Tuesday 3rd November
LO: To explore the content of the unit
The Jungle Book (1967)
Main Characters:
- Mowgli - An orphaned boy, who is commonly referred to as 'man-cub' throughout the film. He is being forced to return back to the 'man village'.
- Baloo - A sloth bear who leads a carefree life and helps Mowgli to reach the 'man village' after wanting to keep him as his own.
- Bagheera - A serious black panther who is determined to help Mowgli reach the 'man village'.
- King Louie - An orangutan who wants to be a human and wants Mowgli to teach him how to make fire.
- Shere Khan - An intelligent Bengal tiger who wants to kill Mowgli due to his association with the 'man village'. He has a fear of guns and fire.
- Kaa - An Indian python who seeks Mowgli as prey, but always comically fails.
Narrative:
Mowgli is a small boy who has been brought up by a wolf pack in the middle of the jungle. One night, Shere Khan, a tiger with a fear of humans due to gun and fire, returns to the jungle. He is on a mission to kill Mowgli due to being human. Bagheera and the wolf pack council meet at council rock and have learned of Shere Khan's return to the jungle. They decide it is best if Mowgli is returned to the 'man village'. Bagheera begins the journey with Mowgli, meeting Baloo along the way. After several encounters with Kaa, King Louie and his tribe and the elephant tribe he Mowgli meets Shere Khan along with group of friendly vultures. Mowgli defeats Shere Khan with his own fear, fire. Baloo and Bagheera eventually manage to return Mowgli to the village. He retrieves a water pot for a girl who 'accidentally' dropped it in the river, following her in afterwards.
Themes:
- Loyalty and family
- Importance of rules and laws
- Courage
- Coming of age
Representation (groups, individuals, places, etc):
- Gender - Mowgli has to decision whether to be a male that fits into society's norms (in the man village) or be his natural self in the jungle.
- Disney was founded on the 16th October 1923, by Roy.O and Walt Disney. The company's official name is the Walt Disney Company. As a whole Disney is a publicly traded company with many stockholders, the most notable stockholders are Bob Iger (CEO of Disney), Christine McCarthy (Vice President) and Alan Braverman (Secretary).
- The company is a diversified global entertainment company that operates theme parks, resorts, a cruise line, broadcast TV networks and related products. The company makes most of it's revenue from it's media networks, with it costing the most to operate as well. Roughly $2 Billion dollars to operate and $6 Billion revenue. However, diversification is one of Disney's strong points, with the other half of their revenue coming from other forms of entertainment.
- Walt Disney began his career in animation in Kansas in 1920. In 1922 Disney and one of friends founded a film company called 'Laugh O Gram' producing tales on fairy tales and fables. In 1923 they produced a short called 'Alice in Cartoonland', yet soon they had to file for bankruptcy and Disney moved to California to establish himself as a cinematographer. However, the short turned out to be a massive hit, and the other members of his previous film company moved with him and re established the company. They continued to produced more films throughout the 20th Century, eventually becoming so big to be able to open two theme parks in America and France.
- The highest grossing (animated) films Disney have made are:
- Snow White and the Seven Dwarfs ($1.8 Billion)
- Frozen ($1.287 Billion)
- Toy Story 3 ($1.067 Billion)
- Finding Dory (1.028 Billion)
- Zootopia ($1.023 Billion)
- Disney's core values are:
- They aim to create a work environment where everyone feels wanted, secure and motivated to give their all.
- The film is live action with the animals being CGI.
- The songs are much shorter compared to the 1967 version.
- They relationship between Baboo and Mawgli appears to be much weaker.
- You will be asked to make a comparative study of the two film texts.
- The question may be linked to production, distribution and/or consumption
- Vietnam War/Cold War
- JFK was assassinated
- Moon landing
- UK abolishes death penalty
- Martin Luther King was assassinated
- Grosvenor Square Protest
- Strikes and Unions
- Legalisation of homosexuality
- Second wave of feminism
- Contraception became legal
- Youth Culture: Mods and Rockers, Beatles/Rolling Stones, Hippies and Drug culture.
- JFK
- Martin Luther King and Malcolm X
- Nelson Mandela
- The Beatles
- Muhammad Ali
- Representation
- Themes
- Narrative
- Despite being over 50 years old, the film's grossed over $100 billion dollars, costing only $4 million to make.
- It was made by Disney Studios under Walt Disney productions - a Hollywood production company specialising in animated films.
- Disney's animation studios had been responsible for developing many of the techniques and ways of working that became standard practices.
- They developed the multiplane camera.
- These standardised techniques are still part of Disney's brand identity today.
- During its history, they have been considered the best animation company in film production and, due to its success, has been able to but up other media companies which allows them to be the most successful. For example Marvel and Pixar.
- Its specialised animation processes involve highly creative film makers using labour intensive techniques.
- The film is important to the studio's history - its a landmark film that had two songs nominated for Oscar's.
- The original soundtrack was the first to achieve gold disc status in the US for an animated film.
- The film credits a notable cast and production team.
- When the film was released, the company was already diversifying into theme parks, television series and merchandising deals.
- These could be a reaction to the 1950s baby boom and the fall in cinema ticket sales in the 1960s, due to the increasing competition from TV. The younger generation were more involved within current trends.
