Monday, 30 November 2020

FILM MAKING

Your Google Classroom link here



PREP Write a brief account of what you did to film your trailer today. For the next prep on Wednesday, after editing your trailer, complete the write-up and upload your trailer. The first two are at the bottom of this post.

We look at the trailer genre and discuss how its conventions (= what elements are usually in trailers).

  • editing is not continuity editing (as the narrative arc is long)
  • inter titles between clips (= writing) about the director, actors, awards, pull quotes
  • additional inter titles explain the narrative (THOSE WHO HAVE SURVIVED / LIVE BY ONE RULE / NEVER MAKE A SOUND
  • sound track build to the climax
  • release date
  • film title

We watch A Quiet Place as a possible model for us to copy (=make a swede)


 



Thursday, 26 November 2020

01 AVENGERS: SOCIAL CONTEXTS

CLASSWORK & PREP



We watch The Avengers (chapter 8 only) on Clickview to prepare for the following exam task:

In this question you will be rewarded for drawing together elements from your full course of study, including different areas of the theoretical framework and media contexts.

How far does the extract challenge traditional representations of gender in order to reach a 1960s television audience?

In your answer you must:

  • analyse the extract’s use of gender representations

  • make judgements and draw conclusions about how far the extract challenges or conforms totraditional representations of gender including stereotypes. [15]


Wednesday, 25 November 2020

01 AVENGERS: SOCIAL & HISTORICAL CONTEXTS

PREP Use Clickview to watch The Avengers episode. As you watch, look out for the ways in which social and historical contexts have influenced the programme.

Just for interest at this stage, below is the kind of question that would appear in our exam:

The Avengers

Explain how historical contexts influenced the portrayal of heroes and villains in television programmes. Refer to The Avengers from 1965 to support your answer. [10] 

Social and historical contexts:

  •  the 1960s was a time of rapid social change and the programme reflected the desire of the television professionals to push social boundaries. Peel’s character was a strong and sexy ‘heroine’ who was very different to the usual female characters found on television at this time

  •   Steed’s hero character was styled for an overseas market; he was presented to fit the international stereotype of an English ‘gent’ in order to appeal to an American market as Series 4 was sold overseas and introduced the world to the UK in the 1960s

  •   ‘foreign’ villains, often found in The Avengers, reflected society’s concerns over spys and ‘outsiders’ (enemy within) operating in the UK during the cold war

  •   the influence of gender inequalities: Emma Peel is represented as an intelligent career woman and there is a central male/female ‘hero/heroine’ pairing at the heart of The Avengers reflecting women’s increasing public role in British society in the 1960s

  •   the heroes in The Avengers are white and heterosexual, which suggests that this was considered the norm in the 1960s and any representation outside of this was not accepted by society, reinforcing the marginalization of minority groups such as these in Britain at this time

  •  the heroes overcome the villains with relative ease - Steed and Emma polish off the `Eastern European' soldiers and villains speedily in the closing sequence, thus reassuring the audience of an assumed British superiority at a time when the Cold War was at its height

  •   Historical context includes the social, cultural and political context of the time.

  •   Context should move beyond the theoretical framework of representation, medial language, audience or industries.

  •   Candidates may refer to other programmes of the time in their response in addition to discussing The Avengers. 
 


Monday, 23 November 2020

Yr 10 CUFFS

PREP Watch this extract of Cuffs on Clickview: chapter 5 

Answer the following 2 exam questions on your blog:

1 Analyse how camerawork is used in the extract to create meaning. Refer to at least two examples from the extract in your answer. (5 marks) 

2. Analyse how far the extract creates a humorous view of policing. In your answer you must:

  • analyse aspects of the extract using examples to support your analysis

  • make judgements and draw conclusions about how far these aspects create a humorous view of policing. (10 marks) 

Example of how to answer on camerawork:
  •   sweeping aerial shot of Brighton pier connoting a glamorous seaside location

  •   bird’s eye view of the small police car driving through the streets of Brighton on a call-out, carrying connotations such as danger, excitement, and urgency

  •   the use of an over-the-shoulder shot of the beach sign, as we arrive at the sign at the same time as the police officer, connoting surprise and anticipation of what is to come

  •   slow pan / track of the new recruit police officers as they are introduced to the audience connoting authority and power

  •   high angle long shot of the beach scene showing the police officer outnumbered by the group of men on the stag do

  •   any other relevant analysis 


GOOGLE MEET & CLASSROOM

 Here is our link https://meet.google.com/lookup/gq2ruowmhs

mrlep7n

Wednesday, 18 November 2020

Year 10 - 02 NEWS

Open the OCR fact sheet below and save to your 02 NEWS folder on your desktop

Read the OCR guide here - open the pdf link

PREP Please read the sections called Print Newspapers, Funding and Historical (first 3) ready for a test next lesson!


 

Monday, 16 November 2020

Yr 10 NEWSPAPERS - 02 MUSIC & NEWS

 We look at a1960s edition of The Observer, one of our set texts and complete our viewing of the Aberfan disaster clip on Netflix's The Crown (S2, E2). 

