Thursday, 24 January 2019

RADIO

SPECIALISED

BBC RADIO - 'BBC SOUND"


  • Funded by the license fee
  • "Audiences are 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"

BBC1 - younger audience, mass audienceBBC2 - slightly older audienceBBC4 - older than BBC2lots of choice, thumbnails, descriptions, clean white background, shows how far through the show is - meets the needs of many audiences
LATE NIGHT WOMAN'S HOUR
  • spin-off from the long running BBC Radio 4 daily magazine programme, Woman's hour
  • broadcast once a month, late at night
  • presented by Lauren Laverne and features a number of female panellists
  • each episode focuses on a particular theme relevant to the its female target audience 
  • Friday night, 11pm - graveyard slot

Meet the needs of audience?
  • "democratisation" - sophisticated lexis, requires knowledge
  • "i knew my marriage was over when we bought an Ikea wardrobe" - gentle snobbery
  • magazine show - deals with a range of topics, 'round table' discussion, professional 
  • relatable - " my favourite winter mug", audience will have their own favourite mug
  • middle class mode of address - lots of guitars, "square scarfs", "only 20 books"
  • moved to brother's attic after being evicted - most people would become homeless but that issue wasn't mentioned, keeping it positive, being evicted is an adventure
  • lots of historical context of WW2 - suggests that those problems are over, paints a Utopia, gloss over problems
Target audience?
  • middle aged
  • middle class
  • female - full female panel 
  • is the show sexist? - talk about emotional women and "masculine" men, binary opposition 
Regulatory issues?
  • no regulatory issues
  • radio also regulated by OFCOM
  • no material in the show that could offend 
  • LNWH does occasionally swear, however it is not breaking any rules
  • the regulation of radio is ineffective - can lie about age online
  • plurality - where a media product/organisation gives a voice to a wide range of ideological perspectives


  • Why broadcast this show?

  • PBS - public broadcasting service, no advertising, license fee
  • "inform, educate and entertain" - BBC has to appeal to all audiences because we all pay (remit)
  • have a remit to show a diverse range of media output
  • localness - have to be talking about something local (LNWH don't have to as its on a national radio station)

'Woman's Hour' - 1946, 2pm, immediately after end of WW2, encouraged women to rebuild their life, to listen to whilst doing the housework, to educate the female audience, moved to less popular Radio 4 in 1970's, criticised for being sexist and too middle class"exoticism" - exotic for the audience to listen toGREAT BRITISH BAKE OFF was sold to cut costs
HOW HAVE DIGITAL PLATFORMS CHANGED THE WAY WE CONSUME RADIO?
  • online - 'BBC Sound"
  • podcasts - can skip to bits we want to hear
  • don't have to listen to it live - advantage to people with a busy lifestyle
  • can sometimes watch the presenters - visual element, can make it easier to listen to, can make the presenters more likeable, direct address
  • apps - offer a better user experience (UX)
  • digital radio (DAB) -  don't need to be nearby, usually better reception
  • phone downloads - can listen without wifi or reception
  • phones are mobile - can be used anywhere, always have access
  • thumbnails - looks more appealing, another way to draw in audience
  • DIGITAL CONVERGENCE

  • DISTRIBUTION 
  • AUDIO STREAMING  listeners can click to play a radio programme instantly over the internet, has a global reach
  • DIGITAL AUDIO BROADCASTING (DAB)  greater number of wavelengths and therefore stations are available with digital audio, increased number of stations, niche programming and improved quality
  • PODCASTS  programmes are packaged and available as downloadable content on a range of different platforms, more flexible
  • CROSS-PLATFORM  combination of visuals with audio output and availability of radio through television platforms, utilises visual elements, more appealing to modern audience












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Tuesday, 8 January 2019

VIDEO GAMES

COMPONENT 1, SECTION B 


HETEROSEXUAL MALE AUDIENCE
NOTHING TARGETED TOWARDS WOMEN
INNUENDOS ASSUME THE AUDIENCE WILL BE OLD ENOUGH TO UNDERSTAND
ASSUMES WOMEN DON'T WANT TO PLAY VIDEO GAMES
DISTRACTION/HOBBY
WHAT IS A VIDEO GAME?
  • require a console
  • target a core/niche audience
  • interactive
  • typically played by younger audience
  • much more complicated narratives
  • faced with many problems (disequilibrium)
  • often an online component
  • much higher RRP
  • significantly longer length
The assumption that if you play too many video games you will become violent is an example of the hypodermic needle model.