- It was released in October 1967 and grossed nearly $24 million, demonstrating how spectacularly Disney could generate revenue. It was the fourth highest grossing film of 1967.
- It was re released in 1978, 1984 and 1990 (unlike other TV Studios, Disney refused to sell TV rights). It had many European screenings throughout the 1980s.
- The film's success exemplifies how Hollywood conquers all - the home market and the global one.
- In 1991, it was released as part of the Walt Disney Classics collection. In 2007 there was a special edition to celebrate the 40th anniversary, and then in 2010 the film was released on blu ray.
- More recently, it was available to stream on Amazon and Google. Now, it is only on Disney Plus.
- Media companies practise vertical integration in order to control and maximise efficiency of the supply.
- The Jungle Book shows the importance of synergy and merchandising is to a media conglomerate.
- Disney was and early master of synergy, persuading companies to tie in with their film's release, running a character merchandising department.
- Disney promotes their products within their other products.
- At first, films would be filmed on 'film cameras'. They would capture separate images which would be developed and able to see the next day.
- Film changed massively with the introduction of digital cameras. This camera meant you were able to see what you had filmed directly after you filmed it.
- By the 1980s, Sony were releasing digital handheld cameras.
- Films have become cheaper to make, as digital cameras are much cheaper and more efficient to film and edit.
- It has allowed films to be made quicker and to a higher standard.
- It also meant films were cheaper to make, as the cameras are cheaper.
- Editing digital film was a massive change, yet once learned was much easier to do.
- VFX have been in the industry for some time, yet have become easier and more efficient. This is especially with the introduction of CGI.
- As digitalisation progressed, the resolution of the digital film got better. Attack of the Clone (2002) was the first film to be shot fully in HD.
- These developing technologies meant film has developed to not only be more impressive through changes in VFX and CGI, but look better in resolution terms.
- With the introduction of digital colour correction, it meant that the colours in the films can be adjusted to create a certain look.
- Estimated budget - $175 million.
- Disney had already two expensive blockbuster flops (John Carter and The Lone Ranger), it made sense to remake a movie with a proven record.
- Disney gave Favreau room to experiment as they wanted to create a visual spectacle.
- It is a live action/CGI film.
- The animals and landscape were create on a computer by British company MPC
- The animal character were deliberately created with a realistic look in order to target older movie goers.
- The production process of the film was highly dependant on other companies, such as MPC, and so was not fully made in house.
- They revive classic characters for a new generation of kids.
- The proliferation of digital technology in film had been driving film production. This benefits genres such as action and fantasy. Examples close before the release of the Jungle Book include the Avengers, the Lego Movie and Harry Potter and the Deathly Hallows Part 2.
- Disney wanted to create an immersive experience, demonstrating Disney's willingness to be a creative market leader with its use of digital technologies across all levels. Its business model sees the potential for media synergy and cross media products.
- This is one way a studio reduces risks and offers the potential to maximise profits.
- By working alongside other media companies the synergistic benefits of cross promotion are effectively doubled.
- Disney chose to use one of its subsidiaries to distribute the film - meaning no costs.
- The 2016 film was distributed by Walt Disney Studios Motion Pictures.
- The film was released from April to July 2016 in 70 different countries, targeting school holiday dates.
- One of the first films to be released in Dolby Vision 3D.
- It grossed over $966 million making it the fifth highest grossing film of 2016 and the 35th highest grossing film of all time.
- It has been released on DVD and Blu Ray and various different forms as well.
- The current trend for making theatrical release windows shorter between different countries is fuelled by the growing importance of non theatrical revenue sources.
- At present, DVD sales account for almost twice the profit earned by theatrical exhibition.
- Historically, cinema has been the source of the highest revenue in the shortest time.
- The promotion in all media before and after release.
- Different cuts necessary for different cultures.
- How to income for the release will be apportioned.
- How far the distribution licence extends into other markets such as TV and home entertainment.
- Disney packed the first trailer full of action packed moments to appeal to an older and male target audience.
- Favreau showed clips from the film at a Disney fan convention, with three of the main actors on stage.
- Disney teamed with Univision, to bring the Jungle Book to telenovelas and talk shows to appeal to a Hispanic audience, who stereotypically buy tickets in large groups.
- They promoted the film on Disney Channel and in Disney theme parks through merchandise and offering sneak peaks in park theatres.
- They released three sets of posters. The first was in a Jungle setting, with silhouettes of Bagheera and Mawgli. The second poster was of all of the animals in a Jungle. The third set were 7 individual character posters in the setting you would expect them to be in.
- They produced a website for the movie, showcasing some of the technology used to produce the movie and general stuff about the movie. It was very interactive
- They premiered the trailer during halftime of the Superbowl.
- They repeatedly appealed to a male target audience. They created an illusion that this film was made by the studio who released Pirates of the Caribbean and not Cinderella. For example, they showcased the trailer during the halftime of the Superbowl and showings of Star Wars.
- There were special promotions at IMAX cinemas.
- https://www.waxmarketing.com/imc-campaign-month-jungle-book/: "Disney made several smart choices in the lead up to the release of the Jungle Book".
