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Showing posts from October, 2024

charity adverts

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  The audience has been presented with the picture to see the impact of domestic abuse and make them disgust and sympathy for the children who are subject to seeing it and worry for what effects it will have on them. media language graphic nature/ realistic visual of parents in the brain acting as a metaphor for it being scratched into his brain  bowed head= hopeless  3 part structure  Charity adverts use shock and fear to get people to donate by making them understand the severity of of the situations that people are in. -empathy -guilt -inform -upset audience True or False 1.F 2.T 3.T

PlayStation homework

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Brief history Ken Kutaragi when attending a Sony presentation at their research center in 1984 was amazed by their system G which was a workstation that provided broadcasts and 3-D computer graphics in real time. Kutaragi noticed Nintendo's NES poor sound quality and persuaded Sony to make a stronger sound chip for Nintendo's SNES. Sony didn't want to get involved in gaming but attempted to make a deal with Nintendo that they would make a CD-ROM attachment for the SNES making it the most powerful console and it would be marketed as a separate console but Nintendo declined.   Due to frustration with Nintendo Sony started development of the first PlayStation that was released on the 3rd of December 1994 in Japan. Due to the success of the console Sony continued to produce PlayStations and to this day there has been four more consoles PlayStation 2, PlayStation 3, PlayStation 4 and PlayStation 5. The PlayStation 2 was the most successful console of all time due to the multifun...

Evolving media - Animal Crossing

 Paper 2 is titled 'evolving media'. The focus is on how media industries change, adapt  Animal Crossing new horizons IP- Intellectual property  Making media  3 main stages of making media Production, Distribution, Exhibition/ consumption/ exchange Production- making it Distribution- Marketing and getting it out there Exhibition/ consumption/ exchange- the audience engaging with the product Animal crossing- basic context Animal crossing: New Horizons is part of a franchise of video games developed and published by Nintendo. The series has been running for over 20 years, with the original game produced in 2001. It is a social simulation game- it emulates aspects of real life such as making friends, hobbies and house decoration. It was concepted and created by Katsuya Equchi and Hisashi Nogami. It was anounced by Nintendo in 2018 but released in 2020. Quiz 1. Zelda, Mario, Splatoon 2.Audience, industry 3. Radio one, Shang-chi 4.Production, Distribution, Exhibition 5. 2...

Dove

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Historically, Dove has represented women in their adverts as very glamorous and conventionally attractive with a very feminine look. They are often show bathing but wearing lipstick, eye shadow and nail polish. In 2002 Dove rebranded and did research and found that most women do not describe themselves as beautiful and 68% think they are average and believe that media creates unrealistic beauty standards that makes women feel worse about themselves. With this data Dove created the campaign called 'Real Beauty' by using normal people in their advertising to highlight the problems with hyper reality that them moved towards the 'evolution' campaign to show the world that they are being lied to by the beauty industry. Final thoughts Dove challenges beauty standards that are created and blown out of proportion by the beauty industry. The 'good mother' stereotype Over many years , the media has constructed a societal stereotype of the mother as a woman who cooks, clea...

Audience and Identity

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  Motivation model   Maintaining audiences Updates DLC Limited time events Competition Discounts Competitors Online multiplayer Discounts Advertisements Social media Streamers Age rating Animal crossing- PEGI 3 One way to appeal to a wide audiences is to keep your age rating low Like films, video games are regulated for content. Video games are rated by PEGI However, it is difficult to regulate online, user-generated content such as voice chat Types of Player Casual- dabble in games but in short sessions or infrequently e.g a mobile player using a phone on a commute Core- regularly play games, but are not super serious or competitive Hardcore- have high end equipment, play often for extended periods of time, and often competitively Universal appeal- all three types of player can engage with Animal crossing. This led to it becoming the 13th highest selling game ever. Casual- intended audience for Animal crossing. The hybrid functionality of the switch allows casual users to com...