Wednesday, 4 November 2020
EXAM PAPER 1 SECTION B
What is a media conglomerate?
A media conglomerate is media institution that owns numerous smaller companies. For example Disney is a media conglomerate that owns Marvel Studios.
How does ownership shape the content of newspaper? Refer to the Times and the Mirror?
Ownership shapes the content of a newspaper as most newspapers have a political bias. This is exemplified in the Mirror as it is owned by Reach plc whose political stance is left wing.That is why the article that was published on 13th March 2019 relating to Theresa May's loss in parliament on the Brexit polls was very critical. The main image of May looking serious anchors the headline. As the image was relatively small this suggests the Mirror have little faith in her.
Furthermore, the target audience can also shape the content produced through the approval of ownership. For example, the Mirror's target audience is working class individuals which explains the left wing ownership and content. This is why May was teased in their article with light-hearted deragotory language such as "tottering Theresa." Additionally, The Times is owned by News UK and tends to support the Conservative Party. The Mirror's portrayal of May also reflects Van Zoonen's Feminist theory of how women are often presented as weak.
What has been the impact of recent technologies on all elements of the newspaper industry?
As of recent times, newspapers like The Mirror have maintained their position in the UK market despite falling sales of the Mirror by moving into regional news according to the Power and Media industries theory. Additionally, Reach plc has become a horizontally integrated company with a wide range of titles in order to maximise audiences and minimise risks. They have expanded to many of their newspapers available online which reflects David Hesmondhalgh's cultural industries theory.
What is the importance of fandom in media products? Refer to the Assassins Creed franchise to support your points (8marks)
Fandom is important in media products as it allows creators to expand the single product as the targeted audience (consumers) are pleased with the product. This reflects the Henry Jenkins Fandom theory as people are so intrigued in the product to the point where they create communities based on it allowing the creators to make a franchise and expand on that single product. This is exemplified in the Assassins Creed franchise. Originally, the third release within the franchise, Assassins Creed III Liberation, was exclusively available to the PS vita but was later released in a modified HD version across a large range of consoles (such as PS3 and Xbox 360)
How important is historical context to media products? Refer to your Tide advertising case study.
Historical context in Media products is very important as it demonstrates how much the industry has developed over the years as well as how earlier products such as print advertising was made. For example, The Tide print product represented the 1950s consumer boom as people were becoming more consumerist. The advert consists of a central image of a woman in a red headscarfs which reflects the fashion of the time period. The womans smiling facial expressions and hugging the box indicates she loves the washing powder and housework reflecting 1950s stereotypes of women in the home. Furthermore, this links to Stuart hall's representation theory of how women were viewed during the time period.
How is the gaming industry regulated/what are the challenges in this particular industry? (8 marks)
The gaming industry in the UK is regulated by the Video Standards Council (VSC) applying the Pan European Game information (PEGI) system. The PEGI system attempts to protect young children across Europe which is why certain games are rated for over 18 as the content is too explicit. This is exemplified in Assassins Creed III Liberation which received a rating of 18 plus due to the violent content. Furthermore, it also reflects Bandura's media effects perspective about how people could try to replicate what they have witnessed in films or video games.
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