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Big Issue - Front cover analysis

 Front cover 1                                                              features images of key environmental activists in dedication to Earth Day. Issues of climate change made the feature article and front cover of  the issue as it reflects the big issues socialist ethos. As well as helping to dismantle homelessness the Big issue supports positive change for the environment to make it a better place as it lies within their values.  This appeals to the Big issues demographic as they are a culturally aware audience who will recognize the people featured on the cover  as well as support the message about protecting the earth. Green and blue colour palete to symbolize the earth and nature linking to the cover story. Front cover 2  promotes duolingo a language app which will be recognised by the big issues educated demographic, who may speak multiple languages or interested in learning The typography reads "a hand up not a hand out", which is the big issues slogan, in multipl
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Shelter Advert

 Amplify - ad agency that created the Shelter campaign Purpose of campaign to draw attention to and advertise the issue of homelessness and housing with Shelter being a charity and  not spend lots of money on marketing in comparison to commercial campaigns Audience demographic of liberals and reformers, most likely to give to Shelter as a charity limited production values, campaign focus was a poster ad plus facebook and mobile messaging lasting 6 weeks 1) The use of the colour red is significant as it connotes danger, emphasizing the severity of the issues of the charity. The colour helps create a sense of urgency and seriousness through use of dark tones, further promoting Shelters charity as a marketing point to influence it's demographic 2) Use of a Triptych (3 panels in one advert) - 3 separate images and typography (language) offers multiple scenarios. Represents different people as well as different problems in which the charity can fix. As well as this the absence of celebr
-Historical American brand - 1937 manufactured by multi national conglomerate proctor & gamble - old spice brand range includes male grooming products. -Old spice is a high street brand aimed at 18-34 year old, mass mainstream, female/male target audience (transformation rebranding from previous older 40-60 age demographic) -2010 re-branding campaign sequenced by Ad agency Wieden and Kennedy  -Introduced ex NFL player/actor Isaiah Mustafa as USP of the campaign   How is the product being represented? desirable product, the model Isaiah Mustafa embodies masculinity as well as the product old spice. True representation of the product and how to brand wants it to be conveyed and marketed How is the wearer/ purchaser being represented? desired male, the model Isaiah Mustafa embodies masculinity as well as the product old spice. Sex appeal (appeals to both sexes as purchasers). What aspect of our society or culture is being represented? Masculinity of a specific type (confident, success

Old Spice advert

 logo - handwritten, serif font signifies tradition slogan - this fact has not been fact checked, humorous product image - bottom right in the foreground, conventional of adverts font size -  typeface/font style -  shot types and angles - composition and layout - rule of thirds used, main image on the left  rule of thirds-  colour palette -bright colours, very representative of idyllic, island life/ paradise. red sticking to original brand image of old spice as a long established product. special effects/image manipulation- volcano head, sand covering the body represents model as part of the island with him as the focus. props -  location and setting - paradise/ idyllic island costume and make up -  register/mode of address- formal mode of address with a  sense of humor/irony anchorage-  intertextuality-  what media language convention do you think is most effective? composition and layout  including the rule of thirds with the product image on conventionally in the bottom right as wel

Heaven music video revision

Use of location and sequence -  The different locations seen in the heaven music video are representative of the poorer side of London linking to Emeli Sanders roots. The sequence of locations from inside to outside (streets and under a bridge) help construct emeli sandes star image as throughout the video she is acosiating herself with her roots giving her a sense of originality and relates to ordinary audiences which is unconvential of a typical pop-star. This sequence could be used to uncover the reality which isnt represented in the media. Media language terminology -  cross cutting - 12 close up - 5 tracking shot - 3 low angle - 9 rule of thirds - 7 dissolve -1 juxtaposition - 2  fade - 6 jump cut - 11 graphic match - 10 action match - 4  connotations - 8 Intended star image for Emeli sande -  unique, breaks the stereotyes asociated with solo female artists grounded to her roots/ home town, relatable to ordinary people soulful, has deeper meaning and messages in her songs and vide

Minecraft Audience notes

 Audience under Mojang: -Prior to Minecrafts official release, Mojang targeted a niche market of programmers and modders.  -With being produded by a small company, there was no revenue for adverstising, therefore Minecraft relied on word of mouth to circulate the game. - However Minecraft still managed to reach a fairly large audience with 16 million registered users and 4 million purchases before release in November 2011. Synergy with Sony: - In 2011 synergy with Sony allowed Minecraft to move out of it's niche market and appeal to older audiences loyal to Sony. -This meant Minecraft was now digitally convergent. Audience under Microsoft: Minecraft increased their audience through a variety of factors including: - Multiplatform  - Diversification - Digital convergence  - Cross media convergence - Synergy - Regulation - Easy to play with no rules - Multiple Modes

Minecraft exam Question

EXPLAIN THE SIGNIFICANCE OF ECONOMIC FACTORS IN THE GAMING  INDUSTRY.  USE MINECRAFT TO SUPPORT YOUR ANSWER.  Ownership affects a products production, distribution and circulation. Specifically in the case of Minecraft when it was originally owned by creater Markus Perrson under the company Mojang a niche company with a small budget. This affected production in that it was produced to be a sandbox game and only distributed via PC. Minecraft was not officially released until November 2011, therefore was supported by word of mouth to circulate amoung the niche audience of programmers and moders. In 2012 Minecraft became multidevice available on xbox. The ownership of Minecraft changed when it was sold for $2.5 billion to microsoft, a large conglomerate in the gaming industry. under this new ownership production has changed as versions of the game on Nintendo switch and nintendo DS are available to download. With the gaming industry worth $100 billion microsoft makes up a large amount of