Explain one way in which music videos use media language to differ from each other. Refer to one example of contrasting media language in two music videos you have studied to support your answer
Music videos use different phrases in the diegetic and non diegetic sound which cause different emotions. For example in the song "If I were a boy" by Beyonce she uses the anaphors of the subordinate clause "If I were a boy" to represent the inequality of gender and how males are allowed to do things... but females cant, causing quite an emotional response. However, in Bruno Mars' "Uptown Funk", he repeats the phrase "Uptown funk you up" which has a comical value and will cause a happier response; this will relate to the happier, more upbeat fans.
Refer to extract 1 in the insert. Analyse the representation of musicians in extract 1, which is from MOJO Magazine.
The main image of the extract has a monochrome view to it, it's black and white which represents depression, this attracts the target audience of MOJO, (straight white middle-aged people of class C to D) as their interests are quite hardcore and tend to like black and white, as Stanley Hall argued "Adolescence is inherently a time of storm and stress when all young people go through some degree of emotional and behaviour upheaval", meaning teenagers may also be attracted to this due to their stress. The musicians are portrayed as Gods, being the soul focus of the cover, they're all over the cover in bold writing, showing the significance of them. The black and white cover perhaps represents the depression of the main star.
Refer to Extract 1 and 2 in the insert.
How far is media language used differently in Extracts 1 and 2
In your answer you must:
- analyse examples of how media language is used similarly and differently in extracts 1 and 2 which are from 'We Love Pop' and 'Mojo' magazines.
- Make judgements and reach conclusions about whether there are more similarities due to genre conventions than differences in the extracts.
Both magazines contain an idolisation of the musicians being the main focus of the magazine. The colour pallets both represent the magazines' respective target audience. MOJO has a monochrome, black and white cover, this represents the primary target audience of straight white middle0aged people of class C-D as it represents depression. We Love Pop's colour pallet is extremely bright, pink and girly, this represents the target audience of teenage girls of classes C-D as they're typically bright and girly. The stories on the MOJO magazine and laid out in uniform layout,this represents the more civilised primary target audience as they're older and tend to be more organised, We Lo-*
Explain reasons what film company would release a video game linked to a film
1)The film company wishes to advertise its film by releasing a video game, those who play video games would tend to play the video game first and then watch the movie after the game.
2)The video game will keep the movie advertised for longer as it keeps the movie relevant and in the public eye.
Explain at least two uses and gratification of video games using Blumer and Katz's theory.
Refer to the Lego Movie Video Game to support your answers.
People would play the Lego Movie Video game because of the social gains they accumulate, for example, Blumer and Katz's theory that people undergo media consumption to socialise. As many children would have played The Video Game, their friends would also want to play the game, meaning more buyers and more money for the company. Another of Blumer and Katz's theories is that people undergo media consumption as a distraction for the melancholy boredom of everyday life, this is true as people tend to play video games to distract them from their boredom, those who played The Lego Movie Video Game would have bought the game meaning more buyers and more money for the company, as well as this, those who played the game are more likely to watch the movie as they are now aware of the narrative and the characters, The third theory of Blumer and Kat'z is that people undergo media consumption for the goal of self discovery, whether it's because of the characters that they relate to teaching them about themselves or because the narrative teaches them important life lessons which apply to them and therefore teaches them something new about themselves. The last reason why someone would undergo media consumption is because of the surveillance, People learn about the world and so instead the consumers ;earn about the narrative and characters of the game and movie, this makes them more likely to watch the movie as they know more about what it's all about.