our mission, vision, and values inform the work of the BBC and are how we promote our public purposes.
The public purposes are set out by Royal Charter and Agreement, the constitutional basis fot the BBC.
Our Mission
To enrich people's lives with programmes and services that inform, educate and entertain.
Our Vision
To be the most creative organisation in the world.
Our Values
- Trust is the foundation of BBC: we are independent, impartial and honest.
- Audiences are at the heart of everything we do.
- We take pride in delivering quality and value for money.
- Creativity is the lifeblood of our organisation.
- We respect each other and celebrate our diversity so that everyone can give their best.
- We are one BBC: great things happen when we work together.
The Royal Charter and Agreement also sets out five public purposes for the BBC.
Public purposes
The BBC is a public service organisation. Our five public purposes are central to us serving the public and help us achieve out core mission to inform, educate and entertain.
To provide impartial news and information to help people understand and engage with the world around them.
The BBC will provide accurate impartial news, current affairs and factual programming of the highest editorial standards so that all audiences can engage fully with issues across the UK and the world.
To support learning for all ages
Educational content will help support learning of teenagers across the UK, whilst audiences will be encouraged to explore inspiring and challenging new subjects and activities though a range of partnerships.
To show the most creative, highest quality and distinctive output and services.
Innovative content covering many different genres will be provided across a range of series and platforms setting the standards both in the UK and globally.
To reflect represent and serve diverse communities of all the UK's nations and regions and, in doing so, support the creative economy across the United Kingdom
The lives of the people in the United Kingdom today will be provided across a range of services and platforms, setting the standard both in the UK and globally.
To reflect the United Kingdom, its culture and values to the world
High quality, accurate, impartial news coverage will be delivered to international audiences , aiding the understanding of the UK as a whole.
The BBC Radio 1 service licence states Radio 1's remit 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 old's and it should also provide some programming for younger teenagers. It should offer a range of new music, support emerging artists- especially those from the UK- and provide a platform for live music. News, documentaries and advice campaigns should cover areas of relevance to young adults.'
PSB Remit
This is still seen in the BBC's public Service justification for Radio 1, when it says:
- radio 1's programmes should exhibit some or all of the following characteristics: high quality, original, challenging, innovative and engaging, and it should nature UK talent.
- The service should deliver its remit by producing a wide range of programmes that expose listeners to new and sometimes challenging material they may not otherwise experience. It should reflect a diverse range of new and UK music.
- Radio 1's daytime programmes should offer a mix of music, information and entertainment and use an extensive playlist to introduce unfamiliar and innovating songs alongside more established tracks. In the evening specialist presenters, covering a broad range of musical genres, should support artists at the forefront of new music, assisting their growth and development. A wide range of live events should be covered from around the UK and beyond and live music should be featured throughout the schedule, with sessions and concerts from both established acts and experimental new bands. Radio 1 should encourage its listeners to take part in music events and activities.
- Specially made speech output including documentaries and social action campaigns should form an integral part of the schedule and accurate, impartial and independent news should be placed at the heart of daytime output.
Task
'To inform, educate and entertain'
Look at the BBC Radio 1 Breakfast Show Website. Analyse the Radio 1: Breakfast show Homepage. How is it made clear that they are fulfilling the remit 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.
A part of the BBC's remit is to inform and educate and inform the audience. 'Fact controller' would suggest that you will be given fact, therefore educating you.
There is podcast for extra entertainment
Age of the presenter:Greg James is 33, which is quite young for the target audience.
The colours are bright and colourful for the young audience.
Young music that ranges from chart music and music from up and coming artists.
05/03/18 L/O: To make notes on a specific episode
Road to LOL-athon, Yesterday's Quiz & Usual Nonsense 05/03/18
- news with Rosheen Hastie
- 10 minute take over at 9.00am- 27min
- Lots of songs
- Lol-athon- Chris Stark goes to Muff which is a sexual innuendo which is funny to the younger target audiences.
- Greg James
- Rosheen Hastie
- Ruth (pregnant lady, random member of the public.) She's part of a team of 4 teachers that were on, on different days
- Clare Bolding
- Chris Stark
- Greg Wallice
Fun stuff, games or quizzes-
- Yesterdays quiz
- Nonsense chat about- If your mum was running for president what would be her slogan? The man who put his spoon breakfast in a bag and ate it at the airport- Different ways people eat Pringles
- being silly/funny
- e.g. informal language
Examples of the show being challenging, original, innovative and nurturing UK talent-
- Using twitter to find funny things and getting people to ring in about it.
- The music is from popular UK artists as well as smaller ones that are up and coming.
