Wednesday, 16 January 2019

LFTVD - Stranger Things: Conventions


Conventions: 

  • High Quality drama
  • Multiple episodes, hours, years
  • Content can be dark and difficult but innovative
  • Time shifting
  • Easily accessible 
  • Attracts some of the best and innovative writers and actors
  • More personal 
  • Challenges the simplistic story lines and stereotypical characters  
  • Reflection of whats happening - politics
  •  HBO launched the sopranos in 1999 (to 2007), which was a huge commercial and critical hit
  • Increasingly these shows were about the crisis of us identity and *hegemony 





*leadership or dominance, especially by one state or social group over others.

Tuesday, 15 January 2019

LFTVD: Introduction Lesson



TV Drama:

L     I     A     R
A    N    U     E
N   D     I      R
G   U     D    E
U   S     E     S
A    T     N     A
G   R     C     T
E   Y      E     I 
                     O 
                    N


  • Long Form TV Drama (LFTVD)

     > Invested and addicted
  • US network broadcasters must satisfy their advertises
      > Are controlled by federal regulations 
  •  HBO launched in the 1970s (1st cable tv channel)
  • Cable channels are able to take more risks with content and form
      > UK broadcasters fail to make these risks and this is shown through well known British period dramas (Downtown Abby) as well as the popularity for US dramas in the UK
  • Commissioning remains tightly controlled and conservative in outlook
  • ABC1 Audience - Big earners
  • Channel 4 found foreign language / subtitled LFTVD are rating winners 
  • Advertising has a big impact on LFTVD 
  • Social media plays a big role

  • Platforms:
     > 3/4 of  households (UK) have Personal Video Recorders (PVR) uptake but it has plateaued 
     > Use of *time-shift is increasing
     > Growth of SVOD
  • Netflix dominates with 24% of UK market with 5 million subscribers 
      > 10% growth 2015 - 2016
  • Binge-watching started with DVD in the later 1990s
  • There has been a move from'water cooler' TV to 'shared universe' fandom

  •  LFTVD often uses Easter Eggs and mid season breaks to generate intensity and maintain media profile
  • Easter eggs - long running jokes hidden in TV shows 
      > Starts a conversation 
      > Want to spot them first 
      > Really invested into the program 

  • High production value 
  • Multiple episodes 
     > Could go on forever 
     > Watch when you want 



* time-shifting - watch whenever you want

Wednesday, 28 February 2018

Video Games: Minecraft - Creating Merchandise



Creating Merchandise:

Task: Minecraft are looking to create some new merchandise. Look at previous products and come up with a brand new piece of merchandise. Think about who your target audience will be and create an advert in a magazine showing off your new product.

My product: 


Tuesday, 27 February 2018

Video Games - Minecraft: Essay

Minecraft Essay

Write an introductory essay to Minecraft: Explain what it is, give an outline of the game's history and explain why it has been a commercial and critical success (Approx. 700 words or 2 sides)

Minecraft is a sandbox computer game created and designed in 2009 Marcus “Notch” Persson and fully and published by Mojang. A sandbox game is one with an open structure, players are free to explore the game’s environment and are able to express themselves creatively within the game. Minecraft players build structures creating a 3D world that some players get lost playing for hours.

When Notch started Minecraft, in summer 2009, he was on his own. Notch had to fund the game as well as get it out to gamers. He had created a basic game, which had elements from other games like Dwarf Fortness and Infinimer. A month later, he charged people €10 (£8) to download the game, Minecraft sold 40 copies that first weekend. Every Friday, Persson updated the game by adding features. In summer 2010, Persson set up Mojang who had worked at Flash-games developer King.com and Manneh.

