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Table 1 CREEVY. Georgia HARVEY. Jonathan HATTON. John RADFORD,Zoe WHITEHEAD, Georgia Table 4 FARLEY. Nick HARRIS. Abi JONES, Ryan RUSHTON. Michael SCHOFIELD. Max Table 2 COUZENS, Laura FOY, Ashleigh JOHNSON, Shaun OWENS. Shaun WESTON. Joe Table 5 ANDREWS, Amy FOULKES. James RABETTE, Liam WESTALL. Joe WOOD, John Table 3 CRITCHLEY, Tom LA\IRENSON, Oliver MCVEY, Casey PARR, Thomas SMITH. Sean

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Table 1

CREEVY. Georgia

HARVEY. Jonathan

HATTON. John

RADFORD,Zoe

WHITEHEAD, Georgia

Table 4

FARLEY. Nick

HARRIS. Abi

JONES, Ryan

RUSHTON. Michael

SCHOFIELD. Max

Table 2

COUZENS, Laura

FOY, Ashleigh

JOHNSON, Shaun

OWENS. Shaun

WESTON. Joe

Table 5

ANDREWS, Amy

FOULKES. James

RABETTE, Liam

WESTALL. Joe

WOOD, John

Table 3

CRITCHLEY, Tom

LA\IRENSON, Oliver

MCVEY, Casey

PARR, Thomas

SMITH. Sean

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Section B: Institutions and Audiences Candidates should be prepared to understand and discuss the processes of production, distribution, marketing and exchange as they relate to contemporary media institutions, as well as, the nature of audience consumption and the relationship between audiences and institutions. In addition candidates should be familiar with:

• the issues raised by media ownership in contemporary media practice;

• the importance of cross media convergence and synergy, in production, distribution and marketing;

• the technologies that have been introduced in recent years at the levels of production, marketing and exchange;

• the significance of proliferation in hardware and content for institutions and audiences;

• the importance of technological convergence for institutions and audiences;

• the issues raised in the targeting of national and local audiences (specifically, British) by international and global institutions

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Section B: Mark scheme

Section B is marked out of 60

Explanation / Analysis / Argument: /20

Use of examples: /20

Terminology: /20

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Starter: Which is the odd one out and why?

+ In your table groups, try to define as many of these terms as you can.

(All write down!)

MMORPG

RPG

FPS

UGC

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Progress Check 1: Which is the odd one out and why?

MMORPG

RPG

FPS

UGCUser Generated Content –part of Web 2.0

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User Generated Content

Learning Objective: We are learning to consider the impact of User Generated

Content (UGC) on the games industry

Learning Outcomes:

All will be able to research the benefits and issues of UGC

Most will be able to back up their views with

examples

Some will be able to evaluate UGC using their knowledge of the UK games industry

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User Generated Content on the net aka “We Media”

Before you can start researching the role UGC plays in the UK games industry, we need to consider what it is – including its role across the media:

I’m going to give you a basic definition: User Generated Content covers a range of material that is produced by consumers.

These content-generators have even become known as prosumers – you will hearing more about these in Year 13’s Media in the Online Age

Here’s a brief diagram…

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UGC is part of Web 2.0

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UGC & Web 2.0

Using the definition I have just given you, can you think of any popular websites that contain UGC?

Talk to the person next to you and write down any you can think of

– Progress Check 2

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Group presentation

task:

You are to work together to research the impact of UGC on the games industry.

You will need to include:

A definition of the term as you understand it

Examples of UGC in the games industry

What is the appeal of UGC?

What issues are there?

Do you think UGC is here to stay?

Learning Objective: We are learning to consider the impact of User Generated Content (UGC) on the games industry

Learning Outcomes:

All will be able to research the benefitsand issues of UGC

Most will be able to back up their views with examples

Some will be able to evaluate UGC using their knowledge of the UK games industry

You have a wide range of resources on your table

After 10 minutes of research, we will be moving to our whiteboards to report our findings – I will come round and tell you who I want to feed back for each group

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Group presentation

task

We are going to

return to our seats

and listen to each group report back

their findings – Have

they achieved our

outcomes?

Learning Objective: We are learning to consider the impact of User Generated Content (UGC) on the games industry

Learning Outcomes:

All will be able to research the benefitsand issues of UGC

Most will be able to back up their views with examples

Some will be able to evaluate UGC using their knowledge of the UK games industry

You have a wide range of resources on your table

After 10 minutes of research, we will be moving to our whiteboards to report our findings – I will come round and tell you who I want to feed back for each group

– Progress Check 3