Monday, 12 March 2018

EXAM PREP


1. The methods of production, distribution and exhibition:

Production Companies - they help create the film as they assist with budgeting, scripting, casting and more. the company usually look over the film when it is an idea to completion.
 
Distribution Studios - they are produced and distributed by an independent production company and independent distributor (meaning outside the studios), generally an international sales agent handles the licensing of international rights to the film.

Exhibition - where the film has been released and it is the retail branch of the film industry. It involves not the production or the distribution of motion pictures, but their public screening, usually for paying customers in a site devoted to such screenings, the movie theatre.


How to get funding and what the money is spent on. talk about the big 6 studios distribute the films. where the films are presented in, how can it be consumed after viewing it in the cinema.

2. The ownership of the film industry: 

      The big 6- how Disney uses markets its brand and as a conglomerates. Since they have theme parks, stores, TV channels.

      Copyright Laws - originally copyright for stories and characters would last for a maximum years of 56 years. This became and issue for Disney, since everyone else could make mickey mouse so they would lose money and revenue, because of Disney copyrights law live on for a longer time now until to 2023. Under this law all over movies and characters are also protected, with Mickey mouse.

      Conglomerates - a big company that own small businesses. A media conglomerate, media group, or media institution is a company that owns numerous companies involved in mass media enterprises, such as television, radio, publishing, motion pictures, theme parks, or the Internet.

      Oligopoly - An oligopoly is when a few firms dominate a market. When the larger scale media companies buy out the more smaller-scaled or local companies they become more powerful within the market.

       3. The role of new technology in the film industry:

      • 3D films have become famous now. it has always existed but became better now.
      • 4DX - with special effects to stimulate all five of your senses, the new cinema screen will see scents and water blasted out from the seats in front of you, and bubbles and wind can float down from overheard.
      • Smartphone gadgets.
      • DVDS
      • Streaming.
      • the ways its sold to us.
      1. Explain the differences in production, distribution and exhibition between snow white and the seven dwarfs and blank panther (15 marks)

      Intro: define key terms, explain case study, indicate key differences, key facts. write 5 lines. different target audiences. no evidence needed.

      Main body: 2 to 3 paragraphs about snow white and the seven dwarfs history and all the production, distribution, exhibition. produced by Walt Disney. distributed by RKO and how they marketed with licensed products and merchandise and a soundtrack and exhibited in only cinemas as it was re-released.

      Main body: detailed example of black panther and all the production, distribution, exhibition compare with snow white, differences and similarities. Write a whole page on this, 4-5 paragraphs. difference is that  live action and computer generated. produced by marvel studio made by Disney. also licensed products distributed by influences, social media pages, interviews with buzzfeed and vice, technology, adverts,brand partnership . exhibit released in cinema,  and home video format, also released in 3D,4DX,DVD, worldwide eventually.

      Conclusion: keep it simple. bring together and answer the question, differences of technology and similarities. ask and answer what does the future of the film industry hold?

      Thursday, 8 March 2018

      Gaming Industry - Henry Jenkins

      Henry Jenkins
      • He is an influential media theorist.
      • Interested in the online world - media 2.0
      • Since the emergence of the internet as a participatory, interactive medium, there has been a great deal of writing about how this has transformed audiences, institutions and the nature of media products.
      • Jenkins looks at many areas, but for this topic, his 1992 book Textual Poachers: Television Fans and Participatory Culture is particularly important.

      Media 2.0:
      • it refers to the way media has transgressed into a new realm of engagement.
      • the current state of the web, the new 'version' in comparison to what it used to be.
      • it now considers how the web allows.
      Textual Poachers:
      • Jenkins' research in Textual Poachers showed how fans construct their own culture by appropriating and remixing—"poaching"—content from mass culture.
      • Through this "poaching", the fans carried out such creative cultural activities as rethinking personal identity issues such as gender and sexuality; writing stories to shift focus onto a media "story world's" secondary characters; producing content to expand of the timelines of a story world; or filling in missing scenes in the story world's official narratives order to better satisfy the fan community

      Jenkins (inter) Active Audience Approach:
      • Jenkins belongs to a group of Media thinkers who are highly optimistic about the Media.  
      • They view the Media, and Web 2.0 as empowering to the audience, breaking down traditional boundaries of class and status. The audience is interactive and powerful.  
      • They can participate and create their own narratives, questioning messages and generating their own ideas.
      • Jenkins, Shirky and others clearly contrast with the more traditional media effects theory models, which see the media as powerful and the audience as passive.
      • Participatory Culture:
      • Jenkins noted that the development of “new” Media (roughly post 2000) has acceleratedparticipatory culture”, in which audiences are active and creative participants rather than passive consumers.
      • They create online communities, produce new creative forms, collaborate to solve problems, and shape the flow of media. This generates what Jenkins describes as “collective intelligence

      Key Terms
      Fandom - refers to the social structures and cultural practices created by the most passionately engaged consumers of mass media properties.
      Participatory culture - refers more broadly to any kind of cultural production which starts at the grassroots level and which is open to broad participation.

      Web 2.0 - is a business model that sustains many web-based projects that rely on principles such as user-creation and moderation, social networking, and "crowdsourcing."
      Fandoms - fandoms turns to a community where people share the same passions to things.

      a way of marketing and distribution and new technology is the #wandanaforever on social media.