Friday, 29 June 2018

Summer 2018 Mock DIRT (Lego)

7. Explain two reasons why a film company would release a video game linked to a film.

MARKING:
Also, discuss how it makes them [unintelligible]  a character, narrative & setting [unintelligible] to the film release - Intertextuality [unintelligible].

EDITED ANSWER:
Releasing a video game linked to a film would increase profit, as most film companies release video games simultaneously with films in deluxe bundles, urging the consumer to purchase them. Video games are also a good way to introduce more content to a film series, meaning that by releasing a video game linked to a film the audience will remain interested for longer and will fall more in love with the series, as there is more content of their favourite characters to enjoy.

8. Explain at least two uses and gratifications of video games using Blumler and Katz's theory. Refer to The Lego Movie Video Game to support your answer.

MARKING:
It says at least so to get more makes you could discuss the [unintelligble] aspect of the theory.

EDITED ANSWER:The Lego Movie Video Game can be used as a source of entertainment for children, which serves as a distraction from the real world. If a child was bored, they most likely would turn to The Lego Movie Video Game to entertain themselves. The distraction aspect is also rather important and useful, as if the child is struggling with something mentally, they might play the game to distract themselves from the situation and feel better.

Blumler and Katz' theory also has the use of 'social relationships', which applies to The Lego Movie Video Game, meaning that the child's friends may also play The Lego Movie Video Game, which would then serve as a conversation topic for them to discuss and bond over. However, if the child were to have no friends, then they may play the game to build a personal bond with the characters, therefore meaning the game would be providing a relationship to the child.

'Personal identity' is another section of the uses and gratifications theory, in which The Lego Movie Video Game makes the children consider who they are, and what their ideas and values would be. The main protagonist the children would play as would be Emmet, the hero, so children could identify with him and base their morals off what his are, while other children could base their morals off Lord Business', who is the main antagonist.

Another part of this theory is information, where children who play The Lego Movie Video Game would learn more about the world of Lego and the characters within it and take pleasure in knowing more. The Lego Movie Video Game might include exclusive information and content that the actual movie doesn't contain, so children would want to know all of the new and extra information.

9. Analyse how genre codes have been used in The Lego Movie poster campaign to appeal to a family audience.

In your answer you must refer to relevant media contexts.

MARKING:
- Link to question needed more frequently e.g. how the posters follow [unintelligible] poster conventions + [unintelligible] the genre.
- [unintelligible] you could discuss all features e.g. layout, credits, [unintelligible], ect.
- Could also discuss stereotyping.

EDITED ANSWER:
The most prominent genre code used is the colour palette, which consists of the primary colours - red, blue and yellow. This appeals to a family audience, especially young children, as the primary colours are often used in family films as they are easy for children to understand. The primary colour scheme is mostly present on Emmet, the main protagonist, coding him as the hero to children.

Another genre code used is the tag line, which is "The story of a nobody who saved everybody", which is an ideal a family audience can relate to, as most children have aspirations to become heroes and to help others, therefore this appeals to the target audience as children will see themselves as the main character.

The posters also conform to genre conventions, particularly the teaser posters, where it showcases Lord Business, the antagonist, with the stereotypical 'evil' red and black colour palette.

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