P2: Industry

30/10/18 L/O: TO EXPLORE THE CONTENT OF UNIT. 

MEDIA INDUSTRIES & AUDIENCES.

Section A focuses on media industries and audiences and requires learners to consider how and why media products are constructed across different media forms to reach and address a number of audiences. - OCR SPEC

DISNEY RESEARCH THE HISTORY OF DISNEY:

Ownership-

The company was founded on October 16, 1923 by brothers Walt and Roy O.Disney as the Disney Brothers Cartoon Studio; it also operated under the names The Walt Disney Studio and Walt Disney Productions before officially changing its name to The Walt Disney Company in 1986.


Funding- 

Disney makes money through multiple different ways, such as parks like Disney world/land, Media network channels like Disney channel, movies they release, games and apps and costumer merchandise.

Growth-

Image result for disney growth history

Box Office successes-

  1. Star Wars - The Force Awakens - 18/12/15 - Adventure.
  2. The Avengers - 4/5/12 - Action.
  3. Black Panther - 16/2/18 - Action.
  4. Avengers - Infinity War - 27/4/18 - Action.
  5. Star Wars - The Last Jedi - 15/12/17 - Adventure.
  6. Incredibles 2 - 15/6/18 - Adventure.
  7. Pirates of the Caribbean - Dead Mans Chest - 7/7/06 - Adventure.
  8. Finding Nemo - 30/5/03 - Adventure.
  9. Rogue One - A Star Wars Story - 16/12/16 - Adventure.
  10. The Sixth Sense - 6/8/99 - Thriller/Suspense.

Diversification-


Influence and brand values-

Disney say "Their strategic direction for The Walt Disney Company focuses on generating the best creative content possible, fostering innovation and utilising the latest technology, while expanding into new markets around the world."
Disney are fun, caring, loyal, respectful, open, diverse and family friendly.
Disney have a huge impact on children and their values which will impact them for the rest of their lives. Although the films teach good values such as love and respect and equality they can also have a darker side which can often go ignored.


THE JUNGLE BOOK 1967:

Abandoned after an accident, baby Mowgli is taken and raised by a family of wolves. As the boy grows older, the wise panther Bagheera realises 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 realises 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.
Main characters-

  • Baloo - Bear
  • Bagheera - Panther
  • Mowgli - Man Cub
  • Shere Khan - Tiger
  • Kaa - Snake
  • King Louie - Ape
Narrative-

  • 76 minutes.
  • Credits at the start.
  • Wolfs take in Mowgli - then say they cant look after him anymore.
  • Bagheera tries to take Mowgli to the man village.
  • Mowgli runs away and meets Hathi Jr - a baby elephant who is in a parade and tries to join the elephants.
  • Mowgli meets Baloo who tries to teach him to roar like a bear.
  • Mowgli then wants to stay with Baloo.
  • The monkeys get Mowgli.
  • Bagheera makes Baloo take Mowgli back to the man village but Mowgli ends up running away.
  • Baloo and Bagheera try to go find him and the elephants help.
  • Shere Khan then finds out Mowgli is alone.
  • Kaa finds Mowgli and hypnotises him.
  • Shere Khan finds Kaa.
  • Mowgli gets away from Kaa.
  • The Vultures offer Mowgli to be part of their group.
  • Shere Khan finds Mowgli.
  • Shere Khan tries to get Mowgli but then Baloo gets there in time.
  • Everyone thinks Baloo is dead and then he isn't.
  • Mowgli finds the man village and sees a girl and follows her.
  • Mowgli is now at the man village with the girl and that is the end.

Themes-

  • Family.
  • Courage.
  • Coming of age.
  • Principles.
  • Preservation of species.

THE JUNGLE BOOK 2016:

The man-cub Mowgli flees the jungle after a threat from the tiger Shere Khan. Guided by Bagheera the panther and the bear Baloo, Mowgli embarks on a journey of self-discovery, though he also meets creatures who don't have his best interests at heart.


Main characters-

  • Mowgli - Man Cub
  • Baloo - Bear
  • Bagheera - Black Panther
  • Shere Khan - Tiger
  • Raksha - Wolf
  • Kaa - Snake
  • King Louie - Ape

Narrative-
  • During the Water Truce at Peace Rock, Shere Khan the tiger warns the wolf pack that as soon as the truce is over he will be coming to kill their man-cub Mowgli and punish them. Mowgli then decides to spare everyone by leaving the jungle and allowing the panther Bagheera to take him back to the man village.
  • Shere Khan attacks, wounding Bagheera, and Mowgli flees into a stampeding heard of water buffalo and escapes. Even though he already left his Normal World with the pack, he is only now truly on his own in the jungle. Shere Khan also kills the wolf leader, Akila.
  • Mowgli is hypnotised by the python Kaa, who nearly kills him. Mowgli is rescued by the sloth-bear Baloo, who coerces Mowgli into helping him get some honeycomb from a cliff. Mowgli begins using his “tricks” to survive and thrive in the jungle.
  • Baloo reluctantly takes Mowgli to the man village, which Mowgli is obediently seeking on Bagheera’s wishes, even though Mowgli himself has no wish to leave the jungle. Baloo convinces Mowgli to remain in the jungle, at least long enough to help Baloo gather more honey for “winter hibernation.”
  • Bagheera catches up with Mowgli and is furious that Baloo has been manipulating Mowgli into staying in the jungle. Bagheera tells Baloo about Akila’s fate and convinces Baloo that Mowgli will only be safe from Shere Khan in the man village. Reluctantly, Baloo lies to Mowgli, telling him he doesn’t want him around anymore, so Mowgli will go with Bagheera.
  • Mowgli is captured by the monkeys.
  • After defeating the giant orangutan Louie, Mowgli discovers Shere Khan has killed Akila and vows to do something about it. He fetches fire from the man village and goes back to fight Shere Khan, accidentally lighting the forest on fire as he goes. He and Shere Khan face off.
  • Mowgli beats Shere Khan, using his “tricks” to hurtle Shere Khan into the fire.
  • Mowgli remains in the jungle with his family and friends, now free to be himself.

Themes-


  • Family.
  • Courage.
  • Coming of age.
  • Power
  • Violence
  • Principles.
  • Preservation of species.

What changes have been made?-

How are advances in technology shown/used?-

8/11/18 L/O: TO RESEARCH THE SOCIAL CONTEXT.

THE 1960s

We need to study the films in terms of industry and the social and historical context. we need understanding of both the media language and representation involved in the marketing of these products. To understand this properly, we need to also have a clear idea of the intended audiences.



20/11/18 L/O:TO RESEARCH DISNEY'S HISTORY.

DISNEY(60s)


What were the differences between how Disney operated as a film studio and how other studios operated at that time? 

What was Walt Disney's own influence on the production?
What techniques were used that differed from normal animation practices?
What places/people did they get their inspiration from?

The Jungle Book 1967

Production and Technology:

The Jungle Book (hereafter JB) was released in 1967 by Walt Disney Productions. It was created at the Walt Disney Studios in California. Disney's animation studio had been responsible for developing many of the techniques and ways of working that became standard practices of traditional cel animation, pioneering the art of storyboarding and developing the use of multi-plane to create an early 3D like effect.

