Friday 13 March 2020

Paper 1 PPE learner response

Media Paper 1 PPE - Learner response

You've now completed your PPEs and so need to be identifying the specific areas to revise and improve on before the final exams in June.

The most important aspect of any mock exam is making mistakes and learning from them

Here, we need to closely analyse our performance across each question in Paper 1 and identify specific ways we will improve for the real exam on Wednesday 3 June (PM). Complete the following learner response tasks in a new blogpost on your Media Exam Blog called 'Paper 1 PPE learner response':

1) Type up your feedback in full (you do not need to write mark/grade if you do not wish to).

EBI: Need to revise knowledge for Media Studies from over what we've learnt from Year 12 and 13.

Have consistent use of media terminology throughout all my answers.

2) Did you succeed in meeting or exceeding your target grade for A Level Media? If not, how many additional marks do you need to achieve your target grade in this paper?

Unfortunately, I didn't meet my target grade in this exam.
The grade boundaries for this paper:

A* = 78; A = 68; B = 56; C = 46; D = 36; E = 26.

Now read through the AQA mark scheme. This is vital as the paper was an official specimen exam paper and therefore the mark scheme tells us a lot about what AQA are expecting us to produce. The original question paper is here if that is helpful too.

3) Write a question-by-question analysis of your performance. For each question, write how many marks you got from the number available and identify any points that you missed by carefully studying the AQA indicative content in the mark scheme:

Q1: I could have done much better in this question and could've gotten top marks if I did clear analysis with a structured answer.

Q2: I could've come to a judgement final judgement at the end of my answer and spoke about my CSPs in much more detail with use of media terminology.

Q3: I should've done a better analysis when analysing the music video.

Q4: I could have easily gained marks by having a consistent high use of media terminology, that would have helped me get into the top bands. Furthermore, I need to have a balanced argument in my answer along with a solid sophisticated conclusion.

Q5.1: Revise keywords/definitions/theories.

Q5.2: I need to revise all the content in Media.

Q6: Need to have a in-depth answer for production and distribution in my answer in order to gain top marks,

Q7: If I managed my time properly while answering questions I would've had more time to spend on the last question and I need to plan my answers before answering them (20 Markers).



4) Look at Question 4 - a 20-mark essay evaluating how useful Judith Butler's theory of gender performativity is. Write a full essay plan for this question using the indicative content in the mark scheme and with enough content to meet the criteria for Level 4 (top level). This will be somewhere between 4-6 well-developed paragraphs planned in some detail.

Start of with an introduction in my answer (Do I agree or disagree with the statement).

Paragraph 1: Start of my answer with a definition, what is Judith Butlers theory of gender? Then go onto talking about the Maybelline CSP.

Paragraph 2: Talk about score hair cream advert

Paragraph 3: Argue the other point

Conclusion: Sum up and come to a judgement.


5) Based on the whole of your Paper 1 learner response, plan FIVE topics / concepts / CSPs / theories that you will prioritise in your summer exam Media revision timetable.

Oh Comely and Men's Health
Capital and Deutschland 83 CSP
Learn all theories so I can apply them to my answer.

Wednesday 11 March 2020

Videogames Index

Your Videogames index should include the following:

1) Videogames: Women in videogames
2) Videogames: Further feminist theory
3) Learner response: OSP assessment
4) Videogames: Tomb Raider Anniversary
5) Videogames - Metroid Prime 2: Echoes
6) Videogames: Henry Jenkins - fandom and participatory culture
7) Videogames: The Sims FreePlay part 1 - Language & Audience
8) Videogames: The Sims FreePlay part 2 - Industries
9) Videogames: The Sims FreePlay part 3 - Representations

Metroid Prime 2: Echoes case study

Metroid Prime 2: Echoes - blog tasks

Language

Analyse the game cover for Metroid Prime 2: Echoes (above).

1) How does the cover communicate the genre of the game?

The spread imparts the class of the game by including a shading plan of blue,black and red which are hues normally evident inside the class activity/experience. It additionally incorporates animals/obscure space outsiders on the intro page proposing that it is of the science fiction genre.The title likewise fortifies the class of the game as it parallels the edge/text style of the Star Wars brand-intertextuality.

2) What does the cover suggest regarding gameplay and audience pleasures?

The spread with respect to interactivity and crowd delights shows a ton. There are 4 pictures on the rear of the spread which are indicating a touch of interactivity and move that will make place in the game. This enables the player to get a sense and a little tester of the game, to check whether they need to play it or before they are going to begin playing the game. The crowd joys that you can get from the spread is the picture of the outsiders on the back spread, The outsiders are an adversary and the players or saint need to annihilation and execute them. This is a positive joy for the audience and player.

3) Does the cover sexualise the character of Samus Aran? Why/why not?

The spread doesn't sexualise the character of Samus Aran in Metroid Prime 2; Samus Aran is totally canvassed in the suit thusly her costuming doesn't complement her physical resources as it isn't clear with respect to what her body type is.


Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

The trailer explicitly conveys the theme of sci-fi, as there are strange monsters and space aliens that are present primarily in trailers to portray both the plot and the genre. Also the non-dietetic sound tends to overdo the genre.

