L-O: To Explore the Content of the Unit


Jungle Book
Main Characters- Mowgli, Bagheera, Kaa, Shere Kahn, Baloo, King Louie
Narrative- Abandoned after an accident, baby Mowgli is taken and raised by a family of wolves. As the boy grows older, the wise panther Bagheera realizes he must be returned to his own kind in the nearby man-village. Baloo the bear however thinks differently, taking the young Mowgli under his wing and teaching him that living in the jungle is the best life there is. Bagheera realizes that Mowgli is in danger, particularly from Shere Khan the tiger who hates all people. When Baloo finally comes around, Mowgli runs off into the jungle where he survives a second encounter with Kaa the snake and finally, with Shere Khan. It's the sight of a pretty girl however that gets Mowgli to go to the nearby man-village and stay there.
Themes- Loyalty, Honor, Courage, Tradition, Integrity, Persistence
Representation:
King Louie- King Louie was voiced by Louis Prima in the original 1967 film. Initially, the filmmakers considered Louis Armstrong for the role, but to avoid the likely controversy that would result from casting a black person to voice an ape, they instead chose Prima, a white singer.
The Vultures- Buzzie, Flaps, Ziggy & Dizzy , the singing quartet of vultures were actually modeled after The Beatles. Though John, Paul, George and Ringo did not provide their voices, the vultures were still caricatured with shaggy hair, matching postures and English accents.
Jungle Book 2016
Main Characters: Mowgli, Bagheera, Shere Kahn, Baloo, King Louie
Narrative: Abandoned after the tiger Shere Kahn kills his father, baby Mowgli is taken by the panther Bagheera and raised by a family of wolves. As the boy grows older, Shere Kahn learns of his existence and threatens to kill him and anyone who gets in his way. Bagheera takes Mowgli away, and after a confrontation with Shere Kahn are both travelling towards the nearest man-village to return Mowgli with his people. Shere Kahn visits the Wolfpack in search of Mowgli, where he kills the Alpha Akela in an attempt to strike fear and send a message. Mowgli, lost and alone at this point, runs into the seductive snake Kaa, who is fended off by Baloo the bear. Mowgli's new rescuer thinks differently, taking the young Mowgli under his wing and teaching him that living in the jungle is the best life there is. Bagheera returns, and Baloo finally comes around, telling Mowgli to return into the Man-village. Mowgli is then captured by King Louie's monkey army, who wants the power of the 'red flower', fire. Bagheera and Baloo rescue Mowgli, and the trio return to Peace Rock to confront the tiger. Mowgli beats Shere Kahn with fire, saving the jungle from his terror.
Themes:
Context = Peace Rock - Animals of all shapes/forms coming together - Trump/refugee crisis
Narrative: Abandoned after the tiger Shere Kahn kills his father, baby Mowgli is taken by the panther Bagheera and raised by a family of wolves. As the boy grows older, Shere Kahn learns of his existence and threatens to kill him and anyone who gets in his way. Bagheera takes Mowgli away, and after a confrontation with Shere Kahn are both travelling towards the nearest man-village to return Mowgli with his people. Shere Kahn visits the Wolfpack in search of Mowgli, where he kills the Alpha Akela in an attempt to strike fear and send a message. Mowgli, lost and alone at this point, runs into the seductive snake Kaa, who is fended off by Baloo the bear. Mowgli's new rescuer thinks differently, taking the young Mowgli under his wing and teaching him that living in the jungle is the best life there is. Bagheera returns, and Baloo finally comes around, telling Mowgli to return into the Man-village. Mowgli is then captured by King Louie's monkey army, who wants the power of the 'red flower', fire. Bagheera and Baloo rescue Mowgli, and the trio return to Peace Rock to confront the tiger. Mowgli beats Shere Kahn with fire, saving the jungle from his terror.
Themes:
Context = Peace Rock - Animals of all shapes/forms coming together - Trump/refugee crisis
Representation:
Gender: Female roles have become more important
Kaa = Female now-Seductive
Raksha = More of a focus
Little Girl = Not in new one = object of desire
Gender: Female roles have become more important
Kaa = Female now-Seductive
Raksha = More of a focus
Little Girl = Not in new one = object of desire
Changes from the OG:
Backstory/changes in narrative
Features live action
Backstory/changes in narrative
Features live action
Advanced warfare:
Disney / Cinema in the 60's:
-Cinema attendance fell due to TV
-Teenagers preferred the rock/pop culture/music over Cinema
-Disney was Okay - Fixed Demographic of Kids
-They weren't a victim to Teenagers not going to the cinema
-Adults would have to take kids - even more profit
-However demand for quality rose
-Tv did show films - usually older/back catalogue
-Disney would re-release their successful animations - Dumbo, Pinnocio, snow white etc.
-Cinema chains liked that - big bank
Differences between Disney/Other studios = Disney used a very limited team, different animation styles (multi-plane - JB first to use it), pioneering technology
Walt Disney's Own Influence on the production = Disney took a larger role after his previous title Flopped, didn't like the original plot - too dark, replaced whole crew with streamlined team for the lighter version
What Techniques Were Different = Disney casted the voices before drawing the characters, animators would have control over whole sequences rather than individual characters
What characters/places did they draw inspiration = Other Disney films, footage of animals (to create a more realistic feel)
13/11/19
L-O: TO Explain the Process of Making a Film and Changes Within the Film Industry
Vertical/Horizontal Integration:
Vertical: From Making the Film to releasing it, the company owns every step (same form e.g film)
Horizontal: Different Distribution in different areas (Game, Music), helps original area but OG company keeps profit, don't have to reach out to other companies
Convergence (Digital, Technical, Standard):
Technological convergence is a tendency for technologies that were originally quite unrelated to become more closely integrated and then gain the advantages of the different technologies.
Pre-Production: Planning/Arranging
Production: Making the film (Filming, Editing, Soundtrack)
Distribution: Getting it out there (Marketing, Advertising)
Exhibition: Showing it to the public
Exchange: What the Audience does with it (Watch it again, Pirate it)
Process of Making Films:
Capture Shots, Audio, Edit film, add vfx
How has it Changed (20 years):
Impact of Digitalisation:
-Huge Impact on Costs of everything - everything cheaper = more money goes into production
Walt Disney's Own Influence on the production = Disney took a larger role after his previous title Flopped, didn't like the original plot - too dark, replaced whole crew with streamlined team for the lighter version
What Techniques Were Different = Disney casted the voices before drawing the characters, animators would have control over whole sequences rather than individual characters
What characters/places did they draw inspiration = Other Disney films, footage of animals (to create a more realistic feel)
13/11/19
L-O: TO Explain the Process of Making a Film and Changes Within the Film Industry
Vertical/Horizontal Integration:
Vertical: From Making the Film to releasing it, the company owns every step (same form e.g film)
