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