- This question is asking for similarities and differences between how films in the 1960s and the modern era have been marketed, using the Jungle Book to support points made.
- We need to show the understanding of how film marketing has changed since the 1960s.
- This question is asking for an answer on how production and distribution of Hollywood in the modern era has changed since the 1960s, using the Jungle Book as proof referring to certain contexts.
- It is asking us to show an understanding of production and distribution in Hollywood films due to certain contexts.
- Adequate and generally accurate knowledge and understanding of the production and distribution of major Hollywood films.
- Answer is supported by generally accurate reference to the set films. Although accurate, there isn't much reference to the set films and little use of terminology such as 'globalisation'
- Mostly accurate knowledge and understanding of one or more contexts and their influence on the production and distribution of major Hollywood films.
- The answer only covers one of the two contexts, historical.
- Technology
- Integration
- Marketing
- Globalisation
- Role of Disney himself (Set text specific)
- Dominance of Hollywood majors: release strategies reflect changes.
- Sources of income: Merchandising and additional revenue sources.
- Proliferation of technology: audience expectations.
- Disney's personal role is a thing of the past.
- It was clear that some candidates only looked at films texts, rather than the industry as a whole.
- This resulted in a simple comparison between the two films, when they are there to support the answer.
- Candidates also did not focus enough on historical or economic contexts.
- The weakest responses were limited in their use of terminology.
- They also used facts inaccurately using a lot of guesswork.
- Answers that fitted into the top band were fluent in their discussion of production and distribution.
- When it came to distribution, most candidates were able to contextualise the 2016 version, with immersive experiences, multiplex cinemas and IMAX however most did not discuss context for the 1967 version. There was little reference to competition from TV and the need break technological boundaries for a film to be extremely popular.
- Disney's primary target market of 4 - 12 year old boys and girls had been unchanging for decades.
- It is widely diverse as it includes both the very young and those that are nearly teens.
- These two segments are considered primary because they have the greatest influence over their parents' decision making and are most excited about the brand.
- They are also heavy users of the brand in terms of merchandise and as a source of entertainment.
- The secondary target market is therefore parents (35 - 55) as they are money makers and make the Disney experience available to their children. Much of the appeal to them is based on nostalgia.
- Both the primary and secondary target markets are very trusting of the Disney brand due to its longevity and the association with customer service and quality.
- In 1967, the brand offered a wide array of products (TV shows, movies, theme parks, toys etc) that satisfied both segments needs and desires.
- Children felt a strong association with the many characters; parents were confident in the wholesome values of the brand in a shifting society context.
- The 2016 film succeeded in attracting a wide range of age groups to see the film, not just the under 12s or traditional family audience.
- The success is largely due to the brand's ability to market and distribute the product and to value its audience.
- The 2016 film reinterpreted the characters and narrative for a more modern age and the new technology appealed to technophiles everywhere.
- The more adult themes, the darker atmosphere, the action credentials of the studio and director and the other action conventions followed appealed far more to a predominantly male audience.
- The subtle hints to the original maintained the sense of nostalgia and humour for the older generation.
- Moreover, Disney adapted to the online age with the use of social networking to promote the film triggering even more audience engagement and interaction with its marketing strategies. This reflects the modern age of film making which is dominated by CGI and visual effects technology.
- This effective use of the company's massive resources and power created and immersive viral campaign that could be accessed by all ages.
- The Jungle Book 2016 made $966 million globally, winning the Academy Award for best visual effects.
- Trump was elected as President of the US in 2016.
- The UK voted to leave the EU.
- North Korea started testing nuclear missiles, violating UN treaties.
- Leaders from across Europe agree on a ceasefire in Ukraine,, however days later Ukrainian rebels claimed that it was broken and fighting continued.
- Ireland legalised same sex marriage.
- There were multiple terrorist attacks in Paris by the Islamic State.
- Obama announced the resumption of normal relations between the US and Cuba
- Barack Obama
- David Cameron
- Donald Trump
- Hilary Clinton
- Francois Hollande
- Theresa May
- Kim Jong Un
- Vladimir Putin
- Fake news
- Live videos were introduced
- #oscarssowhite
- #blm
- Syrian Refugee Crisis, with Russia intervening in Syria.
- Terrorist attacks on Paris.
- North Korea conducting missile tests.
- Britain votes to leave the EU.
- Donald Trump becomes US president
- The world deal on climate change.
- Charlie Hebdo shootings.
- Terrorist attacks in Tunisia.
- British general election in 2015.
- Malaysia Airline flight 370 disappears.
- Scotland votes to remain part of the UK.
- Ebola strikes West Africa.
Minecraft
- "Develop knowledge and understanding of media contexts, media industries and audiences through the study of radio, video games and film"
- The specification requires you to study Minecraft as an example of video gaming. When discussing the production of a video game, game design and construction will be considered. This is especially for Minecraft. Then after this, examine how Minecraft's success is dependent upon how the distribution and game production is circulated online across a variety of platforms and how it is marketed by the users themselves.
- Video games are a significant media industry, with the mobile gaming market taking $38 billion in revenue, the console market taking $6 billion and $33 billion for computer gaming.
- Sandbox game - A game that gives the player great creativity to complete the tasks towards a goal within the game.