Quotes from the show to remember-
I'm not sure
Examples of show to remember-
I'm not sure
I'm not sure
Examples of how the show 'informs, educates and entertains':
- lots of news that is serious, funny, sport, educational, health- informing and educating
- Lol-athon has a lot of jokes
News stories? How many are 'serious and how many are celebrity' news stories-
Notes
Red- news
Blue- Songs
Purple- General nonsense talk from greg
Orange- News from greg
Quiz and entertainment
Red nose day
Advert
- Knife crime
- cervical testing
- Irish boarder
- when we leave the EU Brexit
- council tax will go up
- who wants to be a millionaire asked the 1 million pound questions
- sport football golf
- weather.
Notes
Red- news
Blue- Songs
Purple- General nonsense talk from greg
Orange- News from greg
Quiz and entertainment
Red nose day
Advert
- Keith Flint The Prodigy died, played his music
- tweet mentioned lots 'your mums running for present whats her slogan for her campaign? example 'stop crying before I give you something to cry about'. Asking people to phone in and give their examples
- 00:22 talks about funny things in his day- card board cut out of alan partridge.
- 00:27.33 News- knife crime, cervical testing, Irish boarder when we leave the EU Brexit, council tax will go up, who wants to be a millionaire asked the 1 million pound questions, sport football golf, weather.
- 7.30am songs 7, 8
- 38.54mins- Red nose day 24 hour take over announcement on Wednesday
- 39.06 mins- songs 9
- 7.17 am, 42mins, yesterdays quiz
- 47mins- song 10
- 51.09 mins song 11
- Tune of the week- 54.00min song 12
- News- 7.30- cervical cancer ad is going to air, Irish boarder, Luke perry died, England council tax increase, cabin crew on airline atlantic no longer have to wear makeup and can also were trousers if they wish, sport- Garth bale was booed off the pitch on Saturday, football, electric motor sport will race in London, weather
- 1.01 hour- song 13, 14, 15
- 7.43am- Talks about the Road to LOL-athon. 1.11- clare bolding and Chris Stark announces the joke book location (Muff). Lots so innuendo's as Chris enters Muff. You can email in and be on the show.
- 1.17hours, song 16
- Greg James talks about the Millionaire questions, the queer eye season 3 trailer coming out, Cardi B and Offset are on holiday, John Legend sings with his daughter on the piano, Billy Elish kicks of her tour and plays song 17 by her at 1.24hours.
- 8.00am- Rocheen Hastie- news again
- Gavin "imagine your mum is running for president what would her campaign slogan be?"
- 1.30hours song 18
- Greg Wallace tomorrow at 8 announcement
- 1.38 hours song 19
- 8.15am- 1.41hours- presidential president- callers phoned in answered the question on what they're mums slogans would be.
- 1.43hours song 20
- 1.47hours song 21
- 8.23am- 1.49 hours- Chris Stark in Muff- road to the lol-athon made the honouree mayor of Muff for the day. He's collecting jokes for the lol-athon. Tell's him to head over to the Muff diving club.
- 1.53hours- song 22
- 1.56- News and sport with Rosheen
- 2.00- song 23 and 24
- 2.05- Advert for BBC flea bag Monday night on BBC 1 and BBC iplayer
- 2.06am- song 25
- 8.42- Talks to a man later who ran out of time at the airport so put his spoons breakfast in a plastic bag and ate it at the gate. Talks about what it going to happen, Ricky Gravis on lol-athon.
- 2.15 Song 26, 27,
- 2.19- Talk to the airport spoons man.
- 2.22- song 28
- 2.25- 10 Minute take over three songs picked by the audience- song 29 picked by mike the gas man.
- 2.30- song 30-
- 2.33- song 31
- 2.37- 32- song for Keith Flint who died
- 2.43- 9.17- Song 32
- 2.54- song 33and 34
- 2.51- Chris Stark with the lol-athon- sat in scuba outfit with the Muff diving team-
- 2.51- song 35
- 2.55- song 36
- 2.57-News
- 3.00- song 37
- 3.03- song 38
- 9.40hours- 3.06- Daryl in Plymouth talks about man licking Pringles. Tomorrow in the show Greg Wallace goes into the radio factory and has a look around the studio.
- 3.08- song 39
- 3.12- Talk about Pringles- song 40
- 3.16- Pringles talk
- 3.17- song 41
- 3.20- song 42
- 3.23- song 43
- Greg says goodbye and says what coming up in the day
12/03/2019 L/O: To research the host and production process
Greg James
Early life
- James was born to Alan and Rosemary Milward, in Lewisham, South East London. His parents were both teachers; Alan a headteacher, and Rosemary a special needs teacher.[2] He has one sister, Catherine. As a baby, he received three life-saving blood transfusions and was in an incubator for a week.
- James used to play cricket for Hertfordshire Under-18s.
- He first broadcast on Hospital Radio aged 14, however, he later discovered that the transmitter was broken and none of his shows actually went out
Radio
- While at university, he presented several shows on the students' union radio station Livewire 1350AM, becoming the station manager in 2006. He later said that being station manager was a job he did not enjoy. He also presented several breakfast shows on Future Radio in Norwich and also on Pulse Rated in Salhouse before he got his break at BBC Radio 1. He won 'Best Male Presenter' at the Student Radio Awards 2005. During university holidays he presented stints on Galaxy North East.