Horizontal: Different Distribution in different areas (Game, Music), helps original area but OG company keeps profit, don't have to reach out to other companies
Convergence (Digital, Technical, Standard):
Technological convergence is a tendency for technologies that were originally quite unrelated to become more closely integrated and then gain the advantages of the different technologies.
Pre-Production: Planning/Arranging
Production: Making the film (Filming, Editing, Soundtrack)
Distribution: Getting it out there (Marketing, Advertising)
Exhibition: Showing it to the public
Exchange: What the Audience does with it (Watch it again, Pirate it)
Process of Making Films:
Capture Shots, Audio, Edit film, add vfx
How has it Changed (20 years):
Impact of Digitalisation:
-Huge Impact on Costs of everything - everything cheaper = more money goes into production
-Makes Film production more accessible to more people/directors/producers etc. - if you were unknown during the 'film' age then it would be a risk to produce as int was expensive
-Less limits on what can be done creatively
Impact of Changing technology:
Digital= Easier
Film= Better quality (at the time)
Future of film-making:
20/11/19
L-O: To Apply Media Terminology and Debates to Disney
JB 67:
How Can Key events and Ideologies from the 1960's be seen in This version of the film:
The 1960's are represented through the portrayal of the characters in the film. Baloo the Bear takes after a stereotypical 'hippie', a culture pioneered at the time, through his slurred and smooth talking, carelessness and the general 'love for all' aspect. King Louie was voiced by Louis Prima in the original, however, Initially, the filmmakers considered Louis Armstrong for the role, but to avoid the likely controversy that would result from casting a black person to voice an ape, they instead chose Prima, a white singer. The ape still resembles Armstrong, with his song and dance routine and trumpet playing. Buzzie, Flaps, Ziggy & Dizzy , the singing quartet of vultures were actually modeled after The Beatles. Though John, Paul, George and Ringo did not provide their voices, the vultures were still caricatured with shaggy hair, matching postures and English accents.
Digital= Easier
Film= Better quality (at the time)
Future of film-making:
20/11/19
L-O: To Apply Media Terminology and Debates to Disney
JB 67:
How Can Key events and Ideologies from the 1960's be seen in This version of the film:
The 1960's are represented through the portrayal of the characters in the film. Baloo the Bear takes after a stereotypical 'hippie', a culture pioneered at the time, through his slurred and smooth talking, carelessness and the general 'love for all' aspect. King Louie was voiced by Louis Prima in the original, however, Initially, the filmmakers considered Louis Armstrong for the role, but to avoid the likely controversy that would result from casting a black person to voice an ape, they instead chose Prima, a white singer. The ape still resembles Armstrong, with his song and dance routine and trumpet playing. Buzzie, Flaps, Ziggy & Dizzy , the singing quartet of vultures were actually modeled after The Beatles. Though John, Paul, George and Ringo did not provide their voices, the vultures were still caricatured with shaggy hair, matching postures and English accents.
JB 16:
How can we see the Impact of Digitalisation and Technical Convergence in the production of this version:
Compared to the original, 2016's reimagining of the Jungle Book takes heavy impact from the evolution of digitalisation. The film is mostly CGI and Special Effects, with one of the only live action features being Mowgli, reflecting a current technology-controlled society. Digitalisation has brought the loveable and iconic characters from the original film into a more realistic setting and feel, making them easier for the audience to relate to and 'interact' with. The production quality has dramatically increased, as digital production of most aspects of the film make for cleaner and better looking movie. Advancements in different techniques of filming also make for improvements in the films production quality, for example, Mowgli's action scenes (running through the jungle, grasslands etc.) is all filmed on a giant turntable with built-in 'environment', where the actual scenery is added in later via green screens.
25/11/19
27/11/19
L-O: To Explore the Changes in the Company and the Industry since the 1960's
-1960-90 = 'New Hollywood' - Directing became the new art form - lots of new Directors - Studio System was failing - They were given free range to make a new audience - young adults 18-30
-> Handheld cameras to make you feel in the action - on set locations rather than studios - natural lighting etc.
- At the same time - developments in projection and sound = new, better cinemas in out of town sites - better lighting, sound, image, refreshments and seating
-Multi-plex cinemas meant box office hits could be played = the half-empty screenings didn't block them whilst still being able to view
-Post 2000- Film industry Blossomed - LOTR, Marvel Movies, Harry Potter
-Franchise Films - Sequels, Prequels = Lots of Money Making
-Merchandise, Games, Soundtracks = Lots more profit
9/12/19
JB:
-2016 version has a darker tone
-Since 2010, Live Action versions of Animated Classics have been produced (Cinderella, BATB)
->Cross between Live-Action and CGI adds wider reach for audiences
Practise Question/s:
The live-action remake captures the zeitgeist of modern day, with the advancements in technology, quality of acting and running themes/character representation. The storyline's touched-up ideologies of equality, family and purpose offer more in-depth morals to the film to adapt to a more advanced and intelligent audience and sends a message of peace to such a divided society. Re-making a timeless classic offers it to a larger and newer audience, compared to the reach cinema had back in the 1960's. Disney's continued value for a family-friendly experience carries over into the re-make, with a few minor scenes of violence to carry the realism of the animal's behaviour. This will cater to Disney's vastly ever-growing audience, who's members from the 1960's will remember Disney's values and ideologies from the original film, where they would've been taken when they were the ages that their kids are. Disney's primary target audience, Kids from 4-12, will want to see the interactions between 'real-life' animals, as the improvements in CGI make the animals feel more real. Their secondary audience, the parents of those children, will be drawn to a film produced by one of the biggest trustworthy names in the film industry. Disney's reliable credibility helps to sell its movies and merchandise. Disney's brand identity is one of family-fun, good will and intent and friendship. The re-make fits this in around the more action-driven experience, with the relationships between Mowgli and the other animals being key examples and great influences for their younger audiences.
-Disney Owns 27% of the film industry
-The rapid acquisition of rival studios and TV channels has strengthened their grip on the output of current mass media culture
-In 2016, their primary target audience contained around 26 million young children - 8.5% of the US population
->Boys and girls in this market are trend seekers
->40% are Hispanic - marketing challenge
->7-8 hours of media usage per day
3.5 hours of TV
1 hour of video games
1 hour of music
1 hour of computer
Baby Boomers:

Teenagers:

11/12/19
L-O: To explore the Marketing Techniques used to target Audiences in 2016
-2016: Disney's $7 Billion Year

-Film Marketing for TJB:
-Trailers in cinema linked to similar genre
-Teaser Posters, Theatrical Posters, Billboards
-Press Marketing- To make front covers/magazine stories
-Word of the mouth
-Film Reviews
-Merchandise
-Fandom
-Brand Identity/Reliability
-Disney made an interactive Snapchat Filter - Teens/Kids
-Promotional Opportunities e.g. McDonald's Happy Meals
Discuss how ideas of Identity are present in the production and marketing of Jungle Book '67 and Jungle Book '16:
In 1967, The original posters contained the main animals in active poses, all smiling, connoting the family-friendly fun that Disney strives to present in its brand, also insinuated by the tagline "The Jungle is Jumpin'!". 'Jumpin' connotes party-behaviour, displaying a lack of danger and further solidifying it's clean, family fun, obviously also appealing to Disney's main Target audiences - Kids and Parents looking for films to take their kids to.
The 2016 remake, however, features the same main cast as the original on its posters, but due to the incredibly obvious advancements in technology and larger budgets, Disney is able to go all out for its newer theatrical posters. Although 90-100% of the poster is CGI, Disney are able to do more with their advertisement emotionally and impressionably, creating a more intense and dramatic poster through use of depth of characters, lighting and scenery. The realistic visuals draw the attention of an older-child audience, as Disney tries to expand its target audience by remaking its classic, child-cantered animations.


PRACTISE QUESTION:
Explain How Films have had to meet Changing audience Expectation:
Audiences from the 1920s/30s had less to compare their ideas of 'modern television or movies' to, compared to modern audiences. To those audiences, Our current conceptions of bad or otherwise below-standard movies would not compare to early 1900's conceptions of bad movies. As the film industry grew and advanced, so did audience's expectation. As it stands, Cinema is becoming less and less popular with options surfacing such as streaming sites. So, to compete, Studios are increasing their budgets and relaxing more and higher quality posters, trailers, merchandise etc. to hook larger audiences before the film even releases,dragging them into cinemas.
MINECRAFT
8/1/20
L-O: To analyse the Format and Industry Bodies Linked to Minecraft
-Minecraft is a 3D sandbox game that has no specific goals to accomplish, allowing players a large amount of freedom in choosing how to play the game.
-Minecraft has a wide appeal, but primarily targeted towards 5 to 15 year olds.
-Minecraft was first released to the public on 17 May 2009.
-created by Swedish developer Markus Persson.
-released by Mojang in 2011.
-Purchased by Microsoft in 2014.
-Microsoft acquired Mojang, the developer of Minecraft, for $2.5 billion in 2014. Persson left the company after the acquisition was completed.
-It is the single best-selling video game of all time, selling over 180 million copies across all platforms by late 2019, with over 112 million monthly active players.
Minecraft, since being bought by microsoft, has become a more monetisable game, offering a plethora of micro transactions and even a subscription service called 'Realms'. Minecraft's popularity has spiked in the more recent years, never really being unpopular. However, Minecraft did lose a large portion of its audience when Microsoft took over, as Fans felt the 'indie' aspect to the game was lost as the big corporation planned only to profit from it's $2.5 billion payment to Mojang, ruining the innocence and wonder of Minecraft. This transaction reflects the ideals in modern companies, as Microsoft only saw Minecraft as an object for monetisation, rather than as the independent, well- made project its fanbase saw it as. Microsoft and Mojang continue to regularly update and bug-fix the game, keeping fans hooked.
13/1/20
L-O: To Analyse the Audience Profile and Appeals
Minecraft Target audience:
-8-50 year olds
-8-12 year olds are primary - heaviest users of the brand
-Eu/NA Males are highest demographic
-Complex Mode of address - Lexis of the game is informal, simple
-Character and Game design is very child friendly and cartoon-y
-Postmodern Narrative Experience
Explain the Appeal of Minecraft to its Target Audience
Personal Identity
Information
Entertainment
Social Interaction
Minecraft's primary target audience, being 8-12 year olds, is still at a developmental and discovering stage in their lives. Minecraft's freedom and creativity instantly makes it attractive to these ages, who want to do what they want. The fantasy element that is ingrained into Minecraft's core gameplay also makes it attractive, as players can live out their very own make-believe worlds and adventures. Minecraft, as a game, holds a few important core values to teach into a younger player, such as values of collaboration, teamwork, patience and intuition through the game's many activities and endless possibilities. Minecraft's gameplay is fairly straightforward: slay monsters, collect materials, survive. This easy objective helps make it more approachable for newer gamers. A big part the game's core ideals is community, highlighting its multiplayer functions. Minecraft's multiplayer options span across its entire community, with different game modes, private and public worlds, role-play servers etc. Members of it's community include a large number of Youtubers and Streamers who publicly display their gameplay to entertain their audiences.
-How Does Trailer Construct audience: The trailer uses characters, props, buildings and vehicles designed ion the style of the film to inspire and create a similar vibe to the movie making it more attractive to those who love/have just seen the film.
-Consider Mode of Address, Lexis, Mise-En-Scene and Representations: The characters from the film are in their respective roles during the trailer, recreating the feel from the the film, there is no dialogue in the trailer but the soundtrack is a song featured form the movie
-Example of Intertextuality: The texture pack, featuring characters from a completely different canon and universe, is introduced into a game without any canonical link
-Ideas of Modern Media Convergence Shown?: Combining a movie soundtrack, Gameplay from a video game and blending both with cinematic shooting to create a trailer.
20/1/20
L-O: To Explore Exam Focus and Apply to Case Study
Areas To Consider:
-The specialised and institutionalised nature of media production, distribution and circulation:
-Simple PC Java Game -> Global Phenomenon
-Just for PC -> Multi-platform -> audience increase
-Availability ->Audience increase
-The relationship of recent technological change and media production, distribution and circulation:
-Pc Version = Not a hard copy -> More expensive = More profit
-Minecraft Realms -> Help Stop Piracy of servers -> More profit -> advanced version of current multiplayer feature
-The significance of patterns of ownership and control, including conglomerate ownership, vertical integration and diversification:
-Mojang -> Owned by microsoft now for $2.5 billion
-Other collabs = Telltale games, 4J studios for pS4 -> minecraft story mode - adds narrative and original characters
-Significance of economic factors, including commercial and non-profit public funding:
-Java edition = Playable across different PC's -> Other games need entire teams, budgets of films and not as accessible
-Educational version, Non-profit projects
-How media organisations maintain, including through marketing, varieties of audiences nationally and globally:

-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:
-Family friendly -> Streamers and content creators might use risqué language and content
-Minecraft realms -> Private servers hosted by mojang
-Impact of digitally convergent media platforms on media production, distribution and circulation, including individual producers:
-Popularity/ basic game format = multiple 'clones'
-Minecraft = arguably the right version of a block building game
22/1/20
L-O: To Discuss Audience Appeal and Reception
Things to Consider with Audience Reception and Use:
-Minecraft's large cross-platform appeal means fans of the game can come together with whatever console they own
-The initial PC version meant fans could mod the game and create skins and texture packs for the rest of the community
-The game's following is so large multiple conventions have been held for it, most notably MineCon, and can be found across the world
-Even the Game's music has been released across multiple albums and vinyls
-Despite cross-platform play, there is an emphasis on developing new content for the newer consoles
-Portable and Handheld versions of the game boosted sales by 79%
-Fan-Made clones of the game are everywhere, taking the core gameplay features of Minecraft but revolving the worlds and characters around their own ideas
-Fan-Made Books, short films and comics have also surfaced across the world

Areas To Consider:
-How Audiences are grouped and categorised by Media Industries:
-Minecraft has a universal appeal -> Freedom of choice means everyone can choose their own path, how they play, what they build etc.
-How media producers target, attract, reach, address and construct audience:
-Minecraft/Other versions/Clones offer familiar gameplay features (Narrative, Open World Gameplay etc.)
-Minecraft Realms = Encouragement to play on dedicated private servers/Increase subscription revenues
-Youtubers, Streamers, Celebrities etc. offer tutorials, gameplay, hacks and mods to entice new fans into the game
-How Media industries target audiences through the content and appeal of media products and through the ways in which they are marketed, distributed and circulated:
-Initially - Little work to advertise the original version of the game -> Word and Mouth across forums created a buzz around the game
-Now - Established Game and owned by a division of a conglomerate = Methods of advertising and distribution are similar to popular mainstream releases
-The Interrelationship between media technologies and patterns of consumption and response:
-Youtube, Facebook and online fan communities = Audience has an active voice in it's ongoing production -> Players can give detailed feedback and commentary on modifications, bug fixes, beta tests etc.
-How audiences interpret the media, including how they may interpret the same media in different ways:
-Several Interpretations and versions of Minecraft
-Most importantly, the introduction of Cross-play = Players don't need the same console to play together
-How Audiences Interact with the media and can be actively involved in media production:
-Minecraft Marketplace = Industry listening to their audiences and allowing the trade of different maps, skin packs, texture packs and other add-ons in a legitimate setting
-Nature of the game allows players to learn new skills such as programming
-Several prosumers (Consume - Produce) on Youtube who offer tutorials or want to show off gameplay of their own maps, mods etc.
27/1/20
L-O: To Review Key Areas and Exam-Style Questions
Independant Production:
-Video games produced by Teams of Developers Usually
-Markus P Enabled development from a first person perspective in a creative/imaginary way
-He wanted the game kept for the gamers and resisted takeovers - most games usually collaborative
-Pro-Sumers help to develop game whilst keeping it independant to the developer and its audience
-Game released across multiple platforms = Became a Franchise
-Struck a Deal with Sony to let them distribute it - Then IOS and Android
-Deal w Sony = Increase in Audience interactivity and packaged as a brand for a wider audience, not just gamers
-Mobile Approach = Large audience increase - Made Minecraft more approachable
Minecraft Main Audience Demographic:
-12-30
-Mainly Male
-NA-EU
Fans Interact:
-Mods
-Wiki
-Sites and Forums
-Realms
Advantages/Disadvantages of the Proliferation of Technology:
Advantages:
-Development and Improvements in graphics, controls, gameplay, content etc.
-Profit for companies as Audiences will want spend money on the newer tech to play the newer versions
-Many more ways to watch - Youtube, twitch, Cinema etc.
Disadvantages:
-Piracy is easier
-Costs Will be Higher - Audience with less disposable income won't be able to keep up - Companies lose audience
-Disrupts viewing experience - New tech = Updates take longer, bigger downloads etc.
-Industries have less control
25/11/19
L-O: To Explore the Industry and Social Context of Disney in the 60's
-50's: theme parks opened using animated characters to promote films, films promoted theme parks: Horizontal Integration
-Disney Branched into television: had its own channel and created a few cartoons
-Live action: Herbie and mary Poppins - Live action + Animation = $$$
-Film Marketing:
-Trailers
-Posters
-Word of Mouth
-Merchandise
-Reviews
-Hit theme song
-Brand identity and reliability: Values and ideals are 'family friendly'
Values:
How are these Values represented in JB 1967?
-Choice of cast: Disney based animals around actors - chose actors on their personality and voice
-Lack of female representation - patriarchal society
-People in Power should be feared
-Songs are happy- life is fine in sing-song
-Baloo and Bagheera - right-wing views of society at that time - adults know best, hippies are bums
-Pop Culture- Beatles, types of music
-King L: Black actor almost played a monkey - in the age of M X, MLK, and general challenges to racism - Disney's Naivety
-Disney released limited stock of its movies on VHS as to not 'water-down the uniqueness'
-Evolution of DVD/Blu-ray Offered new features with editions: Makes them more collectible and then appealing to new audiences
To Analyse The Target Audience For Disney
-Mickey created in 1928, five years after company started
-Snow white was first feature length animation-highest grossing at the time
-Primary Target Audience- Boys/Girls Aged 4-12
-Diverse- 4-9, Kids - 10-12, Nearly Teenagers
-These two groups have the greatest influence over their parents
-Trust in the company and its values created strong loyalty between the fans and the company
HW: How has Disney Exploited it's Brand Image and Consistent Audience for its Products over a period of time?
Disney has a set and reliable audience of boys and girls of all ages up until about 12 years old, when on average the teenage years start to develop new tastes and sometimes 'grow out' of Disney. Walt Disney'sRight-Wing ideals of family and have set an un-dying reputation and ideology for the company. This sets an adequate example for parents looking to take their child to the cinema, as they can trust that the film will be 'family friendly'. This not only guarantees a child ticket but then also 2 potential adult tickets, reeling in extra cash for both the cinema and Disney. The same idea applies to Disney's soundtracks: the catchy rhythms and clean lyrics stick the songs from Disney movies into the heads of all who watch them, selling CD's and digital tracks like wildfire.
25/11/19
L-O: To Explore the Industry and Social Context of Disney Now
L-O: To Explore the Industry and Social Context of Disney Now
27/11/19
L-O: To Explore the Changes in the Company and the Industry since the 1960's
-1960-90 = 'New Hollywood' - Directing became the new art form - lots of new Directors - Studio System was failing - They were given free range to make a new audience - young adults 18-30
-> Handheld cameras to make you feel in the action - on set locations rather than studios - natural lighting etc.
- At the same time - developments in projection and sound = new, better cinemas in out of town sites - better lighting, sound, image, refreshments and seating
-Multi-plex cinemas meant box office hits could be played = the half-empty screenings didn't block them whilst still being able to view
-Post 2000- Film industry Blossomed - LOTR, Marvel Movies, Harry Potter
-Franchise Films - Sequels, Prequels = Lots of Money Making
-Merchandise, Games, Soundtracks = Lots more profit
9/12/19
JB:
-2016 version has a darker tone
-Since 2010, Live Action versions of Animated Classics have been produced (Cinderella, BATB)
->Cross between Live-Action and CGI adds wider reach for audiences
Practise Question/s:
The live-action remake captures the zeitgeist of modern day, with the advancements in technology, quality of acting and running themes/character representation. The storyline's touched-up ideologies of equality, family and purpose offer more in-depth morals to the film to adapt to a more advanced and intelligent audience and sends a message of peace to such a divided society. Re-making a timeless classic offers it to a larger and newer audience, compared to the reach cinema had back in the 1960's. Disney's continued value for a family-friendly experience carries over into the re-make, with a few minor scenes of violence to carry the realism of the animal's behaviour. This will cater to Disney's vastly ever-growing audience, who's members from the 1960's will remember Disney's values and ideologies from the original film, where they would've been taken when they were the ages that their kids are. Disney's primary target audience, Kids from 4-12, will want to see the interactions between 'real-life' animals, as the improvements in CGI make the animals feel more real. Their secondary audience, the parents of those children, will be drawn to a film produced by one of the biggest trustworthy names in the film industry. Disney's reliable credibility helps to sell its movies and merchandise. Disney's brand identity is one of family-fun, good will and intent and friendship. The re-make fits this in around the more action-driven experience, with the relationships between Mowgli and the other animals being key examples and great influences for their younger audiences.
-Disney Owns 27% of the film industry
-The rapid acquisition of rival studios and TV channels has strengthened their grip on the output of current mass media culture
-In 2016, their primary target audience contained around 26 million young children - 8.5% of the US population
->Boys and girls in this market are trend seekers
->40% are Hispanic - marketing challenge
->7-8 hours of media usage per day
3.5 hours of TV
1 hour of video games
1 hour of music
1 hour of computer
Baby Boomers:

Teenagers:

11/12/19
L-O: To explore the Marketing Techniques used to target Audiences in 2016
-2016: Disney's $7 Billion Year

-Film Marketing for TJB:
-Trailers in cinema linked to similar genre
-Teaser Posters, Theatrical Posters, Billboards
-Press Marketing- To make front covers/magazine stories
-Word of the mouth
-Film Reviews
-Merchandise
-Fandom
-Brand Identity/Reliability
-Disney made an interactive Snapchat Filter - Teens/Kids
-Promotional Opportunities e.g. McDonald's Happy Meals
Discuss how ideas of Identity are present in the production and marketing of Jungle Book '67 and Jungle Book '16:
In 1967, The original posters contained the main animals in active poses, all smiling, connoting the family-friendly fun that Disney strives to present in its brand, also insinuated by the tagline "The Jungle is Jumpin'!". 'Jumpin' connotes party-behaviour, displaying a lack of danger and further solidifying it's clean, family fun, obviously also appealing to Disney's main Target audiences - Kids and Parents looking for films to take their kids to.
The 2016 remake, however, features the same main cast as the original on its posters, but due to the incredibly obvious advancements in technology and larger budgets, Disney is able to go all out for its newer theatrical posters. Although 90-100% of the poster is CGI, Disney are able to do more with their advertisement emotionally and impressionably, creating a more intense and dramatic poster through use of depth of characters, lighting and scenery. The realistic visuals draw the attention of an older-child audience, as Disney tries to expand its target audience by remaking its classic, child-cantered animations.