Since Minecraft was released back in 2009, it has been a commercial success. It is currently the second best-selling game ever made as is estimated that 55 million people play Minecraft every month. The company is worth around £1.09 billion, due to it being brought out by Mojang in 2014. There are many reasons as to why it has become such a commercial success since 2009, one of the most important reasons is its growing popularity. Minecraft is a worldwide game being played in countries like the US, Norway and Australia. This worldwide success means that there is an increase in sales therefore generating a larger profit as well as having a bigger availability. Popular forms of social media such as Facebook and YouTube have also played a significant role in helping to popularize it and advertising to others to play. Fan account can be set up to trade ideas and skills or to simple discus the game therefore creating more of a conversation and social aspect to Minecraft. Youtube has been another way Minecraft has become popular. Many gamer channels film themselves exploring the world they have created. This appeals to not only beginner who can learn the basics and how the game works, but it also appeals to people who want to start creating more complexed structures and games. These videos have becoming extremely popular and get over a million views.

In addition to this, another reason for commercial success, is the spin off games and merchandise created since the release of Minecraft as well as developments made to the game. Spin off games like “Minecraft, Education Edition”. This game appeals to a specific demographic, which benefits the business as they are targeting a wider audience therefore creating more sales. This brings a fun way of learning to children and influences them to want to expand their knowledge. It also creates conversation in the playground and then at home meaning parents are more likely to purchase the game as it has an educating factor as well as being really enjoyable to play. The merchandise that is created and sold across the world and promotes and advertises the game. This is really important for Minecraft’s success as when it was released in 2009 they didn’t have a huge marketing platform so relied on gamers talking about Minecraft, meaning the buzz was created by conversation rather than the typical TV advert or bus poster. The game has received millions of dollars in merchandise revenue from T-shirts to toys. Minecraft has also got its own convention, Minecon, which began just 2 years after the game was created. The convention has taken place in places like Las Vegas, Disneyland Paris, California, London and Orlando which expands their global marketing and attracts even more customers.

Furthermore, another reason to why Minecraft is commercially successful is due to its different platforms. Xbox, Windows 10, Windows phones, Nintendo Wii U, PlayStation and Android phone can all be platforms to play Minecraft. This creates accessible for a wider audience meaning more people are able to play. By having such a wide platform to play the game, it creates more sales therefore making a larger profit. As Minecraft generates more money, new concepts and ideas can start to be developed. This not only brings in new players but ensures keeping the current players.



Sunday, 25 February 2018

Video Games: Minecraft - Essay Question Practice




Essay Question Practice:

Q. Explain the impact of digitally convergent media platforms on video game production,
distribution and consumption. Refer to Minecraft to support your answer.

Use Minecraft to support your answer throughout.

Explain the Impact: Tell the examiner about the importance
Since Minecraft was released back in 2009, it has been a commercial success. It is currently the second best-selling game ever made as is estimated that 55 million people play Minecraft every month. The company is worth around £1.09 billion, due to it being brought out by Microsoft in 2014.
Digitally Convergent Media Platforms: Devices that link us to shared content via a network
Minecraft’s reach has spread to multiple platforms and can be accessed by Xbox, Nintendo, PlayStation, PC, and from hand-held devices such as iPads, iPhones, tablets and other android products. There are various modes which the game can be played on, such as survival or creative however players have the opportunity to play by themselves in single-mode or together on multiplayer mode. This encourages individual creativity as well as teamwork. Players, primarily children, have described the game as ‘fun’ and ‘creative’.
Video game production: Creating a Video Game
The game was initially created in 2009 by Swedish developer Marcus ‘Notch’ Persson, and it was initially a spin-off of an open source game called Infiniminer, and eventually, the initial ‘Cave Game’ name was changed to ‘Minecraft’ for its first alpha release. This independent development style, with regular updates just simply under ‘Notch’ lasted until December 2010, when the game became so large that Notch formed Mojang AB, which became the developing company of the game, and hired staff to aid in the consistent development of the game. Mojang remained an independent company, and the only publisher of the game up until September 2014. By then, Mojang was worth many billions of dollars, and was purchased by Microsoft. Mojang, despite being a Microsoft company still however exists, and still develops the game as it always did (although there is more inclusion of Xbox LIVE services), despite the departure of Notch from the development team around them.