- James joined BBC Radio 1 in June 2007, to present Early Breakfast on Friday, and cover for the likes of Sara Cox and Vernon Kay. He presented his first show on Friday 1 June 2007, the day after graduating from university. In October 2007, he was awarded the Early Breakfast Show (4:30 am – 7 am, which was soon changed to 4 am – 6:30 am five days a week. He presented his first full-time show on Monday 1 October 2007, and his first ever Record of the Week was Hometown Glory by Adele.
- On 21 September 2009, a new schedule was launched on Radio 1, and it was announced that
- James would move to an early afternoon slot; 1 pm to 4 pm - replacing Edith Bowman, who moved to the weekend breakfast slot.
- James was the host of The Official Chart Update, on Wednesday afternoons between 3:30 pm and 4 pm, and 4 pm to 4:30 pm when he moved to drivetime, from its inception in March 2010 until January 2013 when Scott Mills took it over, at the original time of 3:30 pm.
- James also co-hosts Not Just Cricket on 5 Live with England Cricketers Graeme Swann and Jimmy Anderson that is broadcast once every few months. The shows main focus is talking about cricket, but they also talk about anything else they fancy.
- He also hosts a weekly podcast 'That's what he said' with BBC Radio 1 Newsbeat presenter Chris Smith. The podcast features the best bits of James' show each week, guest interviews, and special bonus content just for the podcast. Greg and Chris play 'Cheeseball' each week - a game which involves throwing Babybell into the centre of a cheese 'court' and the closest to the centre wins. The pair also do birthday, engagement, and wedding announcements to the theme of Jurassic Park. Each podcast also comes with an e-mail from Julia from Germany - the show clerk - who provides the pair with a weekly agenda. More recent podcast features include 'Friendly Foreigners', 'Julia's word of the week' and 'Dr. Tiny's Science fact'.
- James guest hosted the edition of 16 February 2013 of the 5 Live comedy sport programme Fighting Talk, standing in for Colin Murray.
- On 15 November 2017, James along with Felix White and Jimmy Anderson, began hosting a cricketing podcast 'Tailenders'. This was initially a weekly podcast covering the 2017–18 Ashes series, since 23 May 2018 it was renewed to continue on a weekly basis. Features include 'General Cricketing Sadness', 'Machin's Quiz' and 'Black Wednesday/Xmas Show/App Launch'.
Drive time
- On 28 February 2012, it was announced that James and Scott Mills would swap shows as of 2nd April 2012, meaning James would host the drivetime show (1600-1900) from that date. James's show had a variety of recurring features including: "The 10 Minute Takeover" (Mon-Thurs 1800), "Impossible Karaoke", "Rage against the Answer Machine", "Mayor of Where", "Ask The Nation", "Wrong Uns", "What's My Age Again" prior to "The Official Chart" moving to Fridays, celebrity guests on Thursdays, and Film Reviews with reviewer Ali Plumb. Off the cuff improv games typically include Chris Smith aka: 'Chris Smith with the news' the main afternoon Newsbeat reader.
- James once hosted his show for an entire week broadcasting from the BFBS radio studio in Camp Bastion, Afghanistan; he also staged "G In the Park", a mini-music festival from the BBC in Glasgow prior to the T in the Park festival.
- Due to changes in release dates of music worldwide, since 10 July 2015 James' Friday show is taken up by The Official Chart between 1600 and 1745, followed by Dance Anthems between 1800 and 1900.
- The drive time show is traditionally split into two halves, with a fifteen-minute break between 1745 and 1800 for the evening Newsbeat broadcast.
Radio 1 Breakfast
Television
- James is also a TV presenter. In 2009, he presented a TV show for BBC Three called Sun, Sex and Holiday Madness, about British tourists in Magaluf and Young, Jobless and Living at Home, also for BBC Three. He has presented Sound on BBC Two's Switch and he hosted the backstage winners' podium at the 2009 BRIT Awards, which he did again in 2010.
- In 2011, James had a non-speaking cameo role in the Doctor Who episode "Closing Time".
- In 2011, James started presenting the BBC Three's coverage of Glastonbury and in August 2012, the Reading and Leeds Festival (both with Fearne Cotton). He presented coverage of T in the Park 2012, alongside Edith Bowman in July. In 2013, James co-presented extensive coverage of Radio 1's Big Weekend on BBC Three with Alice Levine. In June 2013, James once again hosted BBC Three's coverage of Glastonbury, alongside Gemma Cairney.
- He again hosted the BBC's coverage of festivals including Radio 1's Big Weekend, T in The Park, Reading, and Glastonbury in the summer of 2014.
- In 2012, James co-presented two series of Unzipped (originally named Britain Unzipped) on BBC Three with Russell Kane and later How to Win Eurovision, a special two-hour show, on 11 May 2013. In December 2012, James and Gabby Logan presented 50 Greatest London 2012 Olympics Moments on BBC Three. The show was broadcast on his 27th birthday.