- Open-Source Software - It is released through a specific licence that makes the source code available to the user. It can then be redistributed as a new program based on it.
- Beta Version - A version of the software that is available for testing, it is usually limited to a certain number of users however.
- Franchise - A business opportunity that allows the franchisees to legally use someone else's expertise, ideas or processes.
- Intellectual property rights - They give the creator an exclusive right over the user of their creation/product for a certain period of time.
- The cover connotes that the game is an exploration game. There are different animals and landscapes within the cover for the user to discover or explore.
- Themes that can be taken from the cover is exploration and fighting (the skeleton in the background)
- It is connoted that the target audience is children, this is due to the bright colours, basics looking animals and lack of violence and blood on the cover.
- 1972 - Pong, the first proper arcade game, was invented.
- 1977 - Atari releases the video computer system, known as the Atari 2600. It featured a joystick, interchangeable cartridges, games in colour and difficulty switches.
- 1978 - Space Invaders is made in Japan.
- 1980 - Pacman is available on the Atari 2600 and in arcade form.
- 1981 - Nintendo's Donkey Kong is released, featuring Mario.
- 1984 - Tetris is developed. 5 years later is released on the GameBoy.
- 1985 - The NES is released in the US.
- 1987 - The Legend of Zelda is released for the NES.
- 1989 - Nintendo's GameBoy is released.
- 1990 - Microsoft bundles Solitaire with every version of Microsoft 3.0.
- 1991 - Sega develops Sonic.
- 1995 - Sony releases the Playstation (PS1).
- 1996 - Tomb Raider is debuted.
- 2000 - The PS2 is released, as well as the first version of the Sims.
- 2001 - Microsoft releases the Xbox.
- 2003 - Steam is released.
- 2004 - Nintendo releases the DS.
- 2005 - Xbox 360 is released.
- 2006 - Nintendo Wii and PS3 are released.
- 2009 - Angry Birds and Farmville is released for the iPhone.
- 2011 - Minecraft is released.
- 2013 - PS4/Xbox One are both released.
- 2016 - Pokemon Go takes the world by storm.
- 2017 - Fortnite becomes an extremely popular F2P game, the Nintendo Switch is released.
- 2020 - PS5 and Xbox Series X are released.
- It was released on the 18th November 2011, it was created by Markus Persson, with Jans Bergensten taking over development upon release. It was published by Mojang.
- The premise of the game is to explore a 3D generated world with infinite terrain. The player can discover, mobs and bosses to kill, gaining more power and materials along the way.
- Minecraft was originally aimed at kids aged 5-15, however has a much wider appeal of different ages. The gender is mainly male however.
- Minecraft is critically acclaimed to be one the best game of all time due to it's sales. Different game versions have been released, Java was the original, with Bedrock being released with Windows 10 in 2015. There are also versions for Mobile, PS and Xbox. Bedrock is also available on the console versions allowing users to play with other bedrock users on other platforms through Xbox Live.
- Mojang was purchased in 2014 for $2.5 billion.
- It is best described in terms of its genre: it is a Sandbox game with a key focus on building and surviving.
- A sandbox game relates to a format in which minimal limitations are placed on the gamer, allowing them to roam and change the virtual world at will.
- It is sometimes often referred to as an open world game or free roaming game.
- Too many games have suffered from only being able to be played on one or two platforms.
- Minecraft made sure it was available on most platforms.
- Minecraft is home to a vibrant 'modding' community, with thousands of available mods to change the gameplay.
- Some mods have allowed players to add brand new items and gameplay dynamics while others have allowed multiplayer Minecraft worlds to have their own economy.
- By supporting Modding, Mojang have provided and endless supply of extension strategies for when players get bored of the original gameplay.
- This is a valuable trait to have in a game, as it enables the player to stay interested in the game.
- Minecraft's creator, Markus 'Notch' Persson created and developed the concept in 2009.
- The original inspiration sprang from RPG's. He was inspired by other games. For example 'Dwarf Fortress' which is a single player construction game.
- He wanted to produce an RPG version, taking the inspiration for the visuals from Sandbox game Infiniminer.
- The production of a video game refers to the designing and developing for a intended market.
- Persson is an example of an independent producer developing the game outside of the mainstream market.
- He enabled the development within the game of a role from a first person perspective. He did this in a imaginative and creative way.
- He wanted to keep the game for 'gamers' and resisted selling the game to large multinational companies. This was unusual, as in the gaming industry it is common for the game to be worked on in a collaborative manner.
- It's initial reception was not commercially viable, it was seen as more of a niche project for players with expert computer and programming knowledge.
- However by 2011, with Minecraft being developed among the gaming community, Persson and his company had a game concept with exponential growth without commercial backing.
- Without the backing of a mainstream publisher, and no money spent on advertising, the game relied on word of mouth between gamers.
- For many media companies, this would not have been viable not enabling growth or development, however Persson relied on the internet and gaming community essentially spreading the message virally.
- It paid off, by January 2011 the game reached 1 million purchases in just a month and by April Persson estimated that it had passed $33 million of revenue.
- In November 2011, prior to the game's official release, Minecraft had over 4 million purchases and 16 million registered users. It was released on multiple platforms, even on mobile.