Disney's personal control of the whole studio affected all stages of production and distribution. Before production of the JB started, Disney had streamlined the whole production system so that he had one supervising director, one art director, four master animators and one story man. The story man would write the screenplay, make the storyboards and record the voices. At the start of production JB's story man was Bill Peet, who complained, noting that 'more than forty men had once been assigned to these tasks'.

JB was the final film Walt Disney worked on before his death in 1966. As the previous feature The Sword in the Stone had disappointed at the box office, Disney became more personally involved in the production process of the new film. His nephew noted that Disney 'influenced everything about it... (he) got hooked on the jungle and the characters that lived there'.

Disney thought the first version of the script was too dark for family audiences, that the audience wouldn't be able to identify with the boy, Mowgli, and that the villain, the tiger Shere Khan, would be a cliché; so Disney himself took control and changed the production team. 'What Walt wanted was a film that was light, fun, entertaining with happy songs - good songs, fun stuff. He didn't want to go anywhere near darkness', according to animator Floyd Norman.

He gave Larry Clemmons, the new scriptwriter, a copy of Rudyard Kipling's novel but told him that 'The first thing I want you to do is not to read it.' To turn the book into a successful film, many of the original characters and situations were cut out, creating a clear storyline.

Before, the standard procedure was to have the animators draw the characters first then to cast the actors, making sure they were suitable voices. JB turned the process on its head; the drawings were now based on the actors, their voices and their vocal personalities. Disney wanted the characters to carry the film and was creative in vocal casting; for example, Disney heard the band leader-singer Phil Harris perform and decided to cast him as Baloo - 'Harris didn't think he could do it and neither did we but Walt said he could. After Harris put the lines of dialogue into his own vernacular, why, it just came to life', said Ollie Johnston, one of Disney's main animators. The director, Wolfgang Reitherman, said that, 'In The Jungle Book we tried to incorporate the personalities of the actors that do the voices into the cartoon characters,and we came up with something totally different. When Phil Harris did the voice of Baloo,he gave it a bubble of life. We didn't coach him,just let it happen'. The bear,who had been intended as a minor figure, became the film's co-star, converting the picture from a series of disconnected adventures into the story of a boy and his hedonistic mentor - a jungles Hal and Falstaff.

Disney always had the songs developing early on in the creation process. Most of the songs for JB were written by the Sherman Brothers(Mary Poppins): 'Their compositions had a key core strength: they locked the action, and the viewers, into the characters'. (Craig McLean).

Some characters were cut out during the development process: Rocky the short-sighted rhinoceros, for example - Walt Disney made the executive call that he was a character (and story incident) too many. While many of the later Disney feature films had animators being responsible for single characters, in The Jungle Book the animators were in charge of whole sequences, since many have characters interacting with one another.

Shere Khan was designed to resemble his voice actor, George Sanders, renowned in Hollywood for playing elegant villains, but his movements were based on live action big cats: the animator Milt Kahl based both Bagheera and Shere Khan’s movements on animals which he saw in two Disney productions, A Tiger Walks and the ‘Jungle Cat’ episode of True-Life Adventures. Baloo was also based on footage of bears, even incorporating the animal’s penchant for scratching. The wolf cubs were based on dogs from 101 Dalmatians. The monkeys’ dance during ‘I Wan’na Be Like You’ was partially inspired by a performance Louis Prima did with his band at Disney’s soundstage to convince Walt Disney to cast him.

Backgrounds were hand-painted – with the exception of the waterfall, mostly consisting of footage of the Angel Falls in Venezuela - and sometimes scenery was used in both foreground and bottom and filmed with the multiplane camera to create a notion of depth.

The ending of film was not initially fully planned: Floyd Norman, one of the animators says, ‘We knew Mowgli was going to go back to the Man Village in the third act, but we didn’t know how we were going to get him back there. Why does he give up on his dream of staying in the jungle and go to the Man Village? Well, one day Walt says, ‘He sees a little girl.’ So naturally, all of us say, ‘Give me a break! He’s not even 11 years old, he doesn’t have any interests in girls.’ And Walt said, ‘Do it. It will work.’ And he was right. It works. You never think of Mowgli being a kid. He sees the girl. The girl is enticing. And he follows her. Maybe it’s just curiosity. He had never seen a girl before. It’s charming. It’s cute, and it’s our ending.’ 

The Jungle Book was created on transparent ‘cels’, a technique patented by Earl Hurd in 1914. The cels were originally fixed onto register pegs and this way various layers of image could be shot at once and backgrounds didn’t need to be repainted each time. However, Disney developed this idea by using a multiplane camera which photographed a much larger number of layers of frames at once (sometimes as many as seven layers) of artwork, each at different distances from the camera and moving at different speeds which created the illusion of depth and almost a 3D effect and allowed for tracking figures. It also enabled special effects to be created, such as moving water or flickering stars.

JB also used xerography (rather like photocopying), copying the animator’s drawings onto a light-sensitive aluminium plate and then onto cels, unlike the old, painstaking hand-inking process, tracing them from paper drawings. The animators had to draw using thick black lines, as delicate ones couldn’t be picked up by the copier, and it affected the final art style by creating rougher, sharper lines but generally the animators were pleased. As Marc Davis, one of Disney’s core animators, said: ‘It was the first time we ever saw our drawings on the screen, literally… before they’d always been watered down.


22/11/18 L/O: TO EXPLAIN THE PROCESS OF MAKING A FILM AND CHANGES WITHIN THE FILM INDUSTRY

What was the process of making films?

  • Planning (pre-production) - In this stage you work out your filmmaking idea and how you will tell your story. Arrangements and preparations are made for the shoot, such as hiring cast and film crew, selecting locations and constructing sets.
  • Filming (production) - The raw footage and other elements for the film are recorded during the film shoot.
  • Editing and sharing (post-production) - The images, sound, and visual effects of the recorded film are edited and combined into a finished product.
  • Distribution - The completed film is distributed, marketed, and screened in cinemas and/or released to home video.

How has it changed in the past 20 years?
  • It used to only be 10 minutes per each role of film.
What impact has digitalisation had on the industry?

How has changing technology effected the industry?

  • There is now a lot more technology and software to speed up the editing process but a lot of people agree that even thought it is faster it isn't necessarily better.

What's the future of filmmaking?



finish at home


Vertical Integration- Vertical Integration is when a Media Company owns different businesses in the same chain of production and distribution. When a company expands its business into areas that are at different points on the same production path, such as when a manufacturer owns its supplier and/or distributor.
Horizontal Integration- Horizontal Integration is where an organisation develops by buying up competitors in the same section of the market. A situation when two firms in the same industry and at the same stage of production come together.
Convergence (digital, technical & standard)- Convergence of media occurs when multiple products come together to form one product with the advantages of all of them. An example of Media Convergence is when a camera and a phone come together to create a smart phone. the growing interactive use of digital technology in the film industry and media which enables people to share, consume and produce media that was difficult or impossible just a few years earlier.
Pre-production- Pre-production is the process of fixing some of the elements involved in a film, play, or other performance. There are three parts in a production: pre-production, production, and post-production. Pre-production ends when the planning ends and the content starts being produced.
Production- The production process refers to the stages (phases) required to complete a media product, from the idea to the final master copy. The process can apply to any type of media production including film, video, television and audio recording. Advertising and mark
Distribution- Digital distribution (also referred to as content delivery, online distribution, or electronic software distribution (ESD), among others) is the delivery or distribution of digital media content such as audio, video, software and video games. 
Exhibition- An exhibition, in the most general sense, is an organised presentation and display of a selection of items. In practice, exhibitions usually occur within a cultural or educational setting such as a museum, art gallery, park, library, exhibition hall, or World's fairs.
Exchange- A medium of exchange is an intermediary instrument used to facilitate the sale, purchase or trade of goods between parties. For an instrument to function as a medium of exchange, it must represent a standard of value accepted by all parties. In modern economies, the medium of exchange is currency.