- On 25 September 2013, James along with Kane starred in their chat show Staying in with Greg and Russell on BBC Three. Both later appeared on the Children in Need 2013 appeal night during a Lip Sync Challenge, which James won by performing 'The Circle of Life' from 'The Lion King'.
- He regularly hosts BBC Three's Family Guy and American Dad! specials to celebrate the start of a new series.
- In September 2014, James hosted the closing ceremony of The Invictus Games with Clare Balding live on BBC Two. In 2015, he presented the BBC Three reality game show I Survived a Zombie Apocalypse.
- May 2015, he played a police officer in the BBC Three comedy murder mystery series Murder in Successville. Also in 2015, James co-wrote and starred in the Comedy Feeds episode Dead Air.
- In March 2016, he hosted a segment of the Sport Relief telethon with Alesha Dixon. James has guest presented several episodes of The One Show.
- In November 2016, James co-presented the BBC's Children in Need appeal for the first time. He also presented the Children in Need Rocks for Terry concert at the Royal Albert Hall with Fearne Cotton.
- Since November 2016, Greg has presented BT Sport's cricket coverage of the South Africa tour to Australia.[14]
- Since 2017, he has co-presented the primetime BBC One music show Sounds Like Friday Night with A.Dot.
Kid Normal
Together with newsreader Chris Smith, James writes the children's book series Kid Normal. The first one was published by Bloomsbury and released on 13 July 2017 in the UK and the second one the following March. The first book was the biggest selling children's debut of the year and have sold over 100,000 copies combined. The books have also been released in 19 other languages around the world
Charity work
- In January 2013, along with Jack Dee, Mel C, Dara Ó Briain, Philips Idowu and Chelsee Healey, James took part in the Red Nose Day 'Hell and High Water Challenge'. They journeyed along the Zambezi River for 5 days raising money to build a new school in the region. They raised well over £1 million for the charity.
- On 2 March 2013, James appeared on the Let's Dance for Comic Relief judging panel alongside Arlene Phillips and Lee Mack.
- In 2014, James was part of 'Team Coe' in the Sport Relief 'Clash of The Titans'. His team won the competition held at the Queen Elizabeth Olympic Park. He took part in the cycling, synchronised swimming and swimming relay.
- In February 2015, he, Chris Smith, Yasmin Evans (of 1Xtra Breakfast) and Alex Jones travelled to Uganda to take part in Operation Health. There, they helped to rebuild the Iyolwa Health Centre in Eastern Uganda, using money raised by Comic Relief. He blogged about it. In total, the Radio 1 audience raised £551,405.
- In February 2016, for Sport Relief, Greg underwent the tough challenge, dubbed the 'Gregathlon', of completing five Triathlons in 5 days, in 5 different cities across the UK, hosting his Drivetime Radio 1 show after completing his daily Triathlon, raising £1 million for charity.
- Greg also supports Coppafeel a charity raising awareness of breast cancer.
- In February 2018, Greg did his second 'Gregathlon' for Sport Relief: "Pedal to the Peaks." He cycled over 500 miles and climbed Snowdon and Scafell Pike, before the challenge had to be postponed because extreme weather conditions caused by the 'Beast from the East' made the challenge too dangerous to continue. Greg returned to complete the challenge and climbed Ben Nevis on 16 March 2018, raising over £1 million.
Personal life
- James is godfather to Ruby, the youngest daughter of England cricketer James Anderson.
- He is a keen cricket fan, and used to play for Hertfordshire Under-18s. He is also a keen supporter of Aviva Premiership Rugby Club Bath Rugby. He is also a football fan and supports Arsenal.
- He is an ambassador for two charities; The Stroke Association and The Lord's Taverners. He also took part in the 2012 NHS Team Give Blood campaign, representing O+.
- On 1 June 2018, James announced his engagement to his girlfriend, Bella Mackie. They married in September of the same year.
- 2005 – Student Radio Award for 'Best Male Presenter.
- 2013 – 'Loaded Lafta' for 'Funniest Radio Show'.
- 2013 – Silver Sony Radio Academy Award for 'Best Entertainment Show'.
- 2014 – Gold Radio Academy Award for 'Best Entertainment Show'
- 2016 – Gold Radio Academy 'ARIA' Award for 'Best Entertainment Production.
Year Station Show
2007–2009 BBC Radio 1 Early Breakfast
2009–2012 Afternoons
2012–2018 Drivetime
2015–2018 The Official Chart with Greg James
2018— Radio 1 Breakfast with Greg James
Why was Greg James chosen as the new breakfast host?
