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1. Explain how the industry you have studied is exploiting
new technology in the areas of production, marketing and
exchange
2. Account for recent changes in consumption and
production in the industry you have studied.
3. To what extent are media audiences the agents,
beneficiaries or victims of change?
4. Explain the significance cross media convergence and
synergy, in production, distribution and marketing; the
industry you have studied
5. How does your own experience of consumption illustrate
wider patterns and trends of audience behaviour the industry
you have studied?
6. What impact does media ownership have on the industry
you have studied?
7. How are audiences effectively targeted in the industry you
have chosen?
8. How do institutions in your industry meet the needs and
expectations of the audience?
9. What are the issues raised when targeting audiences in
your chosen industry?
10. Discuss the issues raised by institutions’ need to target
specific audiences within a media industry which you have
studied.
11. Discuss the issues raised by media ownership within a
media industry which you have studied.
1   General Points to Mention in Exam
2
3 the issues raised by media ownership in
contemporary media practice;
• Big company – Nintendo – Mass market
  products – less or more innovation? –
  global – Mass market audience
• Small company (Indie Developer) –
  Jonathan Blow – Niche product – Niche
  audience – more innovative? – Cheaper
  but just as good? – More freedom to
  experiment?
4 the importance of cross media
convergence and synergy, in production,
distribution and marketing;
• Big company – Nintendo – technology
  coming together – produce/Distribute
  games/consoles worldwide in large
  numbers – Marketing world wide (cross
  media synergy)
• Jonathan Blow – Produced, Marketed and
  Distributed from home, then online –
  Convergence and synergy makes it easier
  for small developer.
5 the technologies that have been
introduced in recent years at the levels of
production, marketing and exchange;
• Nintendo – traditional but worldwide
  production on massive scale – Cross-
  media advertising possible – Traditional
  exchange (distribution)
• Jonathon Blow – Internet allowed
  marketing and distribution – Feedback
  online whilst game being made
  (production) – New Tech allowed game to
  be made (software and hardware).
6 the significance of proliferation in
hardware and content for institutions and
audiences;
• Lots of Games/Console choices
• Companies can make more money -
  some better games/hardware due to
  competition – Can lead to homogenization
  (same ole stuff, esp’ from big companies)
• Small companies offer more img’ games –
  hard to be a success.
7 the issues raised in the targeting of
national and local audiences (specifically,
British) by international and global
institutions;
• Different marketing/advertising
  approaches by Nintendo/Jonathon Blow.
• Feels more personal – Products designed
  for ‘us’.

the ways in which the candidates’ own
experiences of media consumption illustrate
wider patterns and trends of audience
behavior
  • Bought Nintendo products – Family –
    Wii Sport success – Saw adverts –
    Liked celeb appeal etc…
• Did not buy Braid – Not in target
  audience – know techie friend who is
  obsessed – Won over once played

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Game industry exam questions

  • 1. 1. Explain how the industry you have studied is exploiting new technology in the areas of production, marketing and exchange 2. Account for recent changes in consumption and production in the industry you have studied. 3. To what extent are media audiences the agents, beneficiaries or victims of change? 4. Explain the significance cross media convergence and synergy, in production, distribution and marketing; the industry you have studied 5. How does your own experience of consumption illustrate wider patterns and trends of audience behaviour the industry you have studied? 6. What impact does media ownership have on the industry you have studied? 7. How are audiences effectively targeted in the industry you have chosen? 8. How do institutions in your industry meet the needs and expectations of the audience? 9. What are the issues raised when targeting audiences in your chosen industry? 10. Discuss the issues raised by institutions’ need to target specific audiences within a media industry which you have studied. 11. Discuss the issues raised by media ownership within a media industry which you have studied.
  • 2. 1 General Points to Mention in Exam 2 3 the issues raised by media ownership in contemporary media practice; • Big company – Nintendo – Mass market products – less or more innovation? – global – Mass market audience • Small company (Indie Developer) – Jonathan Blow – Niche product – Niche audience – more innovative? – Cheaper but just as good? – More freedom to experiment? 4 the importance of cross media convergence and synergy, in production, distribution and marketing; • Big company – Nintendo – technology coming together – produce/Distribute games/consoles worldwide in large numbers – Marketing world wide (cross media synergy)
  • 3. • Jonathan Blow – Produced, Marketed and Distributed from home, then online – Convergence and synergy makes it easier for small developer. 5 the technologies that have been introduced in recent years at the levels of production, marketing and exchange; • Nintendo – traditional but worldwide production on massive scale – Cross- media advertising possible – Traditional exchange (distribution) • Jonathon Blow – Internet allowed marketing and distribution – Feedback online whilst game being made (production) – New Tech allowed game to be made (software and hardware). 6 the significance of proliferation in hardware and content for institutions and audiences; • Lots of Games/Console choices
  • 4. • Companies can make more money - some better games/hardware due to competition – Can lead to homogenization (same ole stuff, esp’ from big companies) • Small companies offer more img’ games – hard to be a success. 7 the issues raised in the targeting of national and local audiences (specifically, British) by international and global institutions; • Different marketing/advertising approaches by Nintendo/Jonathon Blow. • Feels more personal – Products designed for ‘us’. the ways in which the candidates’ own experiences of media consumption illustrate wider patterns and trends of audience behavior • Bought Nintendo products – Family – Wii Sport success – Saw adverts – Liked celeb appeal etc…
  • 5. • Did not buy Braid – Not in target audience – know techie friend who is obsessed – Won over once played