27/11/18 L/O: TO APPLY MEDIA TERMINOLOGY AND DEBATES TO DISNEY.

THE FILM INDUSTRY

How can we see the impact of digitalisation and technical convergence in the production of the Jungle Book 2016?

  • The quality of the actually film is more realistic.
  • The sound quality.
L/O: TO EXPLORE THE INDUSTRY AND SOCIAL CONTEXT OF DISNEY IN THE 60s.
JUNGLE BOOK 1967



How has Disney exploited its brand image to construct a clear and consistent audience for its products over a period of time?

Disney has exploited its brand image by only letting the cinema and its own disney channel show their films up until 1990 when they decided to make their films available to the public but only a few at a time and there was a limited amount available.


04/12/18 L/O: TO ANALYSE THE TARGET AUDIENCE FOR DISNEY.

DISNEY AUDIENCE

Targeted at 4-12 year old boys and girls (primary target audience).Targeted at 35-55 year old men and women (secondary target audience) because they are the money earners and most likely to have kids of that age.
Both target audiences are very trusting of the brand due to its longevity and the association with customer services.The brand offered a wide array of products - TV programming, movies, music, hotels, theme parks, retail stores, toys and merchandise - that satisfied both segments wants, needs, and desires. Children felt very strong association with the brands many characters; parents were confident in the wholesome values of the brand in a shifting social context.


WHAT HAPPENED IN 2016?


  • Donald Trump became president - The 2016 United States presidential election was the 58th quadrennial American presidential election, held on Tuesday, November 8, 2016. The Republican ticket of businessman Donald Trump and Indiana Governor Mike Pence defeated the Democratic ticket of former Secretary of State Hillary Clinton and U.S. Senator from Virginia Tim Kaine, despite losing the popular vote.
  • Voted to leave the EU - Brexit is the impending withdrawal of the United Kingdom (UK) from the European Union (EU). It follows the referendum of 23 June 2016 when 52 percent of those who voted supported withdrawal.
  • Syrian boat refugees -  More refugees are dying in desperate attempts to reach Europe than ever before as boat disasters in the Mediterranean Sea hit a record high. The UN Refugee Agency (UNHCR) said the number of migrants drowning and suffocating on sea crossings so far this year has almost surpassed the death toll for the whole of 2015. It has recorded 3,740 deaths in the Mediterranean and fears the figure will continue to rise as conditions worsen at sea.
  • Ongoing #oscarssowhite campaign.
  • Brussels Bombing.

The Jungle Book would of been widely influence by events happening in 2016 and a few years before that.


In terms of cinema and film, the period between 1967 and 2016 saw sweeping changes bought about by the development of new technology and the influence of what has been termed 'New Hollywood' of the era 1960-1990 and the later Modern Hollywood of the 1990 - the present New Hollywood saw the power of a wave of new directors - Spielberg, Lucas, Coppola, Scorsese - who, because of the failing studio system, were allowed free range to construct a 'new' audience for cinema. That audience was young adults - mainly 18-30 - looking for new ideas and new ways of presenting stories in film. These directors focused on new and relevant content with a new form of narrative - handheld cameras that got inside the action; filming on location not in studios; natural lighting etc.

At the same times, developments in projection and sound lead to new cinemas being opened on out of town sites that were better geared to serving the expectations of the audience for sharper images, immersive sound, better refreshment, better seating.

The evolution of the multi-screen cinema meant films could be cycled through more speedily and not block release of new films whilst playing to half-empty screenings. They offered greater choice - films for children and adults could be offered to cater for all audience needs. The merger with TV companies saw films get to TV quicker creating demand for products; the emergence of video and DVD and Blu-Ray meant films could be sold for showing at home within months of their release and at far greater profit than showing in the cinema. Satellite and cable TV subscriptions saw TV companies offering more money for quicker access to films and the emergence of streaming enabled On-Demand rentals by Sky, Amazon and Netflix etc.

What do you understand by the term 'CGI' (Computer-Generated Imagery)?

What kind of films use it?
What kind of stories are told using it?
What expectations do audiences have of live action CGI?
What changes to film production have occurred?
Less money and time in editing/distribution due to more useful technology so they can then spend more money on other stages, like production.

What about distribution?
How have marketing and film audiences changed? 
More use of online media.

Summarise the main differences between society now and in 1967 interns of beliefs, values and expectations.


06/12/18 L/O: TO EXPLORE THE CHANGES IN THE COMPANY & THE INDUSTRY SINCE THE 1960s

DISNEY IN 2016

The film industry blossomed post 2000. The massive financial return of Lord of the Rings, Harry Potter and the Marvel franchise saw studios once more investing heavily in productions.

The difference from the 1960s was that the emergence of franchise films - sequels; prequels and associated films such as the Marvel franchise of characters - offered greater security in the ability of marketing these films and of attracting the massive audiences necessary for financial success.

The wider expansion into merchandise, computer games and DVD and rental offered greater outlets and opportunities for profit.

The process of production became one of blockbuster films with a long tail in terms of returning money on investment.

Genre films returned as the predominant product of the film industry, but by 2005 these films were becoming costlier, and more polished. They were once more manufactured on film studio lots - yet this time it was the dark hum of computer studios and the use of CGI.

Post production became the costliest and most important part of a film's production, sometimes taking years to complete after the initial shoot. Once more we have an assembly-line style that echoes the studios of the 1940s-1950s and each studio now part of a massive conglomerate and with their own money making franchises - Marvel, DC, Harry Potter, Lord of the Rings, Star Wars, Star Trek, James Bond.

Based on Disney's original version, the 2016 iteration has a darker tone. Since 2010, Disney decided on a strategy to create live action versions of its earlier animated classics.

Classed as live action, the film for the most part is produced using CGI. Living in what even its creator favreau admits is a strange limbo world between live action and animation.

The film was based on the idea of an homage to the tone and styles of the early animated classic but was pitched in a 2016 world to the demand for ever more realistic characters. Hence, The Shere Khan is darker: Baloo more layered as a character. the slapstick humour remains but it is tempered with some deeper ideas of the nature of mankind and the natural world. 



In what ways does the production of Jungle Book 2016 offer evidence of Hegel's view of zeitgeist?
Hegel believed that art is a reflection of the time it was created in, therefore in the 2016 Jungle Book it is up to speed with all the new technology and it is a live action CGI film which represents how much technology has changed over time.

How does the film address the expectations of a 2016 audience?
The 2016 audience had high expectations of the film so the also adapted the ending to fit in more with the times.

How does it fit into the Disney brand?




 



11/12/18 L/O: TO EXPLORE THE MARKETING TECHNIQUES USED TO TARGET AUDIENCES IN 2016.

What did Disney do to promote and advertise the release of the Jungle Book 2016?

