- Q1: 1/1 mark
- Q2: 1/1 mark
- Q3: 7/12 marks
- Q4: 5/8 marks
- Q5: 7/12 marks
- Q6: 2/2 marks
- Q7: 4/6 marks
- Q8: 2/2 marks
- Q9: 14/20 marks
- Q10: 12/20 marks
Question 9 number of paragraphs:4
Question 10 number of paragraphs:4
Q9)
I agree that audiences are drawn to videogames with characters that are role models. This is because Lara Croft GO, a very popular game, features a skilled, intelligent protagonist. She provides a positive representation of women and wears clothes suitable for her activities rather than being overly sexualised. She holds the message that women can be just as skilled and capable as men and encourages many girls to be like her/play videogames. However, this is contradicted by the popular videogame, 'Kim Kardashian: Hollywood'. The protagonist of Kim Kardashian: Hollywood is predominantly interested in fashion and takes an interest in materialistic, superficial things. As a result, I believe the main audience gratification from Kim Kardashian: Hollywood was diversion as it provides superficial entertainment and doesn't focus on providing a good example for young people. Lara Croft, on the other hand, provides diversion and entertainment as well as utilising a strong, skilled positive female protagonist.
Q10)
I agree that the internet means audiences can choose celebrities rather than big media companies as the rise of social media platforms such as Youtube or VIne allows consumers to watch people they enjoy; they have the option to "share" or "like" content, which ultimately leads to more exposure and fame. For example, Zoella is an example of a celebrity chosen by the audience. Zoella could be classified as a prosumer-she produces content and also consumes the content of other youtubers which gives her an advantage as she is able to see what people enjoy watching and incorporate these ideas into her own videos. She is made likeable to the audience as she provides personal identity by reflecting the audience's interests in her videos. Internet stars, such as Zoella, are able to have full control over their content as they aren't being run by big media companies.
I agree that audiences are drawn to videogames with characters that are role models. This is because Lara Croft GO, a very popular game, features a skilled, intelligent protagonist. She provides a positive representation of women and wears clothes suitable for her activities rather than being overly sexualised. She holds the message that women can be just as skilled and capable as men and encourages many girls to be like her/play videogames. However, this is contradicted by the popular videogame, 'Kim Kardashian: Hollywood'. The protagonist of Kim Kardashian: Hollywood is predominantly interested in fashion and takes an interest in materialistic, superficial things. As a result, I believe the main audience gratification from Kim Kardashian: Hollywood was diversion as it provides superficial entertainment and doesn't focus on providing a good example for young people. Lara Croft, on the other hand, provides diversion and entertainment as well as utilising a strong, skilled positive female protagonist.
Q10)
I agree that the internet means audiences can choose celebrities rather than big media companies as the rise of social media platforms such as Youtube or VIne allows consumers to watch people they enjoy; they have the option to "share" or "like" content, which ultimately leads to more exposure and fame. For example, Zoella is an example of a celebrity chosen by the audience. Zoella could be classified as a prosumer-she produces content and also consumes the content of other youtubers which gives her an advantage as she is able to see what people enjoy watching and incorporate these ideas into her own videos. She is made likeable to the audience as she provides personal identity by reflecting the audience's interests in her videos. Internet stars, such as Zoella, are able to have full control over their content as they aren't being run by big media companies.