James has many qualities that makes him the perfect host for the breakfast host. He has plenty of experience in radio starting a interest when he was 14. Always being involved with radio though university and his life. He had been presenting for radio 1 for over 10 years, so everyone was familiar and liked him. The breakfast show is about being fun and entertaining, he won in 2013 the funniest radio show award which makes him perfect for the role. He is also very interested in sport particularly cricket which helps as the show often can talk about sport. He has done a huge amount for charity making him loved and respected by many making it easy for him to slot into Grimshaws place.
In this podcast you'll learn about:
- the different responsibilities of presenters and producers
- the preparation that goes into each programme
- what's most challenging and most enjoyable about working on the show
- team dynamics
- ways to get your first break in radio
Assistant Producer, Fiona Hanlan
Producer, Will Foster
And presenter Nick Grimshaw
How is the show produced?
- planning
- organisation from assistants to help with things like phone calls.
- Fiona helps with the sound making sure its not too loud or quite
- They have a music team who playlists all the music
- They have to do everything about marketing, making viral videos etc
How much planning is involved?
- They normally leave work knowing mainly what will be happening the next day. Things like guests or a competition or things that we’re going to talk about but it’s really nice as well to have room in a show so that you can be as current and topical as possible.
- The first few hours of the day, they look though the structure of what they will be doing broken down into 30 min chunks but it is flexible.
- They have a sheet called 'hot food'- they always have the main show sketched out but they have things that isn't necessarily the best stuff but its something you can dip into.
- Because it’s daily there’s always so much stuff going on so it changes really, like it depends who the guest is or what the competition is or it depends what it is, we don’t have like a set we’ll sit down every day at eleven and go through, or I don’t, you probably do.
- At 11 they all meet as a team and go though ideas and potential fun features and what they are going to feel. They might have last minute big interviews so they have to get everything sorted. They want to ask the best questions so planning is important.
- They are always planning and thinking what could be on the radio.
- They can pick and choose who they interview and they can be given people. They can look at TV guides and things that are coming up.
- If guest are being rude or boring they will termite the interview.
How much is impro?
- The script itself, it’s not scripted in the sense of how you might read a book or something like that with every singles sentence written out, but there will be a structure in place sort of breaking down each half hour into maybe ten minute chunks.
- it’s always good to have an idea of what is going to happen the next day on the show, because I think you like rest easy knowing we’ve got like these five things that we’re going to do and then when you get in we figure out where hey’re going to be and what time they’re going to happen long we’re going to spend on each one, but it’s always good knowing you’ve got stuff to talk about it is important to be prepared so you’re thinking to the end of the show in three and a half hours time when we go on air, but also what you’re going to be doing in the next link, so after thirty three and a half minutes of a song." And its making sure that when you go into that link, that we’re the most prepared possible, so that might be do we have a caller that we want to speak to, if we do there’s a team assistant who sits outside the studio and does so much stuff, but one of the things it includes is putting callers on to the radio and they’ll chat to them, but then it’ll be always good, because you’ve got millions of listeners you obviously want to make sure they sound as good as possible and they know exactly what they’re doing, so Fiona would quite likely chat to them as well, after that initial vetting process."
How important is the presenter in the process?
- very important they are involved in everything to do with planning, coming up with ideas, and being constantly involved with the team.
Trademark features
- music
- hot food (random stuff that isn't the most interesting but is funny and fills time)
- news
- songs
- announcements
- songs
- yesterdays quiz
- song
- news
- fun follow along red nose day person visiting a location
- song
- celebrity news/gossp
- song
- news
- hot food
They come up with contents fro the show by:
- looking at TV guides seeing what is coming up that they might want to talk about
How does the show target its audience?
- things might be happening in their own lives like breakups that would be relatable or funny that they can talk about.
- whenever the producers/ presenters/ teams are out anywhere they are constantly coming up with new ideas, in their daily lives or by going to event s such as the grammies etc.
The show targets the audience by entertaining, informing and educating. They have funny parts, serious parts like the news, they talk about spot, have games and quizzes, celebrity interview/ gossip/ news.
The language is informal mainly they talk as if they are talking to a friend rather than a serious person stranger making it more appealing to the young target audience.
They are expecting the audience to have social media, be interested in celebrities, music, news, sport. They expect them to have a good silly light hearted sense of humour.
Applying theories
Curran and Seaton's power and media industry theory says that because of the ownership of large companies like the BBC, it results in lack of choice and lots of the same product. This results in the product lacking choice, creativity and diversity to the products. This could be applied to the breakfast show as the people making it know that they get the audience numbers and profit from producing they same show every morning with little differentiation. Despite these points the BBC makes its profit from public service broadcasting from TV licenses, so they are purely making the show for the entertainment of British people. So the BBC are going to explore different ways of producing the show and trying different things as even though it can be repetitive sometimes it is because the audience like it not becuase the BBC wants power and profit.
Shirky's end of audience theory can be applied to the breakfast show as it is highly interactive. The audience doesn't listen and be passive they want to interact, by doing phoning in, tweeting, texting, emailing. Shirky believes audiences are more active and want to interact with media and expect to do this, if not they will move on and find somewhere that can provide them that. The breakfast show is highly interactive for the audience with call ins in almost every show, reading out peoples opinions and funny stories etc.
