1) Type up your feedback in full:
WWW: Mature responses showing a good understanding and a clear focus on each question.
EBI: Use more media terminology and clear, detailed examples from each CSP.
61/84 Grade 7-
2) Write down how many marks you got for each question against the total number of marks available:
- Q1: 1/1 mark
- Q2: 1/1 mark
- Q3: 8/12 marks
- Q4: 5/8 marks
- Q5: 10/12 marks
- Q6: 1/2 marks
- Q7: 6/6 marks
- Q8: 2/2 marks
- Q9: 13/20 marks
- Q10: 14/20 marks
3) Section B requires you to write extended essays with approximately 20 minutes and 4-5 well-developed paragraphs per question (excluding introduction and conclusion). Count the number of paragraphs you wrote for each exam question in Section B excluding your introduction/conclusion:
- Q9 number of paragraphs: 5
- Q10 number of paragraphs: 5
4) Write a new well-developed paragraph that answers the question referring to Lara Croft Go and Kim Kardashian: Hollywood.
I agree that audiences are attracted to video games that have role-models. In Lara Croft Go, the main protagonist of the game could be seen as a role model because she can be seen as a conventional hero, she is strong and intelligent and extremely capable, which are common characteristics of a hero. Additionally, she wears useful clothes, like a utility belt and she carries weapons, similar to how an actual adventurer would, indicating that gender isn't important when deciding if you're a hero or not, since Lara Croft is a conventional hero, only her gender is unconventional to a hero role. Her character type is the Hero. On the other hand, she wears short clothes and could be considered to be a sexualised character, since she has an emphasised bust and hips, and an unrealistically thin waist, which could make her seem like more of a Heroine rather than a Hero. By empowering women in video-games, women feel as though they are capable of doing anything a man can do, and since Lara Croft Go is such a popular game, by giving women a powerful role-model like Lara Croft, they are more likely to purchase the game.
5) Write a new well-developed paragraph that answers the question referring specifically to aspects from the Zoella Close Study Product case study.
I agree that the internet has given audiences more control over who becomes a celebrity. With the introduction of the internet, it is much easier for audiences to give direct feedback to producers, and they have much more control over what they want to see. For Zoella (a vlogger on YouTube) fame wasn't earnt through work with large companies or by chance, like most traditional celebrities, but was instead through her own videos and work. Originally, Zoella only reached a small audience, but as years went on and her YouTube channel gained traction large brands and companies offered her sponsorships in exchange for her exposing their products to her large following of fans. Her popularity was gained without the use of large advertising campaigns or promotions from other companies, but instead through her audience sharing and posting her content, emphasising that her audience is the main reason for her success and showing us that in this day and age audiences have full control when choosing what content they wish to consume.
Written By Aishwarya Odedra
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