2) How is the character introduced? Is Samus Aran obviously female?

Obviously Samus Aran is not portrayed at first glance as a female character because of her costuming. Her body armour / suit thus helps to mask her identity on the game's front cover, her gender is ambiguous. However, as we watch the Metroid Prime 2 trailer as we are introduced to the movements and action of her character, we can clearly tell that she is a female player in the game.

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

I think we can certainly apply the theory of Steve Neale as there are recurrent pictures, key conventions relevant to the genre-sci-fi, action / adventure. In this particular genre, for example, the villainous character is always apparent; the protagonist, Samus Aran, has to kill the villain to finish the game.


Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Metroid Prime 2: Echoes involve?

The gameplay involves: Sound effects, advanced technology and illuminated text, portals and changing setting.

2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.

The game has a viewpoint in the first person as you play the game as if you were inside the helmet in Samus Aran. Broad shots are possible during cutaway scenes and tracking shots during action scenes but much of the game play is in long shot style or close ups. It has a cinematic theme with intertextual references to games like Sonic.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.

In accordance with the Rigby principle, Metroid provides competence, flexibility and sensory pleasures. Metroid has clear gratifications from diversion and personal ties as well as nostalgic energy from franchise fans about Blumler and Katz.

Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:

Reddit discussion of why people play Metroid
Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.

Echoes was focused at crowds matured 12-16 yet the genuine crowd that played the game was a lot more seasoned.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

Nintendo's crowd has changed since the first Metroid game as the game used to be focused at a family crowd.

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

The delight of sentimentality; this is particularly valid for individuals who played the first game in 1986 and are presently playing the spin-offs as grown-ups. The Metroid Prime establishment additionally offers the crowd delight of redirection (Blumler and Katz) and enables the player to accept a first-individual point of view as a 'legend' (Propp) and complete exercises like they would find in films.

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

Metroid Prime 2 Echoes, and the Metroid establishment, when all is said in done, contain a great deal of first-individual shooting and killings. This kind of conduct isn't just standardized in the game however it is likewise compensated. This could prompt the player feeling that these sort of activities are additionally adequate in reality and emulate them.

Read this Gamesparks feature on gaming demographics and answer the following questions:

1) Who is considered to be the stereotypical gamer?

'Adolescent Boys'

2) What has changed this?

The increase of mobile phones has made it possible for a number of people to play games, causing the population to change (50% female gamers).

3) What role do women play in the videogames market? Quote statistics from the article here.

More women own consoles than men-42 percent to 37 percent, but that may be a home console and therefore does not fairly reflect the male to female gamers ratio.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?

Older gamers were the target originally intended for these games, allowing them to be continuously marketed to them as gaming habits shift rarely as people grow older, particularly if they are fans of the original release.

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?

The article indicates that games based on' competition' and' rivalry' are enjoyed more by younger players but the urge to compete is diminished when players reach the age of 40. This represents the joy of inclusiveness.


Industries

Read this Destructoid blog on the Metroid franchise. Answer the following:

1) Why has Metroid never quite fitted with the Nintendo brand?

Metroid is somewhat different from other games that the Nintendo brand sells because the Metroid genre is sci-fi, action / adventure that Nintendo is not interested in.

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

Ghost Song, Axiom Verge, Federation Force, Xeodrifter

3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?

While both of them don't release new material, they can still make a profit by appealing to older generations. I accept that new material has been drained from both the Metroid franchise and boy bands, and yet the initial quality of the releases still appeals to the viewer.

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

'AAA' means the game has been produced and distributed by a major producer.

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?

I don't think that there should be any more Metroid games. While the franchise made a lot of money for Nintendo, Metroid's new version didn't generate enough sales and profits like other Nintendo franchises did.

Representation

Read this BBC3 feature on Samus Aran and answer the questions below:

1) What was notable about the original Metroid game in 1986?

Metroid offered the games a reveal that Samus Aran was a woman.

2) What were the inspirations behind the gameplay and construction of Metroid?

The creators were influenced by genre-defining games such as the Mario series and the Zelda series. We have also taken influence from the film ' Alien' to introduce the dimension of sci-fi to the Metroid title.

3) Why are the endings to the original Metroid considered controversial?

The original Metroid endings are seen as controversial due to their reinforcement of the' women as a prize ' stereotype in which players were able to see Samus Aran in different states of undress determined by their overall competence within the game.

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?

I think the players would have been shocked by the fact that the symbol is portrayed in the game, as it was clearly a female character.

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

She's been sexualised by her costume, e.g. the body doesn't cover her curves.

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

Van Zoonen believes gender is constructed by media words. I believe this can be applied specifically to Samus Aran as its character is based on what is represented in the design of the game.

7) What did Brianna Wu suggest regarding the character of Samus Aran?

She suggests that Samus Aran may be transgender.

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?

I think Samus Aran offers chances to be a feminist symbol, but others may argue she's another marginalised female character in the game because of her costuming and expression, which defines her femininity.


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:

1) What does Anita Sarkeesian suggest regarding Samus Aran?