Distribution: How it circulates, is marketed and is advertised


Consumption: Audience purchasing the game


Audience pleasures from playing the game.


Conclusion:



Video Games: Minecraft - Distribution


Friday, 23 February 2018

Video Games - Minecraft Timeline



Minecraft Timeline

2009:
April 29th: Infiniminer is released by Zachtronics Industries, it was regularly updated and became open-source less than a month later this is where Notch got the inspiration for Minecraft

May 10th: Development on Cave Game started using RubyDung, (an abandoned game project by Notch), and Infiniminer as a basis for the code

May 13th: Java: First video of Cave Game, block placement, first Mobs (Humans), physics created.

May 14th: Renamed to Minecraft: Order of the Stone, a suggestion on the Independent Games Wiki

May 16th: Java: Early private testing among TIGSource members/

May 17th: First release of the game, shortened to Minecraft

May 21st: Accounts can now be registered

May 24th: An official Minecraaft Forum is opened

June 1st: Java: First Multiplayer test, Notch starts new job at Jalbum

June 8th: Java: Multiplayer released

June 14th: Java: Custom Skins released

August 4th: Java: First elements of Survival

August 18th: Java: Introduction of Health

October 22nd: Passwords can now be changed

October 20th: Beginning of SURVIVAL TEST

December 22nd: Hayden Scott-Baron becomes the Minecraft Artist

December 23rd: Minecraft for Java passes to Indev development stage

2010:
January 13th: Minecraft passes 100,000 registered users

January 21st: Minecraft can now be gifted to non-premium players

February 27th: Minecraft for Java passes to Infdev development stage, introduction of infinite maps

June 17th: Minecraft passes 20,000 sales

June 18th: Java : Seecret Friday Update 1 released. Minecart system introduced

June 25th: Java : Seecret Friday Update 2 released. Dungeons introduced

June 30th: Minecraft for Java passes to Alpha development stage (Alpha 1.0.0), price raised from 5.00 € to 10.00 €, it is now possible to play on a client window.

July 3rd: Java : Seecret Friday Update 3 (Alpha 1.0.1) released. Redstone introduced

July 9th: Java : Seecret Friday Update 4 (Alpha 1.0.4) released. Winter Mode introduced

July 16th:  Java : Seecret Friday Update 5 (Alpha 1.0.6) released. Boats and Large Trees
introduced

July 22th: Java : First over-the-internet test of Survival Mode Multiplayer

July 23rd: Java : Seecret Friday Update 6 (Alpha 1.0.11) released. Bricks and Slimes introduced

July 30th: Java : Seecret Friday Update 7 (Alpha 1.0.14) released. Chickens and Music Discs introduced.August 4th: First release of Survival Multiplayer (Java Edition Alpha 1.0.15)

August 20th: Java : Seecret Friday Update 8 (Alpha 1.0.17) released. Fences introduced

August 31st: Minecraftcon, a spontaneous gathering of over 50 fans after a call by Notch, is held in Bellevue, Washington

September 2nd: Notch, JahKob and Carl Manneh return from the trip in the U.S.

September 10th: Java : Seecret Friday Update 9 (Alpha 1.1.0) released. Compasses introduced

September 18th: Java : Seecret Saturday Update 10 (Alpha 1.1.1) released. Sneaking introduced. Minecraft technically becomes free-to-play for the weekend, due to the login server not working correctly

September 23rd: Minecraft Classic is available again on Minecraft.net

October 30th: Java : Alpha 1.2.0 "Halloween Update" released. Nether introduced

December 20th: Minecraft for Java passes to Beta development stage (Beta 1.0), price raised from 10.00 € to 15.00 €

2011:
January 12th: Minecraft surpasses 1 million sales

January 13th: Java : Beta 1.2 released

February 22nd: Java : Beta 1.3 released

February 4th: "Minecraft - Volume Alpha", the soundtrack of the game by C418, is released

February 31st: Java : Beta 1.4 released

April 19th: Java : Beta 1.5 released

May 26th: Java : Beta 1.6 released.

