Thursday, 20 March 2014

Pre Production - 2

For our Filming we will need the following props:

Electronic Props

- A Phone
- Speakers
- Neon Lights

Other Props

- People
- Cups
- Party type objects (Drinks, Food)

Equipment We Will Need

- DLSR Camera
- Boom Pole


Monday, 17 March 2014

Unit 30 - Assignment 2


Who Are EE?

EE is theUK's most Advance digital company. EE are one of the first networks in britain to provide a rapid speed 4G service competing with fibre broadband. EE are a link of Orange and T-Mobile plans, giving over 27 million customers a high quality network and claim to have the BEST Service.
EE has the biggest amount of customers and was awarded the best network in the UK by Mobile Choice magazine. EE are bulding the best mobile service possible by investing 1.5 Billion over the course of three years to give superfast 4G mobile services over 160 towns and cities. This is building on their 15 billion investment since the year 2000 building britains biggest 3G phone service isnow covering 15 million households. EE Has a heritage of innovation and was created by bonding two major mobile brands, T-Mobile and Orange, Which combined in 2010.

Sunday, 9 March 2014

Unit 6 Assignment 3

Violence is sometimes Gratuitous
Desensitisation: where things don't shock you anymore, finding violence joyable.

Clip: https://www.youtube.com/watch?v=M1S42ce9K8Y(3;15)

1) when i watched this i felt slightly on edge but at the same time i knew what was going to happen, its a horror film, you expect gorey stuff

2) my reaction was i laughed, something about a mans head being shut in a helmet full of spikes thats just slightly humorous

My Reaction Was the oppositional reading, i didnt find it gorey i just found it funny, doesnt mean i didnt enjoy it, just means i didnt find it bad.

Effects Model

What the Effects model?
  • The Effects Model is a theory,  a theory is somebody's idea, this means a theory can be wrong. The effects model is all to do with how the media affects your behaviour. 
  • Its also named The hypodermic needle/syringe. The metaphorical needle injecting you with bad ideas, if you see behaviour in the TV or a video game, you will copy it. I disagree with it slightly, if you have common sense then you wont do something stupid, but obviously some people who are emotionally challenged or children may be influenced by stuff they see. Moral Panic.
  • I personally disagree with this theory because surely not EVERYONE that sees something on TV is going to go out and repeat what they have seen because most people have a certain level of common sense. On the other hand things that have been seen on TV and repeated in real life, they're usually dark and murderous things though. Possibly Kids could see certain things and pick up on them and could become indoctrinated to act like what they have seen. But personally on the whole i disagree with this Theory. 



Moral Panic


  • Moral Panic means creating a panic about something that is seen to be damaging our society.
  • Its a loop that essentially blames the media for any issues it possibly can and people are persuaded into thinking that the issue is a global thing therfor making everyone panic but not solving the apparent issue.
  • its usally films and games with violence in are mostly blamed for moral panic.
The issue within Moral panic is that it just makes everything become an easy target to be blamed. For example if a 14 year old child gets hold of a 18 rated game, kills someone in the game then repeats that murder in real life the Game maker would be to blame. But is it their fault? or is it infact the parents fault? Theres no define proof for this theory its all just rumour and word of mouth.

Uses and gratification

What is uses and gratification?

  • Its yet another theory that focuses on why people use media products.
  • It trys to say that audiences are active and give reasons why people use the products 
  • Reasons such as entertainment or to let people know whats going on in the world etc. 
OPINIONATED BLOG POST

I think people have their own choice in what they do, we make choice and we dont know what makes us make them but that doesnt mean our opinion is passed on it just means we find a simple attraction for them. Yes, the media can have a big impact on how people act and feel but that doesnt mean its the medias fault. Society is to blame. I think this because messages in the media are often negative and being down the self esteem of people. This isnt necessarily in violent video games. To make a statement that its just violence that influences people is totally wrong. We have a mind of our own and we take the choice to copy what we see. However some of it may be seen as subliminal and we dont notice we are doing it. but at the end of the day its still our choice to mimic what we see.

My feelings towards preferred and oppositional readings are mixed, it depends on the game im playing. Obviously i agree some games have a realistic vibe to them but some i really dislike such as games like Saints Row. a Game thats often spoke about as biblical, but i just cant play it without getting bored.



SOME GAMES HAVE POSITIVE EFFECTS ON PEOPLE.

Its all good saying games effect people in a bad way but people turn their noses up to the positive impacts games could have on people and the general public as a whole. Sure there are so many bad stories about games and other media products how ever. Have you ever considered the study that took place that states games improve peoples hand eye co-ordination. Also it gives people determination in the game and targets that are for some reason stored mentally and carried over to the real world and give people more determination to achieve.



