L/o: To review and reflect on the year 10 mock exam and set personal targets.
1-Regulator for radio in UK- Ofcom 0/1
2-Media Language: 4/4
- Camerawork
- Editing
- Mise en scene
- Narrative style
4- Analyse the representation of musicians using mojo magazine. 4/5
- The target audience for mojo is a 41 year old white male who likes listening to classic rock.
- Serious facial expression- links to how its quite a serious magazine.
- Majority of artists in coverlines are all males, stereotypically rock artists are male and older, link to target audience.
- Values quality of magazine as high end artists. "Arise"
- "Living dangerously" Links to typical rock artists- live on the edge
- Dark clothes/ dark hair/ dark colour palette links to rock codes and conventions.
- Talk about more then one area- Serious facial expression/ worshipped
5- How media language is used differently in extracts 1 and 2 to reflect genre conventions. 5/15
- Pop magazine/ Rock magazine- the elements they have in common and differences - (first 10 marks) analyse in detail.
- Coverlines/ layout/ font/ colour palette/ shot type/ image
- Similarities:
- Have large mastheads at top
- Both have freebies to entice audience
- Both have coverlines
- Range of sans serif fonts
- Range of musicians
- Both music magazine- same genre (music)
- Differences:
- Mojo colour palette- dark: black grey white
- Pop colour palette- pink white blue yellow
- Mojo coverlines- around the artist- more mature
- Pop coverlines- on the people, cluttered up
- Mojo target audience- 40 year old male
- Pop target audience- young teenage girls
- Mojo formal more experience language "Society tried to extinguish me"
- Pop informal language "Crush cringes and dating disasters"
- Different subgenres- classic rock and pop
- Come to a conclusion (last five marks) on whether there is more similarities or more differences
- Most similarities are due to genre but more differences are due to subgenres
6- Uk organisation that age rates video games
Games rating Authority (GRA)
The video standards Council (VSC)
7- Why a film company release video game linked to film
- Contextual awareness: Game gives context to film so want to watch the film- extend enjoyment of ilm
- Increases profits.
- Extend marketing of film
- Increases brand image- advertises
8- Two uses and gratifications of video games using Blamer and Katz theory, refer to lego movie.
- Entertainment- diversion/escape from world- fictional world/characters
- Identification- relate to characters or situations- relate to Emmet for example, normal guy, doesn't know what he's doing. Relate to wyldstyle, particularly females. Good defeating evil.
- Personal relationships- Playing against or with others, discuss progress, online communitys
- Getting information- contextual information about lego world and characters that you may not get from film
9- Analyse genre codes in lego movie poster campaign
Target audience-
- Teenage young cinema goers
- Adults who used to play with lego
- Children who like lego
- Setting of main poster implied threat of destruction- genre information (action, fantasy)
- Feature genre hybridity to engage a large family audience. mixing both action and superheroes- range of ages
- The action signified on main poster- explosions, helicopters, villains, superheroes- creates intrigue and hooks everyone.
- Tagline on main poster "the story of a nobody who saved everybody" creates theme of an underdog defying the odds, creates intrigue
- Main characters names- chris pratt for example appeals to many ages.
- Range of character types- villain, hero etc
Music unit is in paper 1- Read questions and do all bullet points, link to target audience.
Lego unit is in paper 2- Link to target audience.