Sunday, 11 November 2018

HOMEWORK 4: Uses and Gratifications


Bloomer and Katz's Use and Gratification Theory:
The four main reasons for using media are:
1. Entertainment- offers distraction from the world.
2. Personal Identity- helps us consider who we are; what ideas and values we identify with.
3. Relationships- we find things we can share and discuss with others.
4. Information- new information we want to know or take pleasure in knowing.

Examples of recent movie/video game simultaneous releases:
1. The Lego Movie
2.
3.

Why do companies often release tie-in video games alongside the films?
Companies do this, to maximise the profit of the film, also, the game makes the characters to people, so they would want to watch the film, and know the characters. Also, it gives people the chance to be part of it, and they chance to control the film that they loved. The companies also do this, because it helps advertise both products and increases the potential audience for both.

The four main reasons that companies often release tie-in video games alongside the film:
1. Profit Maximised- the promotion of a film will create a receptive awareness in potential consumers     of the game: they have heard of it and are familiar with it.
2. Familiarity- the brand, plot and characters are already known; recognition of the fact we liked the film so may enjoy the game based on it.
3. Extends the measure of the Film- a chance to continue to 'be part of' the film that we enjoyed. Chance to play the roles we saw in the film.
4. The game promotes the film, the film the game- efficient use of marketing of both products and increases potential audiences as fans 'crossover' between the two platforms. Think of how the theme of Bond film piggy-backs on the promotion of the film and vie-versa.


How does The Lego Movie video game fit Bloomer and Katz's theory?
1. Entertainment- offers distraction from the world.
2. Personal Identity- helps us consider who we are; what ideas and values we identify with.
3. Relationships- we find things we can share and discuss with others.
4. Information- new information we want to know or take pleasure in knowing.

How is The Lego Video Game used to promote The Lego Movie to the target audience?
-Explain two reasons why a film company would release a tie-in video game to a film. 
-Explain how the game (colour pallet/ set/ characters/ narrative/ sound etc.) represent different people in the audience attracting them to the film & game.
-Analyse how the uses and gratifications offered by the lego movie video game are reflected in the cover.

The Lego Movie video game helps promote the movie to the audience, to maximise the profit of the film, because the potential consumers will be aware of it, and be familiar with it. Also, the game promotes the film, and the film promoted the game- efficient use of marketing of both products and increases potential audiences as fans 'crossover' between the two platforms.
The colour pallet used on the video game is bright and colourful, representing there primary target audience of children, this is because they will be attracted to the brightness, and it makes it look fun for them. The characters in the game are the same as the characters in the movie, this makes the audience familiar with them, so if they haven't seen the movie, but have played the game, they know who the characters are.

1 comment:

  1. Great homework Bethany, well done! You obviously have a good understanding of the Uses and Gratification theory and can apply it to the Lego Movie. Target: Expand on your final answer:
    - Discuss the appeal of other aspects on media language in more detail.
    - Show a more detailed understanding of the film through making more detailed references to characters, set and narrative.

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