  • In August, Mr. Favreau bounded onto a 7,800-seat arena at a Disney fan convention in Anaheim, Calif., and showed sneak-peek footage from his film. He hobnobbed with three “Jungle Book” stars on stage, including Neel Sethi, who plays the man-cub Mowgli. Thousands of movie posters were handed out.
  • When animals talk in a movie, unless it’s a comedy, older moviegoers tend to skip it. Most of Mr. Favreau’s animals are not cartoonish and cuddly (not by a long shot), but Disney could not rely on trailers and TV spots to convey that message. So Disney used bloggers and entertainment news sites to hammer home a point: Mr. Favreau used sophisticated filmmaking techniques to create the animal characters. 
  • In part to make “The Jungle Book” appeal to a finicky high school crowd — older siblings tend to influence younger brothers and sisters — Disney packed the first trailer with scary moments (pouncing panther, snarling tiger, stampeding buffalo) while hiding the musical numbers and keeping Baloo’s goofier moments to a minimum. 
  • Stars are another way to make adults pay attention. To elevate “The Jungle Book” in the minds of grown-ups, Disney in March circulated dramatic photographs that paired voice actors with their onscreen characters — Idris Elba with the tiger Shere Khan, Ben Kingsley with the panther Bagheera, Lupita Nyong’o with the wolf Raksha.
  • Generally speaking, women and girls see Disney’s magic castle logo on a trailer and are pulled closer. The opposite can be true with guys. So Disney aggressively and repeatedly pitched “The Jungle Book” to male audiences.
  • Commercials on ESPN portrayed the movie as coming not from the studio that made “Cinderella” but “from the studio that brought you ‘Pirates of the Caribbean.’” An extended 3-D trailer for “The Jungle Book” was attached to “Star Wars: The Force Awakens,” which had an audience that was 58 percent male.
  • Disney rolled out an action-oriented trailer during the Super Bowl.
  • Various corners of the Disney empire pitched in to promote “The Jungle Book.” A New Year’s Day stunt on the Disney Channel, for instance, was used to portray the film as one of the year’s first blockbuster offerings for families and children.
  • The synergistic heavy lifting was done by Disney theme parks. During the jam-packed spring break weeks, park theatres in Florida and California offered sneak-peek footage of the movie, with Mr. Favreau providing introductions.
  • The many theme park stores that sell Disney merchandise had “Jungle Book” sections. And Disney built photogenic “Jungle Book” sand sculptures at its Animal Kingdom and Epcot parks in Florida.
 
Discuss how ideas of identity are present in the production and marketing of The Jungle Book 1967 and The Jungle Book 2016. Consider what role the Disney brand and its film products have in contributing towards constructing and sustaining the identity of audiences and how their marketing seeks to exploit this understanding of different audiences.

In terms of marketing, the Jungle Book (1967) did not include much marketing other than movie posters and cinema signs due to the lack of internet and social media which we have now. Yet as there was not much competition, especially in the animation industry, the film was very popular as it was for all the family to watch and Disney was already a very popular household name like it still is today.

Disney decided to make a live action remake of the film in 2016. This was to make a more modern and updated version of the successful family favourite which targeted all audiences whether they were alive when the original film was made or not. It was directed by Jon Favreau who is known for producing the Iron Man film series. They tried to make it appeal to a wider target audience by making the teaser trailer more life an action film and also mentioned it was from the creators of Pirates of the Caribbean and the same person who produced Iron Man, produced it.


EXAM STYLE QUESTIONS

1.Explain why popular music radio programmes struggle to gain recognition as Public Service Broadcasting. Refer to The BBC Radio 1 Breakfast Show to support your answer.
In your answer you must also:

  • Explain how political, cultural and economic contexts influence the status of popular music radio programming
2.Explain the impact of digitally convergent media platforms on video game production, distribution and consumption. Refer to Minecraft to support your answer.



2. Explain how films have to meet changing audience expectations.
Films have to meet the changing audience expectations

8/01/19 L/O: TO EXPLORE MINECRAFT & HISTORY OF GAMING.




  • Boy on front could suggest its more aimed at boys.









2016 - Pokemon Go.
2017 - Nintendo Switch.

What are the different types of games you can get and how do they differ?

You can get role playing games, games where you can talk to other people, games where you can play against other people and your friends.
Which are the main game companies? (consoles and game producers)
Xbox, Playstation, Nintendo, Wii, Electronic Arts, Microsoft, Sony.
Find some recent statistics about audience demographics.

The youngest age group, applicants aged 18-24, has the highest percentage of gamers. About 16% of applicants under 24 have made video game purchases, followed by 14% of applicants aged 25-27 and 12% of those aged 28-30.

There is a small increase in gaming for applicants age 41 and older, which could reflect purchases made for children or a renewed interest in playing video games.


 
Applicants with high school diplomas were the most likely to make video game purchases, followed by applicants with Associate and Bachelor’s degrees.

Applicants with advanced degrees are less likely to be gamers than those with four-year or shorter degrees. Of the advanced degrees we looked at, applicants with PhD’s and JD’s were the most likely to be gamers, while dentists were the least likely to make video game purchases.

The correlation between advanced degrees and fewer video gamers could be a result of age. Applicants who have completed a DDS or MD tend to be older, having completed 8-10 years of class after high school, compared to four years for a Bachelor’s and two years for an Associate degree.




15/1/19 L/O:

MINECRAFT RESEARCH TASK

When was it released, who designed it and which company produced it?

Minecraft is a 2011 sandbox video game (A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will.) created by Swedish game developer Markus Persson and later developed by Mojang.

What is the idea of the game?

The game allows players to build with a variety of different blocks in a 3D procedurally generated world, requiring creativity from players. This game includes exploration, resource gathering, combat etc.


Who was the target audience?
Younger boys.


How has it developed?
As new mods were released, players began enjoying Minecraft in a way that not even Mojang had thought of. That is until Mojang began occasionally taking mods and ideas from the community and placing them in the game. Notable inclusions were Rabbits, Horses, Donkeys, and more. You can now get mini-games and play online with people. 



Who owns it now?
On 15 September 2014, Microsoft announced a $2.5 billion deal to buy Mojang, along with the ownership of the Minecraft intellectual property. The deal was suggested by Persson when he posted a tweet asking a corporation to buy his share of the game after receiving criticism for "trying to do the right thing". Minecraft is an example of an originally independently-produced video game that has grown exponentially on popularity and has since been taken over by an industry giant Microsoft. Minecraft(2011) has sold over 150 million copies and the developer Mojang was bought by Microsoft in 2014 for 2.5 billion dollars. The game has over 90 million online active players each month.