PRACTISE QUESTION:
Explain How Films have had to meet Changing audience Expectation:
Audiences from the 1920s/30s had less to compare their ideas of 'modern television or movies' to, compared to modern audiences. To those audiences, Our current conceptions of bad or otherwise below-standard movies would not compare to early 1900's conceptions of bad movies. As the film industry grew and advanced, so did audience's expectation. As it stands, Cinema is becoming less and less popular with options surfacing such as streaming sites. So, to compete, Studios are increasing their budgets and relaxing more and higher quality posters, trailers, merchandise etc. to hook larger audiences before the film even releases,dragging them into cinemas.
MINECRAFT
8/1/20
L-O: To analyse the Format and Industry Bodies Linked to Minecraft
-Minecraft is a 3D sandbox game that has no specific goals to accomplish, allowing players a large amount of freedom in choosing how to play the game.
-Minecraft has a wide appeal, but primarily targeted towards 5 to 15 year olds.
-Minecraft was first released to the public on 17 May 2009.
-created by Swedish developer Markus Persson.
-released by Mojang in 2011.
-Purchased by Microsoft in 2014.
-Microsoft acquired Mojang, the developer of Minecraft, for $2.5 billion in 2014. Persson left the company after the acquisition was completed.
-It is the single best-selling video game of all time, selling over 180 million copies across all platforms by late 2019, with over 112 million monthly active players.
Minecraft, since being bought by microsoft, has become a more monetisable game, offering a plethora of micro transactions and even a subscription service called 'Realms'. Minecraft's popularity has spiked in the more recent years, never really being unpopular. However, Minecraft did lose a large portion of its audience when Microsoft took over, as Fans felt the 'indie' aspect to the game was lost as the big corporation planned only to profit from it's $2.5 billion payment to Mojang, ruining the innocence and wonder of Minecraft. This transaction reflects the ideals in modern companies, as Microsoft only saw Minecraft as an object for monetisation, rather than as the independent, well- made project its fanbase saw it as. Microsoft and Mojang continue to regularly update and bug-fix the game, keeping fans hooked.
13/1/20
L-O: To Analyse the Audience Profile and Appeals
Minecraft Target audience:
-8-50 year olds
-8-12 year olds are primary - heaviest users of the brand
-Eu/NA Males are highest demographic
-Complex Mode of address - Lexis of the game is informal, simple
-Character and Game design is very child friendly and cartoon-y
-Postmodern Narrative Experience
Explain the Appeal of Minecraft to its Target Audience
Personal Identity
Information
Entertainment
Social Interaction
Minecraft's primary target audience, being 8-12 year olds, is still at a developmental and discovering stage in their lives. Minecraft's freedom and creativity instantly makes it attractive to these ages, who want to do what they want. The fantasy element that is ingrained into Minecraft's core gameplay also makes it attractive, as players can live out their very own make-believe worlds and adventures. Minecraft, as a game, holds a few important core values to teach into a younger player, such as values of collaboration, teamwork, patience and intuition through the game's many activities and endless possibilities. Minecraft's gameplay is fairly straightforward: slay monsters, collect materials, survive. This easy objective helps make it more approachable for newer gamers. A big part the game's core ideals is community, highlighting its multiplayer functions. Minecraft's multiplayer options span across its entire community, with different game modes, private and public worlds, role-play servers etc. Members of it's community include a large number of Youtubers and Streamers who publicly display their gameplay to entertain their audiences.
-How Does Trailer Construct audience: The trailer uses characters, props, buildings and vehicles designed ion the style of the film to inspire and create a similar vibe to the movie making it more attractive to those who love/have just seen the film.
-Consider Mode of Address, Lexis, Mise-En-Scene and Representations: The characters from the film are in their respective roles during the trailer, recreating the feel from the the film, there is no dialogue in the trailer but the soundtrack is a song featured form the movie
-Example of Intertextuality: The texture pack, featuring characters from a completely different canon and universe, is introduced into a game without any canonical link
-Ideas of Modern Media Convergence Shown?: Combining a movie soundtrack, Gameplay from a video game and blending both with cinematic shooting to create a trailer.
20/1/20
L-O: To Explore Exam Focus and Apply to Case Study
Areas To Consider:
-The specialised and institutionalised nature of media production, distribution and circulation:
-Simple PC Java Game -> Global Phenomenon
-Just for PC -> Multi-platform -> audience increase
-Availability ->Audience increase
-The relationship of recent technological change and media production, distribution and circulation:
-Pc Version = Not a hard copy -> More expensive = More profit
-Minecraft Realms -> Help Stop Piracy of servers -> More profit -> advanced version of current multiplayer feature
-The significance of patterns of ownership and control, including conglomerate ownership, vertical integration and diversification:
-Mojang -> Owned by microsoft now for $2.5 billion
-Other collabs = Telltale games, 4J studios for pS4 -> minecraft story mode - adds narrative and original characters
-Significance of economic factors, including commercial and non-profit public funding:
-Java edition = Playable across different PC's -> Other games need entire teams, budgets of films and not as accessible
-Educational version, Non-profit projects
-How media organisations maintain, including through marketing, varieties of audiences nationally and globally:

-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:
-Family friendly -> Streamers and content creators might use risqué language and content
-Minecraft realms -> Private servers hosted by mojang
-Impact of digitally convergent media platforms on media production, distribution and circulation, including individual producers:
-Popularity/ basic game format = multiple 'clones'
-Minecraft = arguably the right version of a block building game
22/1/20
L-O: To Discuss Audience Appeal and Reception
Things to Consider with Audience Reception and Use:
-Minecraft's large cross-platform appeal means fans of the game can come together with whatever console they own
-The initial PC version meant fans could mod the game and create skins and texture packs for the rest of the community
-The game's following is so large multiple conventions have been held for it, most notably MineCon, and can be found across the world
-Even the Game's music has been released across multiple albums and vinyls
-Despite cross-platform play, there is an emphasis on developing new content for the newer consoles
-Portable and Handheld versions of the game boosted sales by 79%
-Fan-Made clones of the game are everywhere, taking the core gameplay features of Minecraft but revolving the worlds and characters around their own ideas
-Fan-Made Books, short films and comics have also surfaced across the world

Areas To Consider:
-How Audiences are grouped and categorised by Media Industries:
-Minecraft has a universal appeal -> Freedom of choice means everyone can choose their own path, how they play, what they build etc.
-How media producers target, attract, reach, address and construct audience:
-Minecraft/Other versions/Clones offer familiar gameplay features (Narrative, Open World Gameplay etc.)
-Minecraft Realms = Encouragement to play on dedicated private servers/Increase subscription revenues
-Youtubers, Streamers, Celebrities etc. offer tutorials, gameplay, hacks and mods to entice new fans into the game
-How Media industries target audiences through the content and appeal of media products and through the ways in which they are marketed, distributed and circulated:
-Initially - Little work to advertise the original version of the game -> Word and Mouth across forums created a buzz around the game
-Now - Established Game and owned by a division of a conglomerate = Methods of advertising and distribution are similar to popular mainstream releases
-The Interrelationship between media technologies and patterns of consumption and response:
-Youtube, Facebook and online fan communities = Audience has an active voice in it's ongoing production -> Players can give detailed feedback and commentary on modifications, bug fixes, beta tests etc.
-How audiences interpret the media, including how they may interpret the same media in different ways:
-Several Interpretations and versions of Minecraft
-Most importantly, the introduction of Cross-play = Players don't need the same console to play together
-How Audiences Interact with the media and can be actively involved in media production:
-Minecraft Marketplace = Industry listening to their audiences and allowing the trade of different maps, skin packs, texture packs and other add-ons in a legitimate setting
-Nature of the game allows players to learn new skills such as programming
-Several prosumers (Consume - Produce) on Youtube who offer tutorials or want to show off gameplay of their own maps, mods etc.
27/1/20
L-O: To Review Key Areas and Exam-Style Questions
Independant Production:
-Video games produced by Teams of Developers Usually
-Markus P Enabled development from a first person perspective in a creative/imaginary way
-He wanted the game kept for the gamers and resisted takeovers - most games usually collaborative
-Pro-Sumers help to develop game whilst keeping it independant to the developer and its audience
-Game released across multiple platforms = Became a Franchise
-Struck a Deal with Sony to let them distribute it - Then IOS and Android
-Deal w Sony = Increase in Audience interactivity and packaged as a brand for a wider audience, not just gamers
-Mobile Approach = Large audience increase - Made Minecraft more approachable
Minecraft Main Audience Demographic:
-12-30
-Mainly Male
-NA-EU
Fans Interact:
-Mods
-Wiki
-Sites and Forums
-Realms
Advantages/Disadvantages of the Proliferation of Technology:
Advantages:
-Development and Improvements in graphics, controls, gameplay, content etc.
-Profit for companies as Audiences will want spend money on the newer tech to play the newer versions
-Many more ways to watch - Youtube, twitch, Cinema etc.
Disadvantages:
-Piracy is easier
-Costs Will be Higher - Audience with less disposable income won't be able to keep up - Companies lose audience
-Disrupts viewing experience - New tech = Updates take longer, bigger downloads etc.
-Industries have less control
How Does the Interrelationship Between Media Technologies and Patterns of Consumption and Response Work in Relation to Minecraft?
The development of Minecraft's large-spread appeal has been carried by both its audience and development of platform accessibility. Before being acquired by microsoft, minecraft was an independently-developed game that was only accessible as a beta to PC players on a 30 minute time limit. The developer, Markus Persson, did this to receive critique and ideas from his slowly growing fan-base, of which formed through multiple forums and word of mouth. By the time he released the game, the fanbase was so huge the game was an overnight sensation. This brought it to the attention of microsoft, who in the later years would acquire Mojang, Minecraft's newly formed development team, and therefore the rights to the game, for a modest $2.5 billion. This acquisition furthered minecraft's future, as the game began to appear across all platforms (Console, PC, IOS, Android etc). The increase in accessibility of the game lead to a huge increase in both audience and minecraft's popularity, despite a brief decrease after Microsofts acquisition, as fans felt the game had lost its independence and 'magic'. Microsoft capitalised on its sudden popularity by introducing more micro-transactions, starting with the minecraft marketplace, in which fans, creators, designers etc. could purchase, trade and share their own skin packs, maps and mods with the rest of mine crafts audience. This creates a more interactive Minecraft, and allows Microsoft to collect more profit from its passionate and dedicated fanbase. This also allowed its audience to make a living off of their passion and creative ability.