High quality- the show is planned carefully and the content in the show. The quality of the music is high since there is a music team creating the best playlists.
Original- it has new original contents. The 'hot food', the pringle chat, the' what would you're mum's slogan be if she was running for president'. They have original games and quizzes such as 'yesterday's quiz'.
challenging-
innovative-
nurturing UK talent- it nurtures UK talent by the songs on the show can be from smaller British artists who are up and coming. Such as Weiss who is a British artist with not a huge following.
A mix of music, information and entertainment-
Bring the UK to the world and the world to the UK-
19/03/19
Task: Go to the BBC iPlayer radio website for the breakfast show and explore the other features that it has.
Home:
- The most recent episodes
- link to all available episodes
- Find us at Facebook and Twitter
- Coming Up...
- Upcoming episodes (next 10 episodes)
- Link to podcasts
- You may also like...
- Similar episodes
- Explore the BBC
Podcasts:
- episodes to download
- "This podcast belongs to Radio 1 Breakfast Best Bits with Greg James
- Other podcasts you may like
- Subscribe
Greg James Profile
Contact
- sms
- Listen live
Digital Convergence
What impact has digital convergence had on The Radio 1 Breakfast show? State and explain one positive and one negative point. (4 marks)
Digital convergence has been positive for The Radio 1 Breakfast Show because it is easily accessible on many platforms. This has allowed the target audience to interact on the show in more ways, such as listening to it on catchup online, watch clips from the show on YouTube and following it on Facebook and Twitter. The target audience like to be able to interact with the show as they feel more involved. They can comment and leave feedback to the show on what they like and dislike meaning the producers can develop the show further.
Digital convergence has also impacted the Radio 1 Breakfast Show in a negative way. As the target audience don't have to listen live and can on catchup, as they are loosing some of there live audience listeners. This means time specific features in the show won't necessarily work. This means they have to create more content to be put on the website which takes up lots of time and costs more money.
The apps, social media, youtube, catchup allows viewers not listening live to listen to the show.
Homework- digital convergence
How does the show interact with its audience? How is it marketed?
Research the following:
Facebook page: Facebook has a specific BBC Radio 1 Breakfast Show page that is official, however it became archived on 5/03/2018 and told the audience to head over to the BBC radio 1 page instead. The Facebook page post very similar thing as the Instagram and Twitter page such as Big Weekend line-up announcement and all of the other funny videos from the show. However as an older audience is using Facebook and uses it for different reason they post a lot of the BBC news also such as 'people don't become adults until their 30's', 'Lewis Hamilton of pigeons' sold for over £1m'.
Twitter: They have a twitter page called 'R1 Breakfast with Nick Grimshaw 2012-2018' that is a verified account that they used to use. They posted things like who was on the show, teasers to what was on the show that day to make people want to check it out and more. Greg James doesn't have his own account like Nick but they do have a general BBC Radio 1 account. This is similar to the Instagram page. It has posts and videos about artists singing in the live lounge. Videos of funny moments and games such as 'speak out'. It also allows them to interact with the audience which is shown on 'tweets and replies'.
Instagram: They don't have a specific Instagram page for the breakfast show, however they do have @bbcradio1 where they post everything BBC radio, which includes the breakfast show. The audience can follow the page. They can see posts such as video recordings of the show that you don't get on the radio as it is only sound. They also have videos of all sorts of artists, up and coming and famous, in the live lounge. They also have posts about the charts, festivals such as Glastonury, BBC big weekend tickets and more.
Radio iPlayer:
Home:
Youtube:
It has related channels that it often collaborates or has associations with such as 'BBCRadio1VEVO, BBC Music, The Late Late Show with James Corden'. It has nearly 6 million subscribers. It has many playlists to make it easy for the audience to interact and find the videos they would like. There are playlists for artists that have appeared on the show a lot such as 'foals' and 'Billie Eilish'. The other playlists are are; innuendo bingo, British live lounge, heart rate monitor, pranked, kids ask difficult questions, radio 1 teen awards, celb LOLs.
How does the show interact with its audience? How is it marketed?
Research the following:
Facebook page: Facebook has a specific BBC Radio 1 Breakfast Show page that is official, however it became archived on 5/03/2018 and told the audience to head over to the BBC radio 1 page instead. The Facebook page post very similar thing as the Instagram and Twitter page such as Big Weekend line-up announcement and all of the other funny videos from the show. However as an older audience is using Facebook and uses it for different reason they post a lot of the BBC news also such as 'people don't become adults until their 30's', 'Lewis Hamilton of pigeons' sold for over £1m'.
Twitter: They have a twitter page called 'R1 Breakfast with Nick Grimshaw 2012-2018' that is a verified account that they used to use. They posted things like who was on the show, teasers to what was on the show that day to make people want to check it out and more. Greg James doesn't have his own account like Nick but they do have a general BBC Radio 1 account. This is similar to the Instagram page. It has posts and videos about artists singing in the live lounge. Videos of funny moments and games such as 'speak out'. It also allows them to interact with the audience which is shown on 'tweets and replies'.