Game Modes


Minecraft started with two basic game modes - Creative and Survival. Later, Minecraft added three more game modes to make things more interesting - Adventure, Spectator and Hardcore.
Creative
  • Creative mode gives you unlimited resources, lets you destroy blocks instantly when mining, and allows you to fly in the game
  • When you play in this mode, you will not have a health bar, a hunger bar or an experience bar. Although you don't have an experience bar, you will continue to gain experience from killing mobs and mining certain items. You will be able to kill mobs, but mobs will never attack you or fight back. Also, you will not take damage or die in the game.
  • You can start a Minecraft world in Creative mode. You can also switch your world to Creative mode from another game mode whenever you like.
Survival
  • Survival mode lets you search for resources, pick up mined items, and craft items. However, you will not be able to fly.
  • When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
  • You can start a Minecraft world in Survival mode. You can also switch your world to Survival mode from another game mode whenever you like.
Adventure
  • Adventure mode has limited features to preserve adventure maps from being changed. In this mode, you will not be able to fly. Also, blocks can not be destroyed by hand, but rather you must use an item with the CanDestroy tag to destroy a block. Blocks can only be placed if the block has the CanPlaceOn tag.
  • When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
  • Although you can not start a Minecraft world in Adventure mode (you will have to choose Creative or Survival when you create the world), you can switch to Adventure mode from another game mode using the /gamemode command.
Spectator
  • Spectator mode is only available in the PC/Mac version of Minecraft. It was first introduced in Minecraft 1.8 to allow players to fly around and observe the Minecraft world. Players in this mode can not interact with anything in the game, but can fly through solid objects.
  • When you play in this mode, you will not have a health bar, a hunger bar or an experience bar. You will not be able to kill mobs, take damage or die in the game.
  • Although you can not start a Minecraft world in Adventure mode (you will have to choose Creative or Survival when you create the world), you can switch to Spectator mode using the /gamemode command.
  • Spectator is a great mode to use if you have mined underground and have gotten lost or run out of resources. Just switch to Spectator mode and fly up! You can easily find blue skies and the ground. Then switch back to Creative or Survival mode again.
Hardcore
  • Hardcore mode is only available in the PC/Mac version of Minecraft. This mode locks you at the hardest difficulty level and you only have one life!
  • When you play in this mode, you will have a health bar, a hunger bar and an experience bar. You will be able to kill mobs and hostile mobs will attack you. You will take damage and can die in the game.
  • You can only choose Hardcore when you first create the Minecraft world and there is no way to switch to Hardcore after your world has been created in another game mode.


What similarities can you identify?
  • Account for any differences.
  • What does each indicate about - The era that produced them, the audience for such products and the production changes.
The age ratings are different, on Wii U it is rated 7+ whereas in nintendo switch it is a PG due to mild violence. The nintendo switch one was released two years after the Wii U so that may explain the increase in violence since there are more and more games being released all the time and they are all getting better and better and more of them include violence so they probably wanted to try and keep up with the trend of violence by therefore including it in their game for the nintendo switch.

The poster for the nintendo switch that I have is American and the Wii U poster is for the UK so it shows how different the ratings are between the US and the UK.

On the Wii U cover the colours are darker and it seems to have been set at night time whereas the Nintendo Switch one has lighter colours and has been set during day time.

A similarity is that they have kept the same characters, they have also got the Super Mario mash-up which is intertextuality, which shows they are rising to the audiences expectations.

The cover for the Wii U looks more violent as they are stood back to back ready to fight the creepers whereas on the Nintendo Switch cover they have the weapons but it doesn't seem like they are gonna fight anyone, just that they are showing you that they can use weapons.

Overtime between the two it looks like the quality has improved and it is less pixilated, even though it is supposed to be pixilated, it just looks more detailed.



MOJANG


  • Mojang is a Swedish based software house formed specifically to develop and publish MInecraft and was originally funded by money made from a developmental version published in 2009.
  • At the time, and for the first three years after its launch, Mojang covered everything concerning MInecraft from further software development through to promotion, marketing and even direct distribution through its site Minecraft.net
  • Initially only available for PC it is now multi-platform and available on Xbox, iOS devices and Android.
  • Microsoft in 2014 Mojang - and its principal property, MInecraft - was acquired by Microsoft for over $2 billion. Such a figure implies the perceived value of the brand and the manner in which its future development was seen.
  • The game sold direct to subscribers for around $20 - half the price of most platform games - with no further add-on costs either for the offline or online player unless they consciously make that decision to enhance their gaming experience.
  • The game had sold over almost 80 millions copies at the tome of the take-over. In 2018 that figure stands at over 160 million subscribers across all platforms.

https://www.fastcompany.com/40561114/how-microsofts-marketplace-is-monetizing-the-minecraft-ecosystem

  • In late 2016, Microsoft reached out with an offer that changed everything: The company wanted to discuss an official marketplace for Minecraft creations, which would allow groups like Noxcrew to sell their work directly to players. Like most of the other creators that Microsoft invited into the program, Panic and Arsenault trusted their guts and gave up their day jobs. Now, they make Minecraft content full-time, with help from 15 paid contractors.
  • Ten months after launching the Marketplace, Microsoft touts plenty of individual success stories like this. There’s the 16-year-old boy who’s paying for college with his Minecraft creations, the Israeli startup that’s using Minecraft to make empowering content for young girls, and community mainstays like Arsenault and Panic who now have the means to increase their output. Microsoft tells Fast Company that it’s paid out more than $7 million to 45 Marketplace creators since last June and that people have downloaded Marketplace content more than 25 million times. (Microsoft won’t specify its takeaway, but says creators get “the majority” of what’s left after app store processing fees of around 30%.)

29/1/19 L/O: TO EXPLORE EXAM FOCUS AND AND APPLY TO THE CASE STUDY.




The specialised and institutionalised nature of media production, distribution and circulation.

A simple PC Java game has become a globally successful phenomenon across all consoles and hand held devices; Minecraft is now a multi-platform game which is not only just for PC gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL) - all of which opens up new markets of profitability and increased exposure to new and existing audiences.

The relationship of recent technological change and media production distribution and circulation.

Due to the original nature of the game, most players simply logged in to play Minecraft and didn't need a physical copy of the game. When the Xbox and PlayStation versions were created there was often a chance to offer digital versions of the same game across the Windows 10 operating system to promote the Microsoft brand across home computers, a form of synergy. Users were often encouraged to download the game which would incur more of a cost for the institution. The pattern of release for Minecraft shows that physical copies are often released six months after the downloadable version, most likely as a way to limit the impact of piracy, hacking and file sharing.

The introduction of Minecraft Realms (2013) has tried to give the producers more control over the distribution and circulation of the game since some program consumers were creating their own virtual spaces and hacks across illegitimate servers.

The significance of patterns of ownership and control, including conglomerate ownership, vertical integration and diversification.

Mojang studios, which is now owned by Microsoft Studios is their only first-party studio in Europe. Given the nature of the parent company and the loyal fan base of PC gamers, it was in the company's interest to invest US $2.5 billion to purchase Mojang for term revenue. Other collaborations with games developers includes Telltale Games who helped develop the Minecraft: Story Mode in 2015. The PlayStation versions were developed by 4J Studios .

The significance of economic factors, including commercial and not-for-profit public funding, to media industries and their products.

With the continued growth of video games you could focus on the marketing campaigns for games often having worldwide and simultaneous releases across each that was made and developed using readily available open source software within the gaming community; creating the original Minecraft using Java gave it the advantage of being cross-platform: it will run on Windows, Mac OS X, and Linux. You can compare this to other mainstream games that require entire teams of programmers, artists and engineers to make video games that have budgets equal or exceeding that of mainstream films.

Minecraft has also been linked to non-profit projects such as the UNs Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft. An educational version has also been developed, MinecraftEdu(2012), which several applications to help teach subject and develop a culture of computer. 




05/2/19 L/O:TO DISCUSS AUDIENCE APPEAL AND RECEPTION.

