Friday 5 January 2018

QUESTION 8

Film companies may partner with video game designers so they can relate to a larger demographic, such as Warner Bros. did with the Lego Movie.

The film was widely received by the public with critical acclaim with many topics in it relating to everyday life; it had something for everyone, humour for adults, teenagers, and of course, the target audience, children. The video game capitalizes on the success of the film and becomes fun for all the family in the first few scenes in the game. The audiences' mind is active, making them take things in even more frequently because they are processing it.

1 comment:

  1. Mark 2 out of 8
    Always add the full title of the exam question at the top plus your mark. It is easy to copy /paste from the class blog. It will help you during exam revision. It would have helped you here realize that the exam question required theory: a reference to the Uses and Gratifications model.
    1. Start by integrating the theory: the Lego video game " offers audiences many pleasures such as..." You must integrate the Uses and Gratifications model. Doing so will become easier with practice.
    2. Show more understanding of the cross-promotion with the film, the relationship with the brand and its characters (synergy). Cross promotion is not the casting of familiar actors.
    3. One of the adult pleasures is the pun. Piece de resistance = best and most important or exciting thing
    4. You should refer to pleasures of the game itself such as 'enigma, jeopardy (a sense of danger) and spectacle'; mention the quest (exploring new worlds), the use of the first-person protagonist (the gamer associates directly with the game)
    5. Refer also to childhood nostalgia for parents & the pleasures of playing with their children
    6. This does not look like a page and a half of exam anwser.

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