THE HISTORY OF VIDEO GAMES
  • first game - 1962, Space War, developed in USA, experiment, simulator 
  • in 1962 computers were huge, made them impractical, only in labs 
  • Space Invaders - 1979, Japanese, developed by Taito, arcade game, extremely popular, technology still didn't allow to play video games at home
  • American arcade boom - Atari and Nintendo began creating games, centipede in full colour
  • Micros in Uk - micro computers, bedroom coding, video games becoming more affordable at home
  • huge amount of genres - people making them up as they made them at home (typically teenage boys)
  • video game crash - 1980's, Atari buried millions of E.T. video games in landfill to get rid of them
  • Japanese imports - Dragon Quest, role-play game
  • Japanese console boom - 1986, SuperMario Bros, NES console, most successful video game ever made, marketing specifically towards kids, sound effects
  • Street Fighter - 1991, very popular in arcades, female character that became popular
  • Sony Playstation 1 - 1994, interesting marketing technique, uses reverse psychology, satire, makes fun of idea that video games make you stupid
  • indie games - made by small development teams, cheap
  • AAA game (major games) - takes thousands of people to make
  • controversies surrounding representation and production methods - exploitation and 'male gaze'
  • digital distribution - downloads
SPECIALISED INDUSTRY (POSSIBLY THE MOST SPECIALISED)

ASSASSINS CREED 3 - LIBERATION
  • published by Ubisoft in 2012 for Playstation Vita 
  • 2 years later it was HD re-released for Playstation 3 and Xbox 360
Trailer


How does this trailer target a specialised and a generalised audience?


  • black, female protagonist/ avatar - subverts the expectation that the target for video games in young heterosexual males
  • "new missions" - appealing to audience that have already played the game, spend more money, 'double-dipping'
  • re-released on more popular consoles - gives more people access to it, originally didn't sell very well on PS Vita, multi-platform release, mass audience
  • tackles big ideological issues about race, slavery and colonialism - pushes boundaries, increases word of mouth sales
  • intertextual reference to Django Unchained (2012) - cult film, slavery in antebellum America
  • high quality animation, graphics, soundtrack, locations - has high production values
  • shares conventions of high budget Hollywood film - non-diegetic voiceover/narration, lots of action and proairetic codes, orchestral soundtrack connotes high quality
  • all games have similar iconography and themes - creates recognisable brand image, know it will make money
The sales for Assassins Creed 3 Liberation did not meet the expectations, therefore, it was re-released.
The story was criticised, and only got average reviews.
It is going to be re-released a second time as it is an easy way to make money. 
600,000 copies sold on PS Vita, underperformed. 

REGULATION - PEGI

Pan European Game Information
Ages range from 3-18
Don't refer to the level of difficulty 
It is legal for someone under the age of 18 to buy a PEGI 18
Advisory classification system
The regulation of video games has never been effective 

PROMOTION


Within my research i noticed that there is a very specific iconography presented within all of the promotional materials.

It's really hard to differentiate between the different games and the franchise. One of the criticisms of the franchise - It's  oversaturated. All of the games are very similar and not that distinguishable

There are certain items of merch that will only appeal to a niche audience (e.g. assassins creed backpack)

AUDIENCE THEORIES - FANDOM - HENRY JENKINS

What happens when you play too many video games?
  • your attitude and opinions change
  • you become stupid
  • lose out on social interaction - becoming anti social


HYPERDERMIC NEEDLE MODEL - AUDIENCE IS PASSIVE - ASSUMES AUDIENCE IS MINDLESS - NEGATIVE THEORY. 

Video games are universally violent and violence is presented as the only way of solving things.  CULTIVATION THEORY - GEORGE GERBNER   

MORAL PANIC  an event is over exaggerated to create fear within the public

If we see violence over and over again we become desensitised to it

preferred - violence is acceptable, binary opposition between good and evil (simplified world), women are just as able as men, anti-slavery
negotiated - agree with anti-slavery message, but don't agree with violence and find it boring
oppositional - violence shouldn't be used to solve problems

LORE  the story behind video games, story lines that are not apparent 

The Silver Case - how is it atypical?
  • mostly narrative
  • intertextual reference to Pokemon 
  • lack of structure and gameplay - argument that it's not even a videogame
  • no continuity 
  • sound effects criticised but not taken off - don' care about audience
  • excessive strong language  
CLAY SHIRKY
END OF AUDIENCE THEORY


  • audiences are no longer passive
  • we interact with producers and media products
  • we are part of the marketing/product

Death Stranding (unreleased)

No release date
His games often break the rules - eccentric 
Kojima Productions

https://www.youtube.com/watch?v=8QyElGLGrn0


  • he is creating an audience 
  • intentionally weird iconography lacks genre conventions 
  • many invitations for active audiences to create 'fan theories'
  • however, this can be disappointing for audiences do not get what they expect
  • famous Hollywood actors, high production values
  • Sony funded means extremely expensive and likely to fail, in exchange for exclusivity 
  • Immersive array of shot types, audience positioned directly with players, single take is exceptionally hard to achieve in film, made possible with CG
  • audience doesn't understand what is going on, have to go onto the internet to discuss 









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