June 1st: Minecraft: Pocket Edition is first shown on a Youtube video

June 6th: Microsoft reveal Minecraft: Xbox 360 Edition at the E3 conference

June 30th: Java : Beta 1.7 "Piston Update" released

July 1st: Minecraft passes 10 million registered users

July 30th:  Minecraft T-shirts are made available on Battlefield Heroes for the 30-31 of July week-end only as a form of "neighborly friendly cross-promotion" between DICE and Mojang

August 5th: Notch receives a 15-page letter from Bethesda Softworks, threatening him with a lawsuit if he doesn't change the name "Scrolls" (which is too close to "The Elder Scrolls", according to Bethesda) for his next game. A little while before this, Notch had already been warned by Bethesda's lawyers about this problem, and had suggested a compromise in which he would never put any word before "Scrolls"

September 14th: Java : Beta 1.8 "Adventure Update" released.

November 13th: Java : "Sound Update" released.

November 17th: PE : First iOS release (Alpha 0.1.2)

November 18th: MineCon 2011 is held at Mandalay Bay, Las Vegas, Nevada. Over 4,500 people from 24 countries attend to it. On the same day, Minecraft 1.0.0 for Java edition is officially released, price is now 20.00 €

2012:
January 24th: LEGO announces that the LEGO Minecraft project has passed the 10,000 required votes

March 12th: The "Elder Scrolls vs. Scrolls" lawsuit has an outcome = Mojang can call their game "Scrolls", but no sequel using this name will be allowed

May 9th: Minecraft: Xbox 360 Edition TU1 officially released

August 2nd: MineCon 2012 is officially announced on a promotional video to be in Disneyland Paris on November 24–25

September 6th PE : Alpha 0.4.0 released for both iOS & Android

November 6th: Minecraft gift cards are available in physical stores in the US. This is the first time Minecraft can be bought without a credit card

November 24th: MineCon 2012 is held at Disneyland Paris, France

November 25th: Second day of MineCon 2012. MineCon 2012 capes released. Minecraft 1.5, also known as "The Redstone Update" is announced

2013:
April 1st: Java : Minecraft 2.0 announced as an April Fools joke

April 5th: Minecraft for Java surpasses 10 million sale

July 20th: Minecraft was announced for the PlayStation 3, PlayStation 4, and PlayStation 
Vita. The PS4 edition will be released on the same day the PS4 gets released for North America (November 15), and Europe, Australia, and Latin America (November 29)

September 2nd: Minecraft for Java surpasses 12 million sales

November 2nd–3rd: MineCon 2013 is held at Orange County Convention Center, Orlando, Florida

December 13: Minecraft for Java surpasses 13 million sales

2014:
April 24th: Minecraft Realms is launched in the United States

May 6th: Minecraft Realms is launched in more countries in Asia and Europe

May 9th: Minecraft Realms is launched in the Oceania region

May 19th: Minecraft Realms is launched globally in all remaining countries

September 15th: Mojang and Minecraft are acquired by Microsoft for $2.5 billion

2015:
March 12th: Minecraft: Console Edition wins a BAFTA Games Award in the family category

March 28th: Minecraft wins a Kids' Choice Award for "Most Addicting Game"

March 30th: Minecraft for Java surpasses 20 million sales

July 1st: Minecraft wins the first ever BAFTA Young Game Designers Hero Award

July 4th–5th:MineCon 2015 takes place in London

July 4th: MineCon receives the Guinness World Record for Largest Convention for a Single Video Game

September 3rd: Minecraft is nominated for a Golden Joystick Award in the Best Family Game category