We draw attention to some of the camerawork and the ways in which people are represented in addition to following the narrative 

  • the use of CU to show characters' feelings and reactions 
  • the use of high angle shots to emphasise the sheer volume of tiny coffins)
  • the use of the Queen's profile and the immobility of her face to suggest her distance
We compare the 1960s The Observer with a print edition from this week:
  • the skybox with soft news, celebrities and popular culture exemplifies its 'tabloidization'
  • its massive pictures with bright colours contrasts with the  monochrome
  • we also note the serif / sans-serif fonts of the masthead title

PREP Start in class by downloading the 3 copies of The Observer from the OCR website and save to your folder 02 NEWS on your desktop
1. Find one example of the representation of a woman and say how she is represented.
2. Find another contrasting example of a woman and say how she is represented
2. Find one example of a news story about the Cold War
3. Find one example of a story about a domestic disaster
4. Find one example of a story about a European disaster

Monday, 9 November 2020

01PROMOTING MEDIA: LEGO MOVIE VIDEO GAME

WHAT DO AUDIENCES ENJOY IN THE LEGO VIDEO GAME?

Today we watch the Lego Movie Video Game walk through.

 • As we know, media practices are widely connected to Blumler and Katz’s Uses and Gratifications theory, in terms of the audience’s sense of identity. The sense of actual identity and aspirational identity can be seen in the use of a first-person protagonist (to associate directly with the gamer) and the ‘quest’ to explore new worlds in The Lego Movie Video game. The theme of good versus evil is often a key social value in video games and is at the heart of this game too. 

• Arguably the target audience for the video game is younger than the film. This can be seen through its level of difficulty, which provides a younger audience with an entry point to the franchise, without needing to watch the film. Criticism was mixed for the game and its narrative as it takes elements of the film’s narrative but lacks the cohesion and humour of the film. Critics recommended seeing the actual movie and seeing the gameplay as a stand-alone. 

• The Lego Movie Video Game is a cross-media promotional product as it advertises a range of Lego characters and icons, like the superheroes and ‘Benny the Spaceman’. Both the movie and the video game are part of a larger Lego video game franchise that existed before The Lego Movie resulting in intertextuality for the audience and a deeper relationship with the Lego brand. The superheroes featured (Batman, Superman, Wonder Woman) are also part of the larger Warner Bros./DC superhero franchise so the video game also acts as an introduction point to those characters and helps to cross-promote this superhero franchise in terms of other Lego video game products (e.g. Lego Batman) and films (e.g. Justice League). Purchasing the game provided childhood nostalgia for parents (a brand they might have played with when young themselves) and allowed them to play with their children. This also illustrates how the audience for video games might interpret the same product differently, e.g. young and old getting different pleasures from the product. 

• The Lego Movie Video game was number 1 in the All Formats Chart, the sixth Lego video game to do this. It was released available across a wide range of popular console, PC and Mac platforms. • The Lego Movie Game for mobile devices included in-app purchases but required a larger memory (over a Gigabyte of space) which met to further mixed responses. 

• In the same week (Feb 17th 2014) there were five Lego video games in the top 40 All Formats Chart meaning that Lego games made up one eighth of the total chart. 

• The game was released onto mobile devices due to the market being worth around $21 billion in revenues. As the game appealed to families and children alike the hope was they would attract a mixed-age audience. 

PREP


The Uses and Gratifications audience framework offered by Blumler and Katz suggests that audiences use media to gratify needs for:
  • escapism, entertainment, diversion
  • surveillance (finding out what's going on in the world) 
  • forming relationships (both with on-screen figures and in real life through sharing pleasures with friends & family)
  • shared values and beliefs (we identify with certain people as heroes, hope that villains will be defeated, want a particular set of values to be restored and so on)

Monday, 2 November 2020

01 PROMOTING MEDIA: LEGO MOVIE

  1. We study the 5 Lego posters  of Emmet, Wyldstyle, Lord Business and Vitruvius
  2. We view a walk-through of the video game and note what the audience pleasures consist of.
  3. If there is time, we read the review by Stuart Beedie:
    "Today’s blockbuster franchises rarely exist simply to sell themselves – they double as advertisements for a raft of goods, from tie-in video games to personal appliances. A film studio is never just a film studio, but a small subsidiary of a conglomerate, with revenue to be raised by the many arms of the octopus..."

PREP Get to know a bit about The Lego Movie (2014) by watching the trailers or, if you have access, a bit of the movie itself. We will not be tested on the whole movie, but we do need to understand its appeal to its audiences.

For instance, it is really interesting to watch the Behind The Scenes of the Lego Movie 
which opens with the question: "What is The Lego Movie? Well...." then explains it.
Useful to note comments such as 

  • "The whole world is created out of Lego bricks and populated with Lego figurines."
  • "Emmet is just this normal guy who is thrown on this crazy adventure with some famous personalities."  
  • "There were some big egos."
  • "Like all my movies, Batman is the main character and this is no exception."
  • "The cool part is, all these Lego worlds come together... there are superheroes, Ninjas, knights, pirates, a space dog, a space cat.." 
  • "Wyldstyle, she's the most awesome kick-butt hero of all time, a strong role model for girls everywhere."

Read the OCR pdf guide to the Lego movie video game: industry and audience here

Read the OCR pdf guide to the Lego Movie: industry here

Making the Lego Movie Ad Break
Lego ensemble poster

In Section B, there are three questions on how media is promoted.
Your case study is The Lego Movie, its marketing (ad break trailer  & advertising posters) and the video game. Below the specification is the exam paper.




Question 6 = one mark. Question 7  is worth 4 marks, so write half a page.


Question 8  is worth 10 marks. Write a page and half. Refer to theory.
PEGI regulates the video game industry. Open the link to see PEGI's website. Pan European Games Information.
Film companies release video games that are linked to films in order to promote the film. They market a number of related products as a form of media synergy, with each product cross-promoting the next.
Read this interesting article about the synergy of the Lego movie franchise.
 
Wyldstyle poster

Lord Business poster




Emmet poster