1. G322
TV Drama and Representation
and
Audience and Institutions:
Video Games
The Key Points
2. TV Drama and Representation
• Section A of the exam.
• 30 minutes to watch clip (4 times) and
make notes.
• 45 minutes to write your response.
• Don’t bother with introductions or
conclusions: these won’t gain you any
marks.
• Consider using note-making time to ‘plan’
your answer.
3. TV Drama and Representation
• You must comment on…
– Camera
– Sound
And how they link to…
– Mise-en-scene
– Editing
– Representation
• Failure to discuss any of these areas will reduce
your mark!
4. Camera – shots, angle, movement
and composition
• Shots: establishing shot, master shot, close-up,
mid-shot, long shot, wide shot, two-shot, aerial
shot, point of view shot, over the shoulder shot,
and variations of these.
• Angle: high angle, low angle, canted angle.
• Movement: pan, tilt, track, dolly, crane,
steadicam, hand-held, zoom, reverse zoom.
• Composition: framing.
8. Representation
“representations of individuals,
groups, events or places…”
• Gender
• Age
• Ethnicity
• Sexuality
• Class and Status
• Physical ability/disability
• Regional identity
9. Keywords…
• All the terminology mentioned on the
previous slides are keywords.
• Other you could mention include…
– Realism – do the different techniques used
work to make the piece realistic?
– Verisimilitude – the construction of a
believable world.
– Stereotypes – how we expect people and
places to be.
10. What could you be shown?
Type of drama Examples…
• Teen dramas • Skins, Hollyoaks.
• Soap operas • Eastenders, Corrie,
• Period dramas Emmerdale.
• Hospital dramas • Rome, Bleak House, Life
• on Mars.
Crime dramas
• Casualty, Holby City.
• The Bill, Prime Suspect,
Life on Mars, Cracker,
Morse, Frost.
• Realism?
• What are they used to represent?
11. The Mark Scheme
Level 4
Explanation/analysis/argument (16-20 marks)
• Shows excellent understanding of the task
• Excellent knowledge and understanding of the technical aspects used in the extract
• Excellent discussion of the extract’s representations, clearly linked to textual analysis
• Clearly relevant to set question
Use of examples (16-20 marks)
• Offers frequent textual analysis from the extract – award marks to reflect the range and
appropriateness of examples
• Offers a full range of examples from each technical area
• Offers examples which are clearly relevant to the set question
Use of terminology (8-10 marks)
• Use of terminology is relevant and accurate
12. Video Games
• Section B.
• 45 minutes to respond to 1 question.
• Question will ask you to discuss the
processes of production, distribution and
exhibition in Video Games.
• Your answer should make reference to
specific examples from the case study we
have studied.
13. The Case Study
Your answer can should contained detailed examples.
• You should refer to one main case study and use other
examples to back yourself up.
14. Production / Distribution / Exhibition
The question requires you to discuss these three
areas…
• Production – Processes (publisher, developer,
budgets and so forth) and decisions that take
place when making a video game.
• Distribution – Advertising, marketing,
merchandising and delivering the game.
• Exhibition – The different ways in which the
audience can ‘consume’ game.
You should also make reference to…
15. Synergy
• In media economics, synergy is the promotion
and sale of a product (and all its versions)
throughout the various subsidiaries of a media
conglomerate, e.g. films, soundtracks, books,
Internet or action figures etc.
• Walt Disney pioneered synergistic marketing
techniques in the 1930s by granting dozens of
firms the right to use his Mickey Mouse
character in products and ads, and continued to
market Disney media through licensing
arrangements.
16. Proliferation (through technology)
• Downloading – DLC, games.
• Social Networking Sites – marketing and
buzz
• Accessibility – everywhere?
• Control – licences have to granted by the
big three.
17. “The importance of technological convergence for
institutions and audiences”
What does convergence mean and why is it
important?
• When two or more technologies come together
to create a new technology.
• Audiences: Everything in one product.
• Institutions: Audiences tied to one product.
21. Us challenging them…
• Remember that YOU are a key part of the
film industry.
• YOUR behaviour influences what they (the
institutions) do.
• Be prepared to comment on the power of
the audience!
22. The Question
• Discuss the issues raised by an institution’s
need to target specific audiences within a media
industry which you have studied.
Or maybe…
• What issues / decisions do institutions face
when releasing their products?
• How do audiences influence institutional
decisions?
23. The Mark Scheme
Level 4
Explanation/analysis/argument (16-20 marks)
• Shows excellent understanding of the task
• Excellent knowledge and understanding of institutional/audience practices – factual
knowledge is relevant and accurate
• A clear and developed argument, substantiated by detailed reference to case study
material
• Clearly relevant to set question
Use of examples (16-20 marks)
• Offers frequent evidence from case study material – award marks to reflect the range
and appropriateness of examples
• Offers a full range of examples from case study and own experience
• Offers examples which are clearly relevant to the set question
Use of terminology (8-10 marks)
• Use of terminology is relevant and accurate
24. Revising
• The blogs
• The booklets and resources
• The internet
• Youtube
• And these…
– http://blackpoolmedia.wordpress.com/category/representat
– http://6thformnoodle.blogspot.com/search/label/Year%2012