- The ability to strike a deal with Sony helped kickstart the success, securing it's place in the media market. It was also packaged as a game for a wider global audience, and not just the intended niche market.
- The development of Minecraft happened at a time when gaming became 'online' being characterised by multi gaming platforms. This was in part a response to gaming not just for consoles but on any device.
- This opened up the opportunities for game distributors to connect to wider non-traditional gamers to play games on devices like mobile phones and tablets. As well as this it digital distribution allowed easy access to global markets which Sony and Persson took advantage of.
- It was at this point that Minecraft became a media product that could be packaged and distributed across multiple platforms to offer its users creativity via interactivity with its content and educational values, and with apparently limitless possibilities.
- Advantages of distributing cross media content include the ability for the content to promote itself. For example, the PS4 version of the game promote the Xbox version, as if the individual owns both consoles they might want to buy both. It also allows them distributer more options for making profit, as releasing the game onto 5 platforms will clearly make more money than releasing it on 1.
- The Original Java version was released in November 2011, alongside Minecraft Pocket Edition for Sony phones. Soon after it was developed for IOS and Android.
- The game was released for Xbox 360 in May 2012. A version for the Xbox One was released in September 2014.
- The game was released for PS3 in December 2013 and the PS4 version was released a day before the Xbox One's.
- It was released for the Wii U in June 2016, and the Nintendo Switch May 2017.
- The Raspberry Pi version was released February 2013.
- In December 2018, the PS3, Xbox 360 and Wii U versions received their last updates.
- A year later, the bedrock version was released for PS4, allowing cross platform play across all Bedrock versions.
- As of May 2020, 200 Million copies have been sold. It is the best selling game of all time.
- In 2014, Microsoft bought Mojang for $2.5 Billion. At the time, it had sold 54 million copies, it came a year after they bought phones off of Nokia.
- Minecraft's popularity peaked around the time of the takeover by Microsoft, since then it declined. However recently it has almost hit it's peak again.
- Minecraft inspired videos were key in the early marketing of the game by Mojang. Minecraft swiftly gained popularity on YouTube which generated hype for the game.
- It was marketed to audience's as an online version as Lego, although there was no actual connection.
- The block cell graphics and its well published 'maverick' origins created interest and made the game far more desirable in appearing to be outside the direction and creative control of most major distributors.
- By 2012 there were millions of YouTube videos based around the game.
- And by 2014 the Java version of the game had become a globally successful phenomenon, with Mojang striking deals with Nintendo and Sony.
- Microsoft acquired Mojang for $2.5 Billion, they had a vision for the game that went beyond global distribution and the exploitation of its loyal gaming community.
- This takeover cemented Minecraft as a top brand selling video game enabling Minecraft to extend its reach further and secured its distribution to smaller platforms. The game was not confined to certain platforms.
- There is now a wide range of merchandise available as well. For example, basic merchandise like clothing, pillows and stationary. As well as this, Microsoft developed a marketplace for the game, where users can buy content like skins, maps and mods created by other users.
- Most Minecraft fans were not happy. Mojang however assured fans that it would okay.
- Some analysts speculated that it was an attempt to attract more user's to the Windows phone, which Microsoft acquired from Nokia and year earlier.
- Some fans said on a forum that: "It would kill the gaming community".
- Another said: "Not only will it cost more money to play the game it will cost people their jobs too. Many people play Minecraft and upload it to YouTube as their career, but if Microsoft takes over there will for sure be copyright issues".
- Microsoft said it would maintain Minecraft on all of it's platforms.
- Mojang said there were only a handful of companies that have the resources to help Minecraft grow.
- Notch said: "I've become a symbol. I don't want to be a symbol, responsible for something huge that I don't understand, that I don't want to work on, that keeps coming back to me. I'm not an entrepreneur. I'm not a CEO."
- An example of a Microsoft introduction is an official marketplace, where users can buy other's user's content like maps, skins and mods. An example is Stefan Panic and Joe Arsenault's stories. They both worked normal daytime jobs, and as a hobby collectively producing Minecraft content. When the marketplace was introduced, they started to make money from it, which they were able to start full time. They turned their hobby into a full time job developing content for the market place.
- Ever since the game's official launch in 2011, the game has received many major updates. The most recent is 1.16 (nether update).
- This update changed the way the the nether worked completely, adding in new biomes in the nether and mobs.
- All of the updates are provided free of charge as long as you own Minecraft, with no expansion packs or DLC's needed.
- Community support is a really valuable trait in any app, especially when change to the software or game are effected by community feedback.
- Many recent updates have been influenced by community ideas or what the community wants.
- It was integral to the early releases of Minecraft as the community fed back to the original creators and they helped shape the game into something the community enjoyed.
- Trailers on TV.
- Teaser pre launch posters.
- Magazine features.
- Press Marketing
- Reviews
- Word of Mouth
- Merchandise
- Fandom
- Brand identity/reliability
- On the website, there is the ability to purchase the three different games (Minecraft, Minecraft Dungeons and Minecraft Earth) promoting each of the different games.
- There is a massive button enabling the user to get Minecraft.
- There are tabs in the navigation bar promoting the community and merchandise as well.
- Scrolling down further on the page there are news sections and then the community sections.