Instagram: They don't have a specific Instagram page for the breakfast show, however they do have @bbcradio1 where they post everything BBC radio, which includes the breakfast show. The audience can follow the page. They can see posts such as video recordings of the show that you don't get on the radio as it is only sound. They also have videos of all sorts of artists, up and coming and famous, in the live lounge. They also have posts about the charts, festivals such as Glastonury, BBC big weekend tickets and more.
Radio iPlayer:
Home:
- The most recent episodes
- link to all available episodes
- Find us at Facebook and Twitter
- Coming Up...
- Upcoming episodes (next 10 episodes)
- Link to podcasts
- You may also like...
- Similar episodes
- Explore the BBC
Podcasts:
- episodes to download
- "This podcast belongs to Radio 1 Breakfast Best Bits with Greg James
- Other podcasts you may like
- Subscribe
Greg James Profile
Contact
- sms
- Listen live
Youtube:
It has related channels that it often collaborates or has associations with such as 'BBCRadio1VEVO, BBC Music, The Late Late Show with James Corden'. It has nearly 6 million subscribers. It has many playlists to make it easy for the audience to interact and find the videos they would like. There are playlists for artists that have appeared on the show a lot such as 'foals' and 'Billie Eilish'. The other playlists are are; innuendo bingo, British live lounge, heart rate monitor, pranked, kids ask difficult questions, radio 1 teen awards, celb LOLs.
How does the breakfast show attempt to interact with its audience? You must refer to at least two media platforms in your answer.
Platforms:
Print
Broadcast
E-Media
Yesterdays quiz- The BBC 1 Radio Breakfast Show has interactive sections where the target audience can phone interact on the show. There is an interactive quiz live on the show called 'yesterday's quiz' where the target audience phone in and answer questions about what happened the day before. They have the chance to win money if they answer a certain amount of questions. This is very exciting for the target audience and will encourage them to listen to the show live, since they have the opportunity to win a prize and also be on the show.
The show also interacts with its audience live on the show when they have people phoning in to tell stories which are usually funny and entertaining which the target audience loves. One man went viral on the internet for putting his spoons breakfast in a bag and eating it at the airport. Greg James had the man phone in on the show and tell the story from his perspective.
The show interacts with the show through e-media. They have iPlayer which can be viewed online and also though an app, where the target audience can listen the show after its happened. This allows the audience to find out songs that were played on the show if they particular like one but didn't know the name. It is also useful as the audience may not be awake or have time to listen to it in the morning so they can listen to it at a later time and date.
Twitter where people can tweet in which can help give feedback
21/03/019 L/O: To explore the industry regulations and ratings
How does the BBC 1 Breakfast show inform, educate and entertain? In the episode from the 05/03/19 episode?
Inform- News, announcements of deaths
Educate- News
Entertain- Music, humour, quizzes, nonsense chat
Educate- News
Entertain- Music, humour, quizzes, nonsense chat
How does the Radio 1 Breakfast Show fit into the BBC's ethos of 'informing, educating and entertaining'? Use specific episode of your choice to support your answer.
The Radio 1 Breakfast show does fit the ethos of the BBC which is informing, educating and entertaining. They inform the listeners by telling them the news. In the news in the episode on the 05/03/19 the listeners were informed that knife crime is on the rise and more needs to be done about it. As well as informing this lies closely with educating the listeners on knife crime. The listeners may listen to the show for the news to be informed which would fit into The Uses and Gratification theory that an audience responds to different media texts for certain reasons. Another reason the audience may watch the show to be informed is because of the announcements. On the show they announced that Keith Flint had died. They may listen to the show to be informed about things like this, supporting the BBC's ethos.
Listeners will want to listen to the show to be educated. In the episode on the 05/03/19 the audience were educated in the news by Rosheen Hastie about cervical cancer, and how more people need to go as it can save lives. The audience may want to listen to the show to educated to find out what is happening in the world. The audience were also educated in the news section of the show when they learnt that when we leave the EU it may be harder to cross the Irish boarder. The show is educating listeners which is supporting the BBC's ethos of educating the audience.
Entertaining is the main theme of the Radio 1 Breakfast show. The audience are entertained in a number of different ways. One is that they are entertained though quizzes. The popular quiz is called 'yesterday's quiz'. Where callers can phone in and do the quiz and have the chance to win money. Katz and Blumers Use's and Gratification theory supports that the audience will want to listen the show for entertainment reasons. They choose entertaining texts that allow them to divert their attention from the real world, which is what they are doing by listening to the show. The audience were also entertained though humour. Greg James made lots of funny jokes that the audience could relate to such as when he read off of Twitter 'if your mum ran for president what would her campaign slogan be?'. Again this is supporting the ethos of the BBC by entertaining the audience.