Friday, 7 March 2014

Unit 30 - Assignment 1


The ASA (ADVERTISING STANDARDS AUTHORITY) these are the people that make sure adverts are suitable which means they watch them and act upon any complaints, they make sure that advertisers are playing by the rules, these are called the advertising codes, and they check the adverts for the following things:

Children: Adverts that are age suitable for slightly older children but could cause discomfort for younger children have to be censored or scheduled for certain times.

Privacy: With some limited exceptions such as public crowds, interviews or people being tested for a product, No member of the public should be reffered too without the persons permission.

Misleading: Advertisers must not mislead viewers by omitting material information. Material information is information that viewers need to decide if they want to buy a product and if the information given is likely to mislead the consumer that's breaking this rule code.




This Ann summers advert didnt have any visual offenses in it, its just the catch line which is "Flick your bean" which is a sexual innuendo and was seen as with too much risky content involved.
Launched in 2001, the advert was made to give ikea a hip young fresh look whilst giving people reasons to tidy up with ease. However, it gets slightly sexual and immoral when a toddler encounters a sex toy.
Lovehoney's 'Live A Sexier Life' commercial got banned because it was deemed as TOO sexual, its only kissing but the way its expressed was looked down upon by the british viewers and reported to the extent it was taken off air.


Homework: 

Who are thinkbox?
Thinkbox is a marketing company for commercial TV in the UK, in all its genres such as Broadcast, on demand and interactive. They have shareholders that receive 90% of the earnings. it involves with Channel 4, Sky, ITV, Turner media and UKTV. The Think box research tells us about.

What did the thinkbox research tell us about audiences and tv?
We discovered that TV is a big and main part of our day to day lives and TV is watched for many reasons such as to pass time, for general entertainment and some people may just watch it as a form of company and fulfillment. It also tells us that there is a difference between engaging and attention, this means basically that some people engage into the program AND the adverts. They carried out the research by putting cameras in 22 random households . They also surveyed 3000 people on what they watch. Also they did lab research where people were invited in to watch certain programs.

Advantages of collecting their information this way is its on the spot genuine responses. Its easy to view.

Disadvantages include it only being 22 households being used out of the millions of tv viewers. It could also be inacurate possibly depending on the circumstances. Its also very generalised data, not specific enough. Disadvantages of having people come in to you they could be biased to try satisfy the interviewer. Also people join little groups, so if the majority of people like something the minority of people might just go with the flow because they're the minority? 

Advantages of getting a company like thinbox to do your research are, its easier, less time consuming, they're going to get the most out of their advert, Thinkbox have a vast knowledge of timings etc.

What are advertising rate cards and what examples of television advertising rate cards can you get?
Rate cards reveal the cost of adverts and they also show us when they are being broadcasted. They help decide what times certain adverts should be shown and what spots are available in different time slots.







5 Different Adverts with different Characteristics and Techniques
Advert One -

This advert is in the form of narrative, we can tell this by the story of the advert, the advert consists of flashbacks of the guys granddad in his youth enjoying coke and alongside it the guy in the present time drinking coke. The advert is following the life of the the two men and showing them doing the same things as they grow up. The Style of the advert is just fairly simplistic. Its hard to categorise because its not got any surreal features or comedy aspects etc and its just a simple straight forward narrative. The Characteristics the advert uses are basically just Lifestyle. Techniques of the advert are that false hope enticing feeling to the advert, it shows both men leading an average happy life and growing up with no real issues. This is subliminal to some viewers and plays a mind trick and makes people believe if they drink Coca-Cola then they will lead the same life as the people in the advert. The People used in this are middle aged and Older. The Guy aged around 30 is used in this advert is trying to target the audience who are maybe middle aged and Coca cola would of used him because people in their mid 20s-30s have more chance to buy coke when shopping or driving everywhere etc. So if the advert had a 7 year old in it, it wouldn't really make any sense or target anyone in particular 


Advert Two -
This Advert is the famous Cadbury's gorilla advert this advert isn't really narrative or anything like that, its just purely surreal. Its a Gorilla drumming to a well very known song which isn't something that you see in day to day life. The Characteristic used in this advert is Product branding and I suppose its fairly comedic, we know this because the opening scene to the advert is the Product tagline (A Glass and a half productions) which most British people know is the tagline for Cadbury's. How ever at the end of the advert we see the Dairy milk chocolate bar which makes it clear what the advert is for. The Camera Angles used and the way the camera is being used build suspense, The close up shots and slow moving camera actions make us think something is about to come out of surprise, which it does, the music slightly gives away what is coming but the suspense and build up is still there. 