- This helps to target the audience as they have access to purchase Minecraft directly from the website.
- Realms is an official subscription based server hosting service that allows players to create and manage their own private Minecraft servers.
- Realms provide an easy way to play Minecraft in a multiplayer way, allowing each user access the world at any time they like, rather than waiting for the host to be online and active on the world.
- They are not intended for large servers, but rather a family or a group of friends. The player must also have a working Mojang account.
- The monthly charge is $7.99 and there is access to a 30 day free trial.
- There is also access to replace Realm worlds with pre-made maps or mini-games.
- The whole account showcases features from the game with the profile picture and banner photos of mobs from the game. Regular tweets include new additions to the game and the marketplace.
- It has a bio which reads: "Survive the night, or build a work of art". There are links to the website and the location of the Mojang headquarters.
- On most of their tweets, they provide links to other twitters accounts associated with the game. For example, when they post about the marketplace, they include the marketplace's account.
- Due to the account's popularity, they receive thousands of likes alongside retweets on most tweets.
- On YouTube. Minecraft videos receive millions of views and are have extremely popular for decades. Regular videos include lets play videos, showcases, minigame videos and role playing videos.
- There is a big prosumer culture, especially on YouTube and Minecraft Wiki. Users develop content for others to be entertained by, and the community develop the Minecraft Wiki.
- YouTube allows for community interaction, the comment section allows users to comment on videos made alongside sharing or liking the video.
- Viral videos also help market the game, with some videos having received hundreds of millions of views.
- They have an official YouTube channel, with 6.5 million subcribers. Their update videos receive millions of views, with regular community videos receiving views in and around 500000.
- 20% under 15
- 44% aged 15-21
- 22% aged 22-30
- 14% aged 30+
- There is a continued development of fan made media across social media platforms and dedicated fan sites.
- There is an active community of gamers who share a common interest linked to Minecraft.
- This include groups like the Yogcast who regularly produce videos that collectively have billions of views.
- Fan made clones of the game are now available across market place apps.
- Merchandise is also available (Both fan made and official) online.
- A series of books and magazines have also begun to appear after a deal with the Egmont group.
- Further applications of the game in the fields of computer aided design has seen an impact on education with the development of Minecraft Education.
- There have also been partnerships with global charity projects such as the UN's block by block project.
- Audience interaction can influence the production of a video game - can suggest what they want in they game as an example.
- Target audience of Minecraft: mainly males, dominated by ages up to 30. European and North American dominance.
- Different ways of audience interaction: Game Mods/Marketplace, Social Media/Forums and Minecon.
- Fans of the game develop individual mods seperate from the game development that can be downloaded for others to use - express their want in a game.
- Mojang have allowed these to be used throughout the entirety of Minecraft's existence - expresses their want for community/fan involvement.
- After Microsoft takeover, introduced a marketplace in 2017 for mods/skin and texture packs/maps to be sold - Again expressing their want for community involvement, if a feature in a mod is popular and in demand it can be added to the game.
- Context - Many gamers object to paying for new features in game, considering they have already payed for the game. Mojang distribute any updates they add to the game for completely free, however mods and skin packs from the marketplace are not free.
- Fans can express their desires in a game through social media platforms/forums - Mojang can take inspiration if the idea is popular and desired.
- On platforms like YouTube Minecraft videos gain millions of views - if a popular video contains development ideas Mojang may take inspiration.
- Forums and websites like Minecraft wiki and Reddit show a passion for the game where the community comes together to share knowledge and celebrate the game - Reddit forums can become extremely popular, r/minecraft has millions of followers which Mojang will likely see.
- Context - Most gamers do not rely on traditional advertising for games. Instead they can use platforms like social media for news on updates etc.
- Minecon is an convention held yearly where users come together to celebrate Minecraft with it's developers.
- It is a large convention - Mojang can listen to community ideas at the event.
- In 2017 they went online for Minecon, meaning anyone around the world could attend - much more inspiration to take for Mojang.
- Context - There is a gamer subculture where some people who play games identify as 'gamers' and some just fans of specific games. Minecraft has a huge fanbase made up of both.
- Ongoing audiences consistently influence the development of the game they play.
- Can be seen in Minecraft with the three sections just discussed.
- Digitally convergent media platforms have significantly impacted the production, distribution and consumption of video games.
- Can be seen in Minecraft.
- The online age and social media allowed for the community to feedback to Persson and Mojang throughout production. It still influences the game's development to this point.
- Consistent release of many new consoles means that the game keeps on getting developed to be adapted to each different one.
- Rise of mobile gaming meant the game had to be adapted for the mobile user. It's development for mobile devices after a deal with Sony contributed significantly to it's success.
- Context - Most of the gaming community do not rely on traditional marketing for gaming, instead using platforms like social media for news on production.
- Minecraft was developed when mobile gaming became popular - allowed Mojang to reach a much wider audience.
- It's development for many platforms allowed Mojang to distribute to a wider range of audience.
- Cross platform releases meant that the game marketed and distributed itself. The Xbox version promotes the PS version and vice versa, especially if the user owns both.
- Context - Proliferation of technology and the fall in cost of computing has impacted the proliferation of new technologies. New consoles provide a whole new audience for Mojang to target.