December 7th: Minecraft announced for the Wii U

2016:
February 2nd: Minecraft: Story Mode is nominated a Kids' Choice Award for Favorite Video Game

June 2nd: Minecraft is sold for all platforms 100 million times and makes the second best selling games

June 27th: Mojang announces Minecraft: The Movie, the release date for the movie is May 24, 2019 and in 3D and in IMAX

November 1st: Minecraft: Education Edition officially launched

2017:
February 2nd: Minecraft: Story Mode is nominated a Kids' Choice Award for Favorite Video Game, for the second year in a row

May 11th: Console : Minecraft: Nintendo Switch Edition officially released

August 22th: Minecraft: Story Mode released on the Nintendo Switch

September 13th: Minecraft: New Nintendo 3DS Edition officially released

Minecraft hits 74 million active players and 144 million total sales

Monday, 5 February 2018

Making Radio 1's breakfast show with Nick Grimshaw




http://www.bbc.co.uk/academy/articles/art20170619095219011


  • What are the different responsibilities of presenters and producers?
The produces meet up and organised what they are going to do depending on the celebrities/guest coming in. Want to make the most of the time they have with that person. Deal with the guest, what is to be said and what can't be. Also checking the volume and clarity of the show. Presenter has that interaction with the guest and ensure all questions are asked and covered. Allows contribution from all and what interests both the presenter and producers. The bosses don't make it all about numbers and stats more about the show being real and appealing.They understand that not every show will be great, it depends on whats happening and who is on the show. Its about what the audience wants.
Music team picks the music and programs it so the same song isn't played everyday, its all pre-recorded.

  • What preparation that goes into each programme?
Looking what has happened throughout the day in order to plan for the next day/show. Need to create the script, it isn't a word for word script but it is an outline of what needs to be talked about, but its flexible. It then gives them a structure as to when they talk about it and for how long. Depends on who the guest is or what the game will be. Always thinking what can be put on the radio and what to include. See what guest are around, who they want and sometime people approach them and ask to be on the show. Look at what shows/films are coming out.

  • What's most challenging and most enjoyable about working on the show?
Sometimes have to deal with challenging guests but they normally don't keep them on for long. Get to learn from each others and understand why others did it they way they did. The way they get along means that they get to be professional but also want to come into work. Freedom in what they get to do. Constantly taking in a Whatsapp chat on what they are interested in rather than being made to talk about something they don't enjoy.

  • What are the team dynamics like?
They get on, understand each others needs. They are a close family as they are together for a long time in a square studio room. Bounce off each other to create ideas. Look out for each other during the show, don't really talk during it. Learn from each other and use each others skills to create the best show. Natural chemistry and all get along. Trust one another and trust each others decisions.

  • How can you break into radio?
Go to things that will allow you to develop your skills in that area, volunteer and work for free in small radio stations. Directly approach people in the industry and try and get involved. Keep at it, one rejection isn't a no all or forever. The job is so varied you can get in by lots of different ways. Try lots of different jobs and get as much experience as much as possible.

Thursday, 1 February 2018


TASK: Go online and have a look at the BBC radio programmes on offer today – Look at Radio 1 through to Radio 6.


• Which programmes are most clearly fulfilling their PSB remit?





  • Which audiences are being targeted?

BBC Radio 1:
Under 30s, younger audiences who keep up with what’s current at the moment

BBC Radio 1 Xtra: Young listeners who like to listen to new music as well as live music rather than recorded songs

BBC Radio 2: Age groups of 35+

BBC Radio 3: People from different ethnic backgrounds who have a wide range of music tastes

BBC Radio 4: People who like to keep up with current world events and important notices

BBC Radio 4 Extra: Appeals to really young audiences (under 10)

BBC Radio 5 Live: Sport fanatics

BBC Radio 5 Live sports extra: Similar to BBC Radio 5 Live, the audience is mainly sport fanatics

BBC 6 Music: People with a wide range of music taste dating back to the 60s
BBC Asian Network: Appeals to British Asians 

Friday, 19 January 2018

Jungle Book Essay - Marketing/Circulation


Essay on Marketing/Circulation

Disney is an important diverse business that has significant impact on the industry and audience as they deliver varying content that appeals to a wide audience, this is because Disney is a conglomerate and has lots of different themed films on offer to appeal to different types of audiences for example Star Wars appeals to a more male and older age group compared to Cinderella and other Disney princess films that appeal to young children and families. Furthermore, Disney is also a conglomerate franchise that offers products and services that vary for example films, theme park holidays etc.