Advert Three -
The origina advert uses the form of narrative & series. We know this because it followed the story of the prop of the satellite. The Style of the advert is humorous, surreal. We know this because of the bear costume. It was funny because of the man getting hit by the prop of the satellite. The characteristics used in the advert are lifestyle and branding, we know this because, the humorous costume, settings and narrative make the brand seem fun, therefore shows us a lifestyle we can buy into. The Techniques used in the advert are hidden, overt, emotional responses. we know this because the first setting is an interior of a Russian satellite which is not normally shown in a drink advert, overt because of the prop of the product & humorous responses because of he high angle of satellite prop crashing into the character


Advert 4 -



The compare the meerkat advert uses the form of Narrative and series. We know this because it follows the life of a family of animated meerkats, The style is humorous and id say slightly surreal. We know this because of the things the meerkats say and how they act, id say its slightly surreal because Talking meerkats living like humans aren't a regular thing in every day existence. The Characteristics are USP, we know this because there isnt any other companies that do talking meerkat animations in their adverts.


Advert 5 -







The Bear and the Hare advert is a narrative. Its obviously a narrative as it tells the story of the bear and the hare who have never had a Christmas before coming across a colony of animals and having their first Christmas with them. The Characteristics used in the advert are life benefits in a subliminal way. By this i mean the advert is saying Christmas is the time to get together etc and John Lewis can do that for you. Its all a hidden message but when you look at it carefully. The shots of the bear and hare walking through a open forest kind of represents John lewis' "Openness" and to say that theyre open to opinions and are easy for the public, maybe im just looking at things to deeply.  


Wednesday, 5 March 2014

Lesson Notes Unit 30

Overt (obvious)

A catchy ‘jingle’ that when heard is just instantly recognised. usually known for being annoying aswel.


Hidden Messages

To make the viewers keep interest. promotional messages are usually hidden behind entertaining adverts.

Techniques (Emotional Responses)

emotions affect our opinions and judgements, they make us feel happy, sad, hungry etc.

Notes

Commercials usualt highlught the advantages of their product over their rivals to make them seem better when in reality both products are probably fairly equal.

USP stands for Unique selling point. this means that a product has a unique feature that not many other products have. 

Some adverts don’t just sell products. They sell a false mind set of a lifestyle. if you see someone with a product on an advert and they're living a plush lifestyle then the audience may also feel that if they use this product their life will become like that. its all very discrete but its used day to day seen by millions.


Characteristics:
Lifestyle
Better than others
Benefits
Unique selling point


Techniques:
Overt
Hidden
Emotional responses

Structure:
Form: Narrative
Animation
Documentary
Talking heads
Standalone
Series

Style:

Humorous
Surreal
Dramatic
Parody

Juan sheet:


Barclaycard Roller coaster



The origina advert uses the form of narrative & series. We know this because it followed the story of the prop of the satellite. The Style of the advert is humorous, surreal. We know this because of the bear costume. It was funny because of the man getting hit by the prop of the satellite. The characteristics used in the advert are lifestyle and branding, we know this because, the humorous costume, settings and narrative make the brand seem fun, therefore shows us a lifestyle we can buy into. The Techniques used in the advert are hidden, overt, emotional responses. we know this because the first setting is an interior of a russian satellite which is not normally shown in a drink advert, oert because of the prop of the product & humorous responses because of he high angle of satellite prop crashing into the character. <- USE THIS STRUCTURE WHEN DOING MY ASSIGNMENT 


Friday, 14 February 2014

Worksheet

UPDATED.

https://docs.google.com/document/d/1G3tiSbDy6sPlmI5APV-s3iLcYbuWkdRARLlxM6i-wZs/edit?usp=sharing

Friday, 7 February 2014

Unit 6 Assignment 2 - UPDATED





http://uk.ign.com/games/grand-theft-auto-v/ps3-20594


Reviews off IGN Are Useful because the give the review that their gamers have given it (10/10) and a general overall public review, it also gives you the option to give your own review which will add onto their public total. IGN is an established Website thats been around for years and is known for being reliable. Although IGN havent left any words about the game they have a comment section below full of comments and the publics' thoughts and opinions on the game.