Audience
Multiple gameplay modes are now available across several platforms now that the game is finally available across al markets on all consoles and hand held devices. the pc version of the game was noted for its modding scene where prosumers would alter the gameplay mechanics, change the assets and develop new skins and textures for other fans of the game to use.

The game is a global and commercial success and also praised by several high profile critics and gaming institutions. The game has amassed such a following that MineCon conventions can be found all around the world and further support popularising the game. There are other conventions of the game that have proven popular, including the release of albums featuring the music of the game, produced by german sound designer Daniel "C418" Rosenfeld.

The biggest discussion point for Minecraft should be 'which platform do I play?' With so many versions and formats available there was no sign of an outright console winner despite the game originating for the PC. However, in July 2017 a 'cross-play' feature was developed, meaning there was less emphasis on showing brand loyalty to either console. Despite audiences possibly owning more than one device, or a console and hand-held device by the same company, there does seem to be a focus on only developing content for the newer devices.

For example, the recent Nintendo versions are not supporting on Nintendo 2DS and 3DS, but are on the 'newer' 3DS and 2DS XL and 3DS XL models. This highlights an ongoing concern about the proliferation of technology and sustainability of audiences being able to afford new consoles just top play a game.

There is evidence to suggest that mobile and hand-held devices are really driving the sales of Minecraft forward. For example, the release of the Playstation Vita version of Minecraft boosted sales of Minecraft by 79%, outselling PS3 and PS4 releases of the Playstation console. The appeal is being fuelled by a new generation of gamers who prefer hand-held devices over traditional consoles.



How audiences are grouped and categorised by media industries, including by age, gender and social class, as well as by lifestyle and taste.

Minecraft has universal appeal. It is useful to explore how such a game can appeal to different ages, genders and audiences from different social and cultural backgrounds. The variety of different modes is certainly a contributing factor to the game's success, but also the way in which audiences can control and shape their own worlds and create new identities through mods and altering textures, maps and craft kits.

How media producers target, attract, reach, address and potentially construct audiences.

Minecraft and subsequent versions and variations of the game offers familiar pleasures to existing fans along with new elements to target a wider audience. The creation of Minecraft Realms was a well-considered way to attract and encourage audiences to use the game on dedicated servers and increase subscription revenues. There already exists an established network of fans across the internet who share game footage, tutorials, mods and hacks so that gamers can get new experiences from 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 there was little work to advertise the original version of Minecraft; it was simply word of mouth across forums that created a buzz about the game. Now that Minecraft is established and owned by a division of conglomerate, the methods used to distribute and market game are similar to popular mainstream releases.

The interrelationship between media technologies and patterns of consumption and response.

YouTube, Facebook and online fan communities has enabled Minecraft's audience to have an active voice in its ongoing production through detailed feedback and commentary on modifications and beta tests. There are several niche forums that should also be investigated across the internet.

How audiences interact with the media and can be actively involved in media production.

The establishment of Minecraft Marketplace is a great example of the industry listening to their audiences (fans) and allowing the trade of different maps, textures and 'adds on' in a legitimate setting. The nature of the game has also allowed audiences to learn new skills, such as programming.

There are several prosumers on Youtube and across blogs who have their own dedicated channels discussing Minecraft, offering tutorials or who just want to show off their gameplay or promote their own maps.

12/2/19 L/O:TO EXPLORE THE APPEAL AND CHANGES IN THE GAME MORE FULLY.
GET INFO OF MISS' BLOG


"Minecraft is this generation's Super Mario"
Modding and Extensions

Minecraft is home to a vibrant 'modding' community, with thousands of mods available to manipulate or extend your gameplay. 

Independent research on the way Minecraft was used to penetrate these two industries: Education & VR.

Minecraft: Education Edition is an educational version of Minecraft specifically designed for classroom use. It is being developed by Mojang AB and Microsoft Studios and contains features that make Minecraft easy to use in a classroom setting.(look at the links on miss' blog)


14/2/19 exam Question 1

WHAT IMPACT DID THE ACQUISITION OF MOJANG BY MICROSOFT HAVE ON MINECRAFT? (15 MARKS)

P1 INTRO - What was the deal? How much? Why? (3 Marks).
P2 - What were people talking about in relation to this acquisition? State one positive and one negative thought people had with an explanation (4 Marks).
THE IMPACT MICROSOFT HAD WITHIN ONE YEAR.
P3 - Virtual Reality (3 Marks).
P4 - Education (3 Marks).
P5 SUMMARY - Answer the question. Impact positive or negative (2 Marks).



Microsoft acquired Minecraft for $2.5 Billion, Mojang and Minecraft will join its ranks. They also continued to make the game available across iOS, Android and PlayStation as well as on Xbox and PC

The title, which has sold over 54 million copies, allows players to build structures with retro Lego-style blocks, as well as explore a large map and battle others. Minecraft is one of the top-selling apps on both Apple's iOS store and and Android's Google Play, and has recently been released for the Xbox One and PlayStation 4, further boosting sales.


Last month, it was the third most popular console game, according to market research firm NPD Group, despite being on sale for a while. The game's developer, Mojang, which was founded in 2009, brought in over $100m in profit last year, and employs about 40 people. Microsoft said the Mojang team would join its game studio, which is responsible for titles such as Halo, Forza and Fable.

The Marketplace is Microsoft’s first step toward monetizing the rest of the Minecraft ecosystem, which involves modifications to the game that players download and install on their own. 

PICK ONE AND DO IN THE HALF TERM
  • Explain the impact of digitally convergent media platforms on video game production,distribution and consumption. Refer to Minecraft to support your answer. (15 Marks) photo on phone.
  • How does the interrelationship between media technologies and patterns of consumption and response work in relation to minecraft? (15 Marks)

  • How do media industries target audiences through the content and appeal of media products and through ways in which they are marketed, distributed and circulated? (15 Marks)
Minecraft was originally owned by Mojang, who are a very small company and weren't well known at the time of Minecraft's release so the only advertisement they had was word of mouth. After it was taken over by Microsoft, Minecraft changed the way that it was advertised, such as trailers for the game packs and experiences and posters, this helped Minecraft grow even more internationally and generated great amounts of revenue for the company. Minecraft also created merchandise in order to advertise the product more.
Microsoft made Minecraft available on multiple platforms so therefore its audience grew as it wasn't limited to only a few platforms and they could then also play with their friends and it wouldnt be dependent on what device their friends have. Microsoft care about what their players want so they have online forums in which players can discuss their likes and dislikes about the game.
Minecraft have created extension packs to improve the game which players can decide whether they want it or not.


BBC RADIO 1 BREAKFAST SHOW

26/2/19 
L/O: TO RESEARCH THE BACKGROUND AND INDUSTRY BEHING THE BBC RADIO 1 SHOW.

BBC=British Broadcasting Corporation
What is Public Service Broadcasting and what does this mean for the BBC?

In the United Kingdom, the term "public service broadcasting" refers to broadcasting intended for public benefit rather than to serve purely commercial interests. The communications regulator Ofcom requires that certain television and radio broadcasters fulfil certain requirements as part of their license to broadcast. All of the BBC's television and radio stations have a public service remit, including those that broadcast digitally. BBC have to follow certain requirements as they are publicly funded and don't use adverts like all the other channels
How is the BBC funded?