Jon Favreau marked the jungle book, first of all with a trailer on Instagram of only 7 second. Provided first looks at Mowgli and the rest of the characters, as well as the first listen we’ve had at the voices being given to them. It’s mostly structured around Sheer-Kan. telling Mowgli that she knows what he really is and promising to keep him safe. Lots of animated animals fight, run and jump throughout the whole thing, which ends with Baloo whistling a recognizable portion of “The Bear Necessities” from the classic Disney movie.  They also used around 10 different posters all of them having different aspects of the movie such as one large poster with all the characters, which then could be turned into 3 different posters separating the characters. They also have individual posters with the characters being alone and facing the camera. Jungle book was also aimed at a more male oriented audience to beat the stereotype of a Disney film. They did this by showing the action packed trailer at the super bowl to try and capture the male audience. 

Disney and the director Jon Favreau have done a spectacular job of realising their new version of The Jungle Book using the sort of sophisticated digital effects familiar from Life of Pi. He introduced the film at D23 Expo film festival, the annual Disney expo where they reveal all their new and oncoming films set to release this year and the following year. It was introduced with company partnerships as well for example Kenzo and the Hispanic television network, Univision, who discovered that Spanish audiences will often purchase cinema tickets in groups. Therefore, they paired up with Disney to integrate some of the new Jungle Book characters into the regular programming on Univision, such as integrating them into the channel identification screens and into talk shows, etc.
Overall, the 2016 re-make of the film took on a much darker, and realistic art style, and also veering on the side of caution, by deciding to integrate some more scarier scenes, such as using the rather deep-voiced Idris Elba to voice Shere Khan, to create this type of sense.  Because of this, Disney can attract a much older audience to the film.

 Disney circulated professional photographs of actors posing with their onscreen counterparts, largely over social media, in order to create conversation about the upcoming Jungle Book remake. These images also added emphasis on the star-studded cast which Disney were so desperate to promote. This was done in order to create more attention surrounding the popular actors, (such as Scarlett Johanssen and Idris Elba).

The poster from the 1967 film is a lot brighter and more colourful, as their attention was for making the film towards a younger target audience. However, in the 2016 poster, the characters appear much more realistic and have more serious faces also the whole poster is a lot darker and there are more shadows, this makes the film seem more appropriate for an older target audience which is what Jon Favreau wanted to do.

Rudyard Kipling was born in India and he spent six years of his adulthood there. Also, he spent the first six years of life in the Indian subcontinent. Jungle Book is set in India as a part of the context. The original film was releases in 1967.
The Disney vault is a policy in which Disney put some of their best films in a vault

Conclusion
To conclude, marketing has obviously changed. You could argue that with its licensing deals with Kenzo and its focus on aggressively targeting a secondary audience to build profits on the back of a family audience who always turn out for Disney films you could argue that Disney have grown smarter and more precise with their planning, however we must also not forget that there are still lots of similarities between the two eras, for example the use of stars and red carpet premieres to promote a film remains in place as does the creation of character posters and trailers as the fundamental basics of  Disney marketing so to me what is  forgotten is that Disney as a conglomerate have always been a master at marketing, it is why they are the number one entertainment conglomerate in the world and  yes some of the practices have changed but the whole reason why there was new version of The Jungle Book in the first place was because of the success of the first film, a success driven by an effective marketing campaign.