The good thing about Gamespot is that again it has a rating (9). And it points out positive features about the game and things and things that the public talk about the most, but it also points out the bad things, theres more good than bad, which is what you'd expect but at least its honest.

http://www.gamespot.com/reviews/grand-theft-auto-v-review/1900-6414475/




The Telegraph is an established paper/website and is probably reliable, how ever it doesnt really give much away, it has a rating but it doesn't have any words about the game and doesn't have any user comments... Just a star rating and a picture from the game.

http://www.telegraph.co.uk/technology/video-games/10312515/GTA-5-review.html


GAMER PROFILE
The Age bracket is 18+, how ever allot of people play it from a younger age of around 13 and over.  The Pegi Website says "The content of this game is suitable for persons aged 18 years and over only. It contains: Extreme violence - Multiple, motiveless killing - Violence towards defenceless people - Strong language". The Main gender for the game is Male. Females are known to play it, But mainly male The Average ratio is 80:20 which is understandable, Men usually play more violent and action games because thats just what men commonly go for. Its scenes in the game like this that probably make it abit less appealing to women where Trevor (Main character) interrogates and tortures a man using car jump cables. 

SOCIO ECONOMIC SCALE

On the scale,  the GTA V gamer would sit between the labourers/working class and the unemployed for the people who play it, as these groups will consist more of younger people. However, the people who buy these young people the game would be situated in the higher rankings of the scale i.e. parents with a high level of skill within their occupation receiving a wealthy income, therefore are able to buy their children these games.


GTA is a mainstream game. its very typical, driving and shooting kind of game, its just the way its presented that makes it get the reaction it does, Mainstreamers like this because they hear on reviews that its 10/10 and quoted as "Awesome" and they like that, therefore they just go with it. Also you could argue that its for Succeeders aswel, Seek control and strong opinions, GTA has allot of opinions aimed at it and a big majority of them are amazing. Thats why succeeders also appeal towards the game. Overall the game is Mainstream, its a widely popular played game owned by most teens. In honest there arent many games like GTA, of course there's driving and shooting games but theres things in GTA that make it Unique, like free roaming and all the different options you have throughout the game. The Game is quite open to everyone, its on Xbox, Playstation and its even available on PC. If Grand Theft Auto V were a theatrically-released movie instead of a video game, enough people would have bought tickets to earn only $227.4 million at the global box office. GTA V was released back in September, which was actually four months later than the original date given by the developers. However, that didn’t affect the sales of the game. Just within 24 hours of the release of the title, Take Two Interactive announced that the game managed to raise over $800 million.



FOCUS GROUP




Questions we asked: 
  1. Do you Think the game targets your age range?
  2. How does the game keep your interested when you're playing
  3. Do you feel the game is effecting your academic mindset
  4. How long do you spend playing this game a day?

Our Focus group tells us a fair bit about the average 'gamer' this lad tells us he plays around 3 hours a day, he enjoys the storyline and the game structure. He also says the game doesn't affect his academic lifestyle. He is asked does the game target his age range, he says "No because im below the pegi rating". This says allot, it shows that people dont really care for the ratings.
The Group on a whole didnt think the game targeted the age rating, mainly because Matt Benn from the focus group said "theres probably more younger kids that play it than people actually over 18" which is probably true, everyone has gta. its just one of those games you have to own and most people that own it are my age (17). The question about keeping the players interested was answered in a variety of ways, two people said its fine doing the Side missions and additional tasks but the other 3 people said they dont tend to play the game by the rules and do the free roam feature and customise cars and kill people just for fun, slightly dark but... its a fair point. 3 players didnt feel that the game was affecting them academically. They say they dont play it enough for it to become an issue, however one player thought he could be achieving more by not playing the game. When asked how long the game spends on the game he said usually from when he gets home from college to late at night, if thats the case wheres the time for academic things? the other 3 who dont feel theyre affected said they onloy spend 1-3 hours a night at a push. Focus Groups overall are extremely helpful to the industry because  they are a range of people and it gathers a general opinion based on different people with different interests. 

The typical gamer in my mind is someone who plays regularly and plays a variety of games, the person in our interview would be classed as a gamer but maybe not an intense gamer. he plays a few games for a few hours per night, He has a keen interest in the game we questioned him about and doesn't feel its affecting his studies etc. - http://www.gaminglives.com/2011/03/01/the-changing-face-of-the-typical-gamer. 

I personally believe Qualitative data is better, because its word of mouth by someone physically playing the game. Quantitative data off big mainstream websites could be influenced maybe by money... or just the respect of big companies. Maybe a bit biased towards bigger games? where as qualitative is just speech and word of mouth from people so it cant really be biased and you get a word for word review of a product, id personally rather go off qualitative data than quantitative.