A conundrum in public service broadcasting is how to ensure that a publicly-funded broadcaster can remain independent from political control. The licence fee is a necessary, if not sufficient, part of the solution. It ensures that it is the British people who pay for the BBC, not the government. BBC licence fee to rise by £3.50 in April. The UK's annual television licence fee is to rise to £150.50 from £147, the government has announced. The increase, which will come into effect on 1 April, follows last year's rise to £147 from £145.50.

Who are the target audience for BBC Radio 1? What are their expectations of The Breakfast Show?

The remit of Radio 1 is to entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech. Its target audience is 15-29 year olds and it should also provide some programming for younger teenagers. The target audience therefore expect light hearted funny banter, they also expect popular music and celebrity appearances on the show.

Radio 1 Breakfast Show: times, presenters (NG & GJ), audience figures, regular features.

The Radio 1 Breakfast Show. Radio 1 Breakfast is a radio show that is broadcast across the UK from 6:30am to 10am on, Monday to Thursday. The show is the most listened to broadcast on BBC Radio 1. It is hosted by Greg James who took over from Nick Grimshaw on 20 August 2018 as the show's 16th presenter. When Greg James left the figures went up by 240,000.
On 11 July 2012 it was announced that Grimshaw would replace the long-standing Chris Moyles as host of The Radio 1 Breakfast Show. The last live show was broadcast on 12 September 2012, although the last show broadcast under the show's name was a pre-recorded episode entitled "The 1000 Albums Show". His first programme was on 24 September 2012.
Greg James began his tenure as host of the breakfast show on 20 August 2018. Roisin Hastie reads the bulletins for Newsbeat every half-hour except at 09:00. Features include Yesterday’s Quiz and the Ten Minute Takeover, alongside Game of Phones and Unpopular Opinions.

How can audiences access The Breakfast Show?

The audience can listen live on the radio or watch online. If not then they can watch on catch up later online, therefore it is easy to access.



OWNERSHIP AND FUNDING.

The BBC is funded by the Television licence fee. In 2016/17 Radio 1 had a budget of £34.7 million (over £6m less than it had been in 2013/14). Radio 1 costs 1.2p per user hour (about the same as Radio 4 and less than a quarter of Radio 3).
The BBC is a Public Service Broadcaster, producing programmes for the benefit of the public, funded by the public, not owned by the state and not driven by commercial interests. The BBC's first director general, Lord Reith introduced many of the concepts that would later define PSB in the UK when he adopted the mission to 'inform, educate and entertain'.



PUBLIC PURPOSES

The BBC is a public service organisation. Our five public purposes are central to us serving the public and help us achieve our core mission to inform educate and entertain.


OWNERSHIP AND FUNDING

The BBC Radio 1 service licence states Radio 1's remit is 'to entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech. 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'.


'TO INFORM, EDUCATE & ENTERTAIN'

Analyse the Radio 1 Breakfast Show Homepage. How is it made clear that they are fulfilling the remit to: entertain and engage a broad range of young listeners with a distinctive mix of contemporary music and speech. Its target audience is 15-29 year olds.

 This shows a bit of the education side as it is facts.This shows comedy which is entertainment.
Range of music.

05/03/19 L/O:TO MAKE NOTES ON A SPECIFIC EPISODE.


News Stories? How many are ‘serious’ & how many are ‘celebrity’ news stories?
Tribute song for Keith Flint from The Prodigy who died at 49, meaning the show can have a serious side to it. Also talk about smear tests and knife crime. Weather. Tax will go up. Cabin crew staff don't have to wear makeup and can also wear trousers if they want to. Luke Perry death.

Examples of how the show ‘informs, educates & entertains’:
Celebrity news such as Keith Flints death, informs us. Health and Sport educates us. Then for entertainment he plays chart music that everyone will like and talks about the final question in 'who wants to be a millionaire' that the contestant turned down.

Quotes from the show to remember:

Examples of the show being challenging, original, innovative and nurturing UK talent?
'Yesterdays quiz' is original because no other radio shows do this. Greg James plays his 'tune of the week' showing nurturing UK talent. He also keeps on going back to the audiences tweets and opinions online.

Key ways the show targets its audience? (Key words only)

  • 10 minute takeover.
  • Sharing audience tweets.
  • Chart music.
  • Yesterdays quiz.
  • Lol-athon.
Fun stuff? Games or quizzes?
  • Yesterdays quiz
  • 10 minute takeover
Special features? Key talking points?
Comedy- Greg reads out tweets in response to 'if your mum was president, what slogan would she have?' - also audience engagement.

Hosts, guests and interviews?
  • Greg James
  • Rosheen Hastie
  • Ruth-random member of the public
  • Clare Balding.

12/03/2019 - L/O: TO RESEARCH THE HOST AND PRODUCTION PROCESS.

Greg James is an English radio DJ, television presenter and author. He hosts The Radio 1 Breakfast Show on BBC Radio 1 and co-presents the BBC television series Sounds Like Friday Night. Greg is 33 years old. 

https://www.bbc.co.uk/academy/en/articles/art20170619095219011










19/03/19 L/O: TO EXPLORE THE DISTRIBUTION OF THE SHOW.

How can people listen to the breakfast show?

  • Online, or online later on catch up. 
  • A feature called best bit.
  • Normal Radio.
  • Long Wave - old radio.
  • TVs.
  • Phones - Apps (BBC sounds)
  • Digital music players.
  • Digital audio broadcast.
  • Interviews on Youtube.





What impact has digital convergence had on The Radio Breakfast Show? State and explain one positive and one negative point. (4 marks)

The impact that digital convergence has had on The Radio 1 Breakfast Show is positive because instead of only being limited to listening live on the radio they can listen on catch up later if they missed it or they can listen live on a different device other than a radio if they don't have a radio, they can listen on phones, TVs etc. A negative impact this may of had is if people know they can just listen later then they might just start getting less and less people listening live, causing their viewer count to drop which may affect whether they can run the show or not for one as they may need a minimum amount of people listening in in order to keep it running, plus in the sections where they have audience interactivity, if they haven't got many people listening then it may make it harder for those features to run smoothly. Also if they have something planned for a certain time of day it may not make much sense when people listen later.

How has the show been adapted in order to cater for an increase of listeners not listening live?
Apps etc.



How does The Radio One Breakfast Show attempt to interact with its audience? You must refer to at least two media platforms (Print media, Broadcast media and E media) in your answer.(8 marks)

  • Example 2 things that they do ON the show.
  • Example 2 things that they do OFF the show.
  • And what impact does this interaction have on the audience?
The Radio One Breakfast Show interacts with audience 

FINISH AT HOME WITH MY HOMEWORK.

21/03/19 L/O: TO EXPLORE THE INDUSTRY REGULATIONS AND RATINGS.

Celebrity news such as Keith Flints death, informs us. Health and Sport educates us. Then for entertainment he plays chart music that everyone will like and talks about the final question in 'who wants to be a millionaire' that the contestant turned down.
INFORM:

  • Celebrity news, such as Keith Flint's & Luke Perry's Deaths.
  • Smear Tests.
  • Knife Crime.
  • When the tax goes up.


EDUCATE:

  • Health and Sport features.
  • Smear tests
  • Knife crime


ENTERTAIN:

  • Playing chart music and popular music that everyone will like.
  • Yesterdays quiz.
  • Lol-athon.