- Digital convergence meant the game was easy to buy - available on it's website, stores on the Xbox and PS and on disc.
- It also introduced social media and forums where users can interact with others - they can share ideas, builds, mods, texture/skin packs and maps.
- Development of VR and developments in Computer technology allowed for Minecraft VR and Minecraft Education to be released.
- Context - Different social attitudes towards gaming can effect the consumption of games. Fears of violence, addiction and isolation especially considering a lot of gamers are younger. Minecraft dodges these issues by creating a non violent, unique and imagination fueled game.
- Digitally convergent media platforms have a great influence on the production, distribution and consumption of a game.
- Can be seen in Minecraft.
- Producers of video games target, reach and engage audience in many different ways.
- Minecraft is a great example of this, through social media, minecon and game development.
- Minecraft targeted their wide audience before commercial backing by using social media to market the game. Younger kids can watch the viral Youtube videos and older people can explore the popular forums.
- Reached audiences by creating their own social media accounts to keep the audience updated about news features in the game and marketplace.
- Engage the audience by taking inspiration from the ideas in the viral videos and forums.
- Context - Social Media was in high development around the release of Minecraft. YouTube was pioneered in 2005 and Twitter in 2006.
- Targets audiences as it brings together the whole community around the game.
- It reaches the audience as well - in 2017 there was a digital version which anyone from around the world could access and stream.
- Engages the audience as Mojang can be inspired by community ideas and frequently reveal new game features at the event.
- Context - Minecon is the largest singular game conventions ever. The 2015 event in London sold 10000 tickets priced at 129 pounds. This is just in person, there were livestreams of the event as well.
- Targets wide audience as there are limitless possibilities.
- The game reaches an audience as the audience are always up to date with new developments. Frequent social media posts about development.
- The development engages the audience as it is inspired by audience ideas for the developments.
- Context - The game is in constant development due to proliferation in technology. New consoles are frequently being released which the game has to adapt to to be released on. Xbox One and PS4 were released the same year the game was adapted for Xbox 360 and PS3.
- Producers target, reach and engage audience. Minecraft a good examples through it's use of social media, conventions and game development.
Radio 1 Breakfast Show
- Radio 1 Breakfast Show is a radio show broadcast across the UK on Radio 1.
- It is hosted by Greg James who took over from Nick Grimshaw in 2018.
- It runs five days a week from Monday to Friday.
- Roisin Hastie reads the bulletins for Newsbeat every half an hour, except 9:00. It is 3 and half hours long, running from 7am to 10:30am.
- The current cover presenters are Matt Edmonson/Mollie King, Jordan North and Scott Mills.
- James is a radio DJ, TV presenter, narrator and author. He is currently the presenter of the Radio 1 Breakfast show and co presenter on the cricket podcast Tailenders.
- He has had various jobs working in Radio for the BBC. Prior to presenting the Breakfast show, he presented the evening's Drivetime show between 4pm and 7pm swapping with Nick Grimshaw.
- Yesterday's quiz - A regular quiz where winners get to play songs of their choice.
- Ten Minute Takeover - The show is taken over by a featuring person for ten minutes.
- Unpopular Opinions
- Game of 'Phones' - A listener gets the chance to talk to a celebrity if they guess part of their phone number.
- The songs featured are usually charting songs, typically pop or from high profile artists. Radio 1 is the largest UK Radio station.
- On the website tracklists are featured, with links to the songs on Spotify or Apple Music.
- The content mainly consists of music, news, talking to listeners and games.
- On the 30th September 2017, the show celebrated it's 50th anniversary. When it was launched in 1967, it was described as "the swinging new radio service".
- It was set up as an alternative to the two existing BBC Radio channels, Radio 2 and 4. At the time there was no breakfast TV or independent radio stations.
- It was established as an alternative after the ban of pirate radio stations.
- Radio 1 breakfast show is considered the flagship programme of the radio station.
- The BBC is a public service broadcasting company. This means it has a duty to provide non commercial broadcasting for the public. It cannot express any personalised opinions.
- It is funded mainly through an annual TV licence which is charged to all British households, companies or organisations receiving live television broadcasts. Essentially it is funded by the public.
- The BBC run eleven national radio stations, six of which are only available in digital format. They have 39 local radio stations covering specific areas across England, and the Channel Islands. The main differences between them all is the format you can access them in, where you can access them and the target audience/content of each station.
- The BBC's mission is: "To act in the public interest, serving all audiences through the provision of impartial, high-quality and distinctive output and services which inform, educate and entertain".
- They have five main public purposes:
- The main difference between commercial and non commercial radio is that commercial is solely not for profit, whereas commercial radio is privately owned aimed at making profits. The main ways that radios make money is through advertisements, which do not feature on the BBC.
- The target audience of Radio 1 is people aged 15 - 29. It provides contemporary and pop music with combination of speech, like talk and game shows
- The breakfast show lasts 3 and half hours between 7am and 10:30am. It is hosted by Greg James. As of late 2019, the show had roughly 10 million active listeners.
- The show can of course be accessed live on the radio. It can also be accessed live on the BBC website. It can also be accessed after the show on BBC sounds and the BBC website.