Overall the show does fit into the BBC's ethos of informing and entertaining creating a huge audience. Entertaining is the main theme of the show, but the presence of informing and entertaining is still there.
Top three BBC breakfast shows with listeners statistics
Radio 2- 9065000
Radio 4- 6789000
Radio1- 5111000
Top commercial breakfast show
Capital radio- 35.97 listeners?
Who regulates the radio
Ofcom is the regulator and competition authority for the UK communications industries. It regulates the TV and radio sectors, fixed line telecoms, mobiles, postal services, plus the airwaves over which wireless devices operate.
The Radio 1 Breakfast show does fit the ethos of the BBC which is informing, educating and entertaining. They inform the listeners by telling them the news. In the news in the episode on the 05/03/19 the listeners were informed that knife crime is on the rise and more needs to be done about it. As well as informing this lies closely with educating the listeners on knife crime. The listeners may listen to the show for the news to be informed which would fit into The Uses and Gratification theory that an audience responds to different media texts for certain reasons. Another reason the audience may watch the show to be informed is because of the announcements. On the show they announced that Keith Flint had died. They may listen to the show to be informed about things like this, supporting the BBC's ethos.
Listeners will want to listen to the show to be educated. In the episode on the 05/03/19 the audience were educated in the news by Rosheen Hastie about cervical cancer, and how more people need to go as it can save lives. The audience may want to listen to the show to educated to find out what is happening in the world. The audience were also educated in the news section of the show when they learnt that when we leave the EU it may be harder to cross the Irish boarder. The show is educating listeners which is supporting the BBC's ethos of educating the audience.
Entertaining is the main theme of the Radio 1 Breakfast show. The audience are entertained in a number of different ways. One is that they are entertained though quizzes. The popular quiz is called 'yesterday's quiz'. Where callers can phone in and do the quiz and have the chance to win money. Katz and Blumers Use's and Gratification theory supports that the audience will want to listen the show for entertainment reasons. They choose entertaining texts that allow them to divert their attention from the real world, which is what they are doing by listening to the show. The audience were also entertained though humour. Greg James made lots of funny jokes that the audience could relate to such as when he read off of Twitter 'if your mum ran for president what would her campaign slogan be?'. Again this is supporting the ethos of the BBC by entertaining the audience.
Overall the show does fit into the BBC's ethos of informing and entertaining creating a huge audience. Entertaining is the main theme of the show, but the presence of informing and entertaining is still there.
Top three BBC breakfast shows with listeners statistics
Radio 2- 9065000
Radio 4- 6789000
Radio1- 5111000
Top commercial breakfast show
Capital radio- 35.97 listeners?
Who regulates the radio
Ofcom is the regulator and competition authority for the UK communications industries. It regulates the TV and radio sectors, fixed line telecoms, mobiles, postal services, plus the airwaves over which wireless devices operate.
Listening figures and trends
RAJAR what is it and what do they do? - RAJAR stands for Radio Joint Audience Research and is the official body in charge of measuring radio audiences in the UK. It is jointly owned by the BBC and the Radiocentre on behalf of the commercial sector.
What current trends can you identify from their latest data release and about how and where people are listening to the radio?
Where?
The younger generation tend to listen to the radio far more than the other age groups.
Younger generation tend follow their presenters more
Look at the latest listening figuring. How many people are listening to the BBC radio?
All BBC radio-
More than 230,000 extra listeners have been tuning into the radio 1 breakfast show since Greg James took over from Nick Grimshaw in August 2018.
RAJAR said- ... look at miss blog....
RAJAR said- ... look at miss blog....
Criticism
Homework- google nick grimshaw bbc 1 breakfast show
summaries what people though of the show
what can i find about- critical response to greg james taking over-
Disney research HWK - this is a good overview but lacks ideas on growth and diversification. More detail would help you understand the company.
ReplyDeleteFilm summaries - good overviews band detailed notes. Well done
1960s - good timeline. Do you think it will help you when it comes to revision?? (Layout)
Jungle book notes are thorough and detailed and most of your responses are too. The three Zeitgeist Qs need more detail.
ReplyDeleteMinecraft - good research and notes so far. You're missing the Qs from the first slide of Lesson 11 which summarises the research from lesson 10.
Good notes from lesson 11/12
ReplyDeleteClass essay: well written, good details and answers Q. Well done.
Exam practice: is this finished?
Exam Practice (Minecraft): WWW - you've mentioned many of the appeals of Minecraft and some good details
ReplyDeleteNTT - don't forget that Minecraft was incredibly successful BEFORE Microsoft bought it. You need to explain how this happened too.
Minecraft exam practice: good solid answer with detailed specific references to the case study.
ReplyDeleteRadio 1 - good notes and shorter exam questions. Remember to use specific examples from your episode. Great detailed episode notes and presenter background.
Remit Q - excellent application of theory and specific examples from the episode