How does the Radio 1 Breakfast Show fit into the BBC's ethos of 'informing, educating and entertaining'? Use a specific episode of your choice to support your answer.
(Two points made and explained for 'informing, educating and entertaining' each worth four marks)

The Radio 1 Breakfast Show fits into the BBC's ethos of informing by informing us of celebrity news that is occurring throughout the world which we may not know about if we didn't listen to the show. News that was spoke about on the episode I watched was informing us about a few celebrity deaths that had took place, such as Keith Flint and Luke Perry. Another way The Radio 1 Breakfast Show fits into the BBC's ethos of informing is by telling us when the Tax rate goes up and by how much, this is helpful and informative since some people may not realise the tax is going up so at least if they are listening to the show then they will know now.

The Radio 1 Breakfast Show fits into the BBC's ethos of educating by teaching us about the importance of smear tests, this is educational as there are so many woman who are putting off having a smear test as they are too scared but they don't realise the full extent of the consequences of not having a test and then find out they have cervical cancer when it is too late to help it. Another way The Radio 1 Breakfast Show fits into the BBC's ethos of educating is by talking about Knife crime, this is quite a serious subject considering the amount of knife crime going on in the world at the moment, so The Radio 1 Breakfast Show is trying to educate us by raising awareness off knife crime and why you shouldn't carry a knife around with you as it causes more danger as most of the attacks are from people with knifes to someone else who has a knife on them.

The Radio 1 Breakfast Show fits into the BBC's ethos of entertaining by playing popular chart music. This entertains as the target audience of 15-29 year olds will like the music and therefore listen more as they know that Greg James is playing music they like to listen to, therefore entertaining them. Another way The Radio 1 Breakfast Show fits into the BBC's ethos of entertaining is by including a feature that involves the audience, Greg reads out tweets in response to 'If your mum was president, what slogan would she have?'. This entertains as the tweets he gets in response are funny and will make everyone who is listening laugh, which makes it fit into the entertaining ethos.


Top 3 BBC Breakfast shows with listener statistics.

  1. Radio 2-9065000 listeners. 
  2. Radio 4-6798000 listeners. 
  3. Radio 1-5111000 listeners.

Top Commercial Breakfast show.

Absolute Radio-2165000 listeners??
Capital Radio-3597000 listeners??

Who regulates the radio.
Ofcom.

Listening figures and trends.

Who is RAJAR and what do they do?
RAJAR stands for Radio Joint Audience Research and is the official body in charge of measuring radio audiences in the UK. It is jointly owned by the BBC and the Radio centre on behalf of the commercial sector.

What current trends can you identify from their latest data release about how and where people are listening to the radio?



Look at the latest listening figures. How many people are listening to the BBC radio?

What other radio stations are popular? How do the listening figures compare? Who is their competition?






























26/03/19 L/O: TO CREATE AN EFFECTIVE REVISION GUIDE.

Radio listening figures are at an all time low, with the Radio 1 Breakfast Show pulling in 2 million less listeners compared to 2010. Explain the reasons why radio listenership is decreasing. Refer to a specific example in your answer. (12 marks)

Explain, in general, the reasons for decreasing figures. (2 marks)
The specific example will use The Radio 1 Breakfast Show. Briefly introduce the breakfast show and state its target audience. (2 marks)
State statistics about the listenership compared to previous years/hosts statistics. (2 marks)  
Use your research and knowledge of how the show is available on different platforms to state and explain three reasons why less young people are listening to the radio live. (6 marks)
Hints/Tips:


  • Young demographic more reliant on a smart phones and pick and choose what they listen to - may use the app to listen to podcasts or Youtube to listen to key sections of the show only.
  • The change of host? Criticism etc.
  • Competition from other stations?

The reason for decreasing figures is because of apps such as Spotify and Apple music where you can listen to the songs you want to for a monthly fee, or Youtube where you can listen to the songs you want to for free but are just unable to exit the app. These have created a decrease in radio listening figures since people can now pick and choose what they want to listen do they don't to sit through thousands of songs they don't like just to hear the one they do like. 
The Radio 1 Breakfast Show has a target audience of 15-29 year olds, it has had multiple different hosts over the years, the longest running host they had was Chris Moyles for 8 and a half years, then Nick Grimshaw. The Radio 1 Breakfast show consists of Games and quizzes that involve the audience, quizzes such as 'yesterdays quiz'.
The last host of The Radio 1 Breakfast Show was Nick Grimshaw and since him leaving and Greg James taking over, the show has been said to have (15 MINUTES) been an increase in listeners by 240,000. Nick Grimshaw was a host for nearly 6 years when he decided to step down as host, he mentions the fact that he hasn't had a good nights sleep in a long time. Greg James and Nick Grimshaw swapped their shows so that Greg James has the Breakfast show and Nick Grimshaw has the Drivetime show which is 4pm-7pm.
Less young people are listening live because of the wide range of ways they can now listen, they can listen online later so it means there isn't really a need for them to get up early and listen to the radio if they don't have to. (NOT REALLY FINISHED TO BE HONEST, 25 MINUTES)

The music is largely playlisted - what is going to be played on daytime Radio 1 is decided by a committee; they choose around 40 records each week for repeated daytime play (A-list records get 25 plays a week, B-list 15, and C-list 8-10)
Choices are partly guided by what's already popular with young people online; many older artists are not included as the network is trying to keen an under 30 audience.
There is also a Brit List which helps push featured new British artists - again to make the output less globally homogenous and to make it more distinctive.
The Annual Report 2016 says that BBC Radio 1 continued to champion UK music to a young audience, with 61% of all additions to its playlist coming from UK artists in 2016. Radio 1 and 1 Xtra's listeners volunteered their time to UK charities through the hashtag '1MillionHours'. Radio 1's videos have received 1.4 billion views on YouTube and the station's four inspirational Teen Heroes were welcomed to Kensington Palace by the Duke and Duchess of Cambridge. 1 Xtra Live outreach sessions enabled young people in Liverpool to learns about the music industry from the stations' DJs, and BBC Asian Network Live represented the best in Asian music championed by the station.

Regulation:

Ofcom holds the BBC to account, ensuring it keeps to its Charter and Agreement (which were renewed in December 2017).
'The Mission of the BBC 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'.





























Comments

  1. Disney research HWK - this is unfinished and very brief. More detail would help you understand the company.

    Film summaries - good overviews but look carefully at the themes. You also haven't explained any key differences as asked.

    1960s - good timeline. Do you think it will help you when it comes to revision??

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  2. Disney notes - good notes but your question responses are very brief in many areas. You need to practice answering in full with detailed explanations and examples.
    Your Brand Identity Q (Lesson 8) doesn't really answer the question and your exam response is missing.

    Minecraft - good notes so far. Please make sure you complete the notes for Lesson 11.

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  4. Exam Practice (Minecraft): WWW - you've mentioned some of the appeals of Minecraft and some details
    NTT - don't forget that Minecraft was incredibly successful BEFORE Microsoft bought it. You need to explain how this happened too. You need to write in more detail overall.

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  5. Minecraft exam practice: you're not writing enough for a 15 mark question. You've got all the details but aren't analysing and linking to the question.

    Radio 1 - good notes and shorter exam questions. You're missing the episode analysis. Longer exam essay is good in terms of covering all aspects but you need to work on your academic writing style.

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