Posts

Showing posts from November, 2018

BBC 1 Breakfast Show

Audience  Audience are categorised and measured by RAJAR (Radio Joint Audiences Research), which is the official body in charge of measuring radio audiences in the UK. It is jointly owned by the BBC and the Radiocentre on behalf of the commercial sector. Audience profile for 2015: RQTV framework -Reach: the extent to which the BBC services are used by the audiences -Quality: measured in terms of audience perception -Impact: BBC's content delivers the BBC's public services -Value for money: performance alongside cost -weekly reach: number of people that listen to a station for at least 5 minutes in a given week -Hours per listener: average number of hours listened per week -Appreciation index- based on rating /100 from the BBC's pulse survey -The BBC aims to reflect a diverse young audience for Radio 1: its service license 2016 says it should be, reflecting and representing the whole UK population -Its presenter line-up, music and content should reflect the audi

Jungle Book 2016 Homework questions

1) How did Disney successfully use  cross-media  promotion as part of The Jungle Book’s marketing campaign? Cross-promotion is a form of marketing promotion where customers of one product or service are targeted with promotion of another/ related product. Favreau was aware of the inter-relationship between the making of a film and its promotion. Disney used synergy, persuading other companies to tie in with their films release, increasing marketing. Disney also used many other marketing strategies for The Jungle Book 2016. Including social media. JB16 had pages dedicated to the film on Facebook, Instagram, Twitter and a snapchat filter for extra publicity. Disney used cross-promotion with many companies, for example; as well as the Disney store offering merchandise, the designer Kenzo produced a range of clothing to mark the new film, however featuring designs of the original film. Disney also teamed up with MacDonalds to release Jungle Book themed happy meals, not only to promote The

Minecraft Fact Sheet

Digitally Convergent Media: Video game consoles are an example of a digitally convergent device, you can not only play games, but access to social media, surf the internet, stream films and TV content an upload content into cloud based servers. Cross-media content helps maximize profits and also improve reach to new customers. Production: All the phases of designing, developing and making the media product Distribution: The processes linked to delivering the media product to audiences both through tangible (disc) and digital (cloud based) media. Consumption: Explores the way in which media text is used by audiences for pleasure but also explores the rise of user generated content across several platforms Media Industries: A recent report by the UKIE suggests that the global games market is now worth in excess of US $100 billion a year In comparison to traditional media like film, radio, print and television, video games are much younger, exponentially growing since the 1970s.

Minecraft in class

How video games are traditionally marketed: -advertisement i.e. public billboards, TV, magazines, buses -word of mouth -reviews -pre-releases/ demo versions How Minecraft is marketed: -Through other games and platforms -mainly word of mouth -sharing mods and game footage against web forums -through YouTubers playing it -lego -social media Minecraft documentary: -minecraft is popular as it attracts so many age ranges and allows the freedom to create -who plays minecraft? wide age ranges, generally younger people, pegi= 7+ game, 5k people a day  join minecraft -Microsoft brought minecraft for $2.5 billion, out of the $80 they're worth. They will make much more profit out of minecraft as well as increasing the audience and sales for the rest of their products like Xbox and PlayStation -Youtubers who play minecraft: Britoni Johnson, Ali A -'Kids are able to create rather than destroy' -Stephen Reid -On average, people play minecraft 4 hours a day -Minecraft

Making Media: The Jungle Book 2016

Production: -The Jungle Book 2016 was produced by Walt Disney pictures, directed and co-produced by Jo Favreau and written by Juatin Marks. -It was partly based on the original Jungle Book film but also drew more towards Kipling's original books, giving a darker tone -Part of Disney's on-going policy to create live-action versions of its earlier animated classics -Largest art of what is seen on screen is produces using CGI -Favreau wanted the film to be part homage to the classic Disney films of the 1930s to 1940s (possibly why a Bambi reference is made in the first scene) -All animals and landscapes etc. were created on computers, mostly by the British Digital effects house MPC -The JB16 aimed to create a more realistic look instead of a cuddly cartoon type feel -It targetted older movie-goers (possibly the people who were little when the original disney version of JB came out) -The humour was harder to capture being a live action movie -Favreau '...saw what Kipl

Media Industries: The Jungle Book 1967

Image
Jungle Book was released in 1967 by Walt Disney productions, it was created at 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 storybording and developing the use of the multiplane to create an early 3D like effect. Disney's personal control of he whole studio affected all stages of production and distribution. Before production of The Jungle Book started, Disney had streamlined the whole production system. Disney thought the first version of the script (original book written by Rudyard Kipling) was too dark for family audiences, that the audience would not be able to identify with the boy Mowgli, and that the villain, Shere Khan would be a cliche. Disney gave Larry Clemmons, the new scriptwriter, a copy of Rudyard Kiplings novel and told him not to read it. Disney always had the songs developing early