Anita Sarkeesian argues that while the initial revelation does not' diminish the character of Samus,' it hurts the credibility of games because of their use of sexist norms.

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

Because she has a very muscular appearance and is 6'3 which is typically seen in a male.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

Samus Aran is useful for male gamers to argue that computer games are not patriarchal in the video games she stars in.

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

Lara Croft is not the perfect example because she was portrayed in videogames because' cartoonish, pornographic/sexual appearance.'

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

Social Justice Warrior, Social Justice Warrior Gender Politics

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 

Gerbner believes that the more media we consume, the greater its power and effect on us.

7) Does the videogame industry have a problem with gender? Provide evidence for your argument.

I believe because there is no gender problem in the videogame industry. Nevertheless, there is also a increase in female players as well as female gamers in the videogame industry in many videogames featuring male characters.

Friday 6 March 2020

The Sims FreePlay case study part 3 - Representations

The Sims FreePlay - Representation blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 3 - Representations' and complete the following tasks.

Textual analysis

Re-watch some of the expansion pack trailers and answer the following questions:

1) How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

The actual game play appeals to a young female audience as it is feminised.
Among these trailers the portrayal of race and ethnicity is varied as the avatars have all mixed skin tones and are portrayed very neutrally.

2) What stereotypes have you identified in The Sims FreePlay?

There are the typical gender stereotypes.
The typical stereotype of a white middle/upper class person which they are working hard for to reach success and get their money.

3) What media theories can you apply to representations in The Sims FreePlay?

David Gauntlett - Masculinity 
Judith Butler - Gender is a performance
Paul Gilroy - Double consciousness


Representation reading

Read this Forbes article on gender and racism in The Sims franchise and answer the following questions:

1) How realistic does The Sims intend to be?

The game strives to be ' believable ' as opposed to being practical. It replicates everyday life for an individual to appeal to any personal gaming pleasures like diversion.

2) How has The Sims tried to create more realistic representations of ethnicity?

By subverting and making the conventional cartoon animated avatar more realistic, using almost 3D-like animations.

3) How has The Sims responded to racism and sexism in society?

The Sims have responded to racism and sexism by limiting the control the audience has. The Sims have emphasised "All under player control"

4) What is The Sims perspective on gender fluidity and identity?

Gender fluidity is not validated by the game, as players are forced to choose a fixed gender.

5) How does The Sims reinforce the dominant capitalist ideologies of American culture?

The game encourages you to work hard and get a job within the game in order to unlock certain features in the game. 



1) How did same-sex relationships unexpectedly help the original Sims game to be a success?

The game's inclusion of homosexuality and sexual fluidity helped to gain positive results as it sheds light on an underrepresented culture.

2) How is sexuality now represented in The Sims?

Sexuality is much more inclusive in the game, as it allows players to ahve the option of choosing who they want to be involved with romantically.

3) Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?

It put a bright light on gay performances for those not openly portrayed within the LGBT community.

4) Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?

The game was struggling with family friendly content as the character could have sex in the game.

5) How is sexuality represented in the wider videogames industry today?

More games are now promoting same sex relationships and the culture of video games is becoming much more tolerant of them.


Reality, postmodernism and The Sims

1) What does the article suggest about the representation of real life in The Sims 4?

The article suggests that as Sims imitates real life, it decreases the diversion factor, as the game allows you to lead a lifestyle at home.

2) What audience pleasures did the writer used to find in The Sims franchise?

Escapism - The expansion packs allow gamers to go deeper in terms of escaping out of reality even more.

3) Why the does the writer mention an example of a washer and dryer as additional DLC?

As DLC, the writer mentions the ' washer and dryer ' to accentuate the sense of duty they felt- stuck in the domesticity loop.

4) In your opinion, has The Sims made an error in trying to make the franchise too realistic?

After reading this article, I think The Sims probably made a mistake because the author struggled to find a game like. If the game is too realistic it means it's lost all sense of it being a game that was simply a form of entertainment for people to escape from reality and the Sims seemed to struggle to do that.

5) How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?

This depiction of reality links to the theory of hyperreality proposed by Baudrillard in the essay, gamers may find it too difficult to define the boundaries between reality and truth construct.


The Sims FreePlay social media analysis

Analyse The Sims FreePlay Facebook page and Twitter feed and answer the following questions:

1) What is the purpose of The Sims FreePlay social media channels?

In order to spread the popularity of the game The Sims, as well as create a type of fan base in which Sims player communities can comment on posts, etc.

2) Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.

Instagram: Sims 4: Tiny living stuff pack Instagram: Cross platform gallery for console players
Twitter: Wish you were a little kid again?

3) Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?

A lot of players have requested new content for The Sims FreePlay which indicates that the developers may need more modern and contemporary content creation.

4) What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?

"Wish you were a little kid again? Tap into your Sims 'inner child' with the quest re-run, live in game now!" 

5) Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?

The existence of the Sims free play social media is a prime example of simulacra as the social media is placed in the real world and focuses on real actions but it is focused on the Sims ' fictional content- simply taking the media text together and combining it with reality.