- It's remit is to: "to entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech".
- It's main competition is the Christ Evans Breakfast show on Virgin Radio show and Dave Berry breakfast show on Absolute Radio.
- It is a modern looking website, basic looking fonts and simple layout. The modern look appeals to a younger audience.
- It is easy to navigate. The search bar at the top of page allows users to access other parts of the BBC. The navigation bar further down the page allows users to access different features of that page. For example previous shows and information about the presenter, Greg James. There is also a link in the top right to listen to the live show.
- Greg James is a younger presenter. Providing information on the website may interest a younger audience.
- The search bar allows the audience to search for what they want to access.
- Key talking points and news - Sports news from the weekend, arguments on Sky Sports. People who would've celebrated their birthday on the 29th February. Children returning to school after another lockdown. England vs Wales in the six nations. Covid vaccine rollout and new Brazilian variant being in the UK. New request system of the vaccine. 2/3 years ago there was snow across the UK. Radio 1 team 3 years ago climbed mountains in Scotland.
- Special Feature - Early morning quiz, the 'fact' controller where people discuss facts they should've known sooner, promotion of Annie Mac's new podcast, 10 minute takeover where someone takes over the show, a feature celebrating someone receiving the vaccine,
- Hosts, guests and interviews - Lauren, a teacher taking part in the morning quiz, Ariell Free, Annie Mac, various members of the public involved in the 'fact' controller and suggesting songs to play, Adele Roberts. Clara Amfo, host of the live lounge.
- News stories - A good mix between hard news and soft news especially on newsbeat. Main talking points were Covid and football.
- Examples of how the shows 'informs, educates and entertains' - The format of the show fits the BBC's remit. Regular features of newsbeat informs and educates listeners. Regular features of popular songs entertains.
- Examples of the show being challenging, original and nurturing UK talent - The tracklist features a lot of UK artists, for example KSI and Anne Marie's 'Don't play', Catfish and the Bottlemen's 'Longshot', George Ezra 'Paradise', Dua Lipa and Dave. Raising awareness of mental health, particularly among children having to stay at home. Greg James plays songs from lesser known bands he enjoys, for example "Wolf Alice". Mostly pop/UK based rap music.
- Key ways the show targets it's audience - Playing modern and popular music. For example, massive artists like Justin Bieber and Dua Lipa. The main talking point is Covid which appeals to everyone, and a big focus of Newsbeat.
- Fun stuff, games, quizzes - Early morning quiz, the 'fact' controller, Annie Mac's new comedic podcast.








Great notes
ReplyDeleteDISNEY RESEARCH:
Great notes with some really useful facts!
1967 VALUES ANALYSIS:
Good ideas - don't be afraid to write about racist issues. No one is suggesting these are your views. I think the main point here is that, at the time, certain levels of racism were acceptable and normal for the mainstream conservative older generation. It wasn't that they were deliberately representing a particular race in a certain way, it was that using cultural stereotypes was acceptable then and reflected the views of that older more conservative generation.
24/11 (60s Context): excellent notes and analysis
ReplyDelete01/12 (Side by Side notes) Good
HW Q: Excellent answer which includes relevant and accurate details from BOTh films. Well done!
08/12 (JB16 P&D): Good notes
ReplyDeleteHOMEWORK: THIS NEEDS DOING!
15/12 (JB16 Marketing): Good notes. Exam practice - a good start - interesting choice of where to start! You need more on the 60s.
JB Marketing DIRT: excellent Eli! Much better - more on the 60s but also on the context.
ReplyDelete08/1/21 Exam Practice (Production & Distribution)
ReplyDeleteExcellent essay Eli - no wonder it took you so long!
WWW: you show fantastic knowledge and understanding of the production and distribution process in film and how it's changed over the years with detailed reference to both Disney and the industry in general.
EBI: you need specific, detailed examples from both case studies but not necessarily all the statistics for the film industry in general - you'll never remember it all!!
DISNEY AUDIENCE:
Good notes. Can you link themes of the narrative to Brexit, refugee crisis, Trump & Mexico etc.?
15/01/21 (Minecraft Research)
ReplyDeleteGood research and insight into the changes in the gaming industry. Well done!
19/01/21 (Minecraft Production)
Good answers. Don't forget the role of allowing the gamers develop the game.
22/01/21 (Minecraft takeover)
ReplyDeleteGreat research and responses to tasks.
26/01/21 (Minecraft takeover impact)
Again, good responses.
Excellent exam answer: detailed, accurate and with strong relevant evidence to support your ideas. Well done!
02/02/21 (MC Marketing)
ReplyDeleteGreat notes.
05/02/21 (MC Audience)
Excellent overview of the appeals - just add in how the game's ethos and design reflects the mainly male audience.
09/02/21 (Exam Qs)
Fantastic plans showing a clear understanding of the industry and the case study. Great work on the contexts too. We will go over these further.
DIRT: fantastic response and additions. Well done!
ReplyDelete26/02/21 (BBC Research)
ReplyDeleteGreat notes and research on the BBC
02/03/21 (Episode notes)
Fantastic notes - loads to use there.
DIRT: don't forget to mention the genre and examples of music/artists played - part of the remit.