29/1/20
L-O: To Research the Background and Industry behind the BBC Radio 1 Breakfast Show
Breakfast Show:
-The most listened to show on BBC Radio One
-Times: 6:30am to 10am, Monday to Thursday
-Presenters:
Weekend Breakfast: Matt Edmondson and Mollie King.
-Figures: 5.69 million listeners each week
Public Broadcasting Service: 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.
The BBC is primarily Funded through television licence, costing £154.50 per year per household since April 2019. Such a licence is required to legally receive broadcast television across the UK, the Channel Islands and the Isle of Man. No licence is required to own a television used for other means, or for sound only radio sets (though a separate licence for these was also required for non-TV households until 1971). The cost of a television licence is set by the government and enforced by the criminal law.
BBC: "Inform, Educate and Entertain"
-The BBC has 10 radio stations across the UK, 6 stations in the national regions of Wales, Scotland and Northern Ireland and 40 Local Radio stations
-Each Station has different remit, content, style and target audience



Radio One:
Remit: 'To Entertain and Engage a broad range of young listeners with a distinctive mix of contemporary music and speech. It's target audience is 15-29 year olds 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.'
BBC's Public Service Justification:
-Radio 1's programmes should be:
High Quality
Original
Challenging
Engaging
Radio One Breakfast Show Website:

The Homepage layout is very simplistic and colour palette very vibrant, however this works as an effective homepage as it makes it easy for Radio One's very broad audience to access. There is a bar that features different options/choices to do.
Their episodes and podcasts sections are straightforward and self-explanatory. Being able to revisit episodes gives their audience access to background noise, or a steady stream of news, engaging talks and topics and new music for dedicated listeners.


Finally, his profile and contact page. His profile is a good idea into introducing new/potential listeners to the host of the show, with some personal anecdotes and brief career overview. The contact page is also a good idea as fans can email or call in with game ideas, music requests, news etc.
-How does the Show target its Audience:
Greg James, who's target audience is 15-29 year olds, keeps his target audience hooked through a few methods. firstly, to combat the short attention span of this age range, he keeps his news and other topics short and sweet. Next, his music choice is Varied but mostly focuses on the younger and more popular artists and tracks (e.g. Stormy, AJ Tracey, Billie Eilish). He uses quick 'features' to entertain his audience and differentiate his show from others such as Yesterday’s Quiz and the Ten Minute Takeover, alongside Game of Phones and Unpopular Opinions. His informal use of language helps to engage and relate with his younger viewers, who are expected to know the artists and celebrities mentioned as usually they are the biggest at the time.

The Chosen episode we watched fulfils most of this criteria. The music choice mostly sticks to newer artists and newer tracks, with a few 'nostalgic' hits that are from the childhoods/young-adulthoods of the 15-29 year olds who listen to the show. Quite a few of them are British, not many of them new, showing a decent support of british artists, when most major music artists are from the states in this age. Greg's show is innovative with his editing in-between tracks, stories and commentary, his unique features such as The 10-Minute Takeover and Today's Quiz. The news segments featured a short but informative, usually sticking to immediate and popular news, examples in this show being Kobe Bryant's death and Billie Eilish's Grammys win. Because the target audience includes a slightly younger demographic, however, The show itself isn't very challenging as not to bore its audience and keep the show lighthearted and informal.
12/2/20
L-O: To Explore the Distribution of The Show
-Radio One Show - Only Broadcasted in the UK - Anywhere else is available online
-97-99 FM
-Website has 'best bits' compilations for the podcast - targets audience and short attention span of younger audience
-40% of 15-24s listen to radio one every week
-The social media side of the brand is increasing to cater for the TA, who in modern days values social media interaction (comment, re-tweet, share etc.) - industry becoming more of a community
-Positives - More accessible for its target audience
-Negatives - making Radio Outdated - people more likely to wanna just listen to the music rather than the engagement - people also more likely to just wanna listen to 'Best Bits' - making Live radio obsolete
To Explore the Industry Regulations and Ratings
Inform :
- New Artists
- Upcoming company Events
Educate:
-Global News
Entertain:
-Music
-Games/Features
RAJAR:
-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.






-Since Greg J took over, 230,000 extra listeners have been tuning in
-Greg took over as figures fell with Nick G
-As a whole, figures have been dropping lately - Radio becoming obsolete
MUSIC

29/1/20
L-O: To Research the Background and Industry behind the BBC Radio 1 Breakfast Show
Breakfast Show:
-The most listened to show on BBC Radio One
-Times: 6:30am to 10am, Monday to Thursday
-Presenters:
Weekend Breakfast: Matt Edmondson and Mollie King.
-Figures: 5.69 million listeners each week
Public Broadcasting Service: 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.
The BBC is primarily Funded through television licence, costing £154.50 per year per household since April 2019. Such a licence is required to legally receive broadcast television across the UK, the Channel Islands and the Isle of Man. No licence is required to own a television used for other means, or for sound only radio sets (though a separate licence for these was also required for non-TV households until 1971). The cost of a television licence is set by the government and enforced by the criminal law.
BBC: "Inform, Educate and Entertain"
-The BBC has 10 radio stations across the UK, 6 stations in the national regions of Wales, Scotland and Northern Ireland and 40 Local Radio stations
-Each Station has different remit, content, style and target audience



Radio One:
Remit: 'To Entertain and Engage a broad range of young listeners with a distinctive mix of contemporary music and speech. It's target audience is 15-29 year olds 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.'
BBC's Public Service Justification:
-Radio 1's programmes should be:
High Quality
Original
Challenging
Engaging
Radio One Breakfast Show Website:

The Homepage layout is very simplistic and colour palette very vibrant, however this works as an effective homepage as it makes it easy for Radio One's very broad audience to access. There is a bar that features different options/choices to do.
Their episodes and podcasts sections are straightforward and self-explanatory. Being able to revisit episodes gives their audience access to background noise, or a steady stream of news, engaging talks and topics and new music for dedicated listeners.


Finally, his profile and contact page. His profile is a good idea into introducing new/potential listeners to the host of the show, with some personal anecdotes and brief career overview. The contact page is also a good idea as fans can email or call in with game ideas, music requests, news etc.
5/02/20
L-O: To Research the Host and Production Process
Greg James:
-34 y.o, British Male
-Started doing radio shows in Uni
-Joined BBC Radio 1 in 2007 - Early Breakfast (4:30-7am)
-Moved onto the 1-4pm spot - 2009
-Replaced Scott Mills (4-7pm) - 2012
-Views Dropped for R1BS a lot with Nick G
-Replaces Nick G - ‘It was always my dream to do the breakfast show and I’m very grateful that I got to live my dream every day for what will be nearly six years. But six years is a long time and this isn’t a forever job. I had the time of my life. ‘I’ve decided it’s time for a change and a new show. I love Radio 1 and can’t wait to get on with the new time slot and the removal of all alarms from my house. I’m so happy to be swapping shows with my friend and yours Greg James, and can’t wait to wake up to him each morning. Not literally. Just on the radio. Unless he’s up for it.’
-Takes over Radio One Breakfast show (6:30-10am) - 2018 - Grimshaw gets 4-7pm slot-=
Greg James, who's target audience is 15-29 year olds, keeps his target audience hooked through a few methods. firstly, to combat the short attention span of this age range, he keeps his news and other topics short and sweet. Next, his music choice is Varied but mostly focuses on the younger and more popular artists and tracks (e.g. Stormy, AJ Tracey, Billie Eilish). He uses quick 'features' to entertain his audience and differentiate his show from others such as Yesterday’s Quiz and the Ten Minute Takeover, alongside Game of Phones and Unpopular Opinions. His informal use of language helps to engage and relate with his younger viewers, who are expected to know the artists and celebrities mentioned as usually they are the biggest at the time.

The Chosen episode we watched fulfils most of this criteria. The music choice mostly sticks to newer artists and newer tracks, with a few 'nostalgic' hits that are from the childhoods/young-adulthoods of the 15-29 year olds who listen to the show. Quite a few of them are British, not many of them new, showing a decent support of british artists, when most major music artists are from the states in this age. Greg's show is innovative with his editing in-between tracks, stories and commentary, his unique features such as The 10-Minute Takeover and Today's Quiz. The news segments featured a short but informative, usually sticking to immediate and popular news, examples in this show being Kobe Bryant's death and Billie Eilish's Grammys win. Because the target audience includes a slightly younger demographic, however, The show itself isn't very challenging as not to bore its audience and keep the show lighthearted and informal.
12/2/20
L-O: To Explore the Distribution of The Show
-Radio One Show - Only Broadcasted in the UK - Anywhere else is available online
-97-99 FM
-Website has 'best bits' compilations for the podcast - targets audience and short attention span of younger audience
-40% of 15-24s listen to radio one every week
-The social media side of the brand is increasing to cater for the TA, who in modern days values social media interaction (comment, re-tweet, share etc.) - industry becoming more of a community
-Positives - More accessible for its target audience
-Negatives - making Radio Outdated - people more likely to wanna just listen to the music rather than the engagement - people also more likely to just wanna listen to 'Best Bits' - making Live radio obsolete
To Explore the Industry Regulations and Ratings
Inform :
- New Artists
- Upcoming company Events
Educate:
-Global News
Entertain:
-Music
-Games/Features
RAJAR:
-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.






-Since Greg J took over, 230,000 extra listeners have been tuning in
-Greg took over as figures fell with Nick G
-As a whole, figures have been dropping lately - Radio becoming obsolete
MUSIC







DISNEY RESEARCH - where is this???
ReplyDeleteFILM NOTES - very brief with regards to themes and representations. You need to be able to talk about the themes and the specific representations in detail.
DISNEY in 60s NOTES - Very good; detailed and thorough
FILM INDUSTRY - again, very brief. You need to be able to talk about this with regards to Disney and the changes over time
FILM INDUSTRY Qs - again, too brief to show much understanding of the industry as a whole
JB 1967 - good, detailed notes
DISNEY AUDIENCE - good answers but you need to be more specific with the details. Link in themes and representations from the films to what you are saying about the brand image. Also, Disney was Right-wing!
DISNEY BRANDING - great answer including the brand identity and how it's changed and how that can be seen in the marketing.
ReplyDeleteJB EXAM PRACTICE - A great start but why isn't it finished??!
MINECRAFT RESEARCH Qs - A solid overview. Make sure you know exactly what the Minecraft Brand Image was/is now.
MINECRAFT AUDIENCE TASK - excellent answer!
ReplyDeleteMINECRAFT Q (15TH JAN) - away??
MINECRAFT INDUSTRY NOTES - GOOD
MINECRAFT EXAM Q (27th Jan)- incomplete
RADIO 1 BREAKFAST SHOW WEBSITE ANALYSIS - more descriptive than analytical. Link the elements to it's aims and the target audience