Wednesday, 7 October 2026

OSP: Kim Kardashian - Context + LIAR

Our OSP CSPs are the online presence of former Manchester Utd and England footballer Marcus Rashford and celebrity influencer Kim Kardashian.

These are in-depth CSPs so we need to study all four areas of the theoretical framework: Language, Industry, Audience and Representation. This first case study will focus on Language and Representation.

Who is she? Kim Kardashian

In Summary: She is one of the most successful ‘Influencers’ of all time.

- She has over 360m followers across her social media platforms – enormous reach

- She has several successful businesses and brands built exclusively around her online presence

- She has an estimated worth of around $2 Billion – Largely due to her monetising the attention she receives to a high level

Why Study Her? Kim Kardashian

The influencer phenomenon
A textbook example of how an individual becomes a media brand online.

Huge, multi-platform reach
Active across Instagram, TikTok and linked websites — scale to analyse.

Business from her presence
Brands, products and lucrative endorsements built on her following.

Rich representation issues
Gender, ethnicity, age, wealth, fame, family — lots to unpack.

Industry & regulation
Shows how platforms profit and how influencers are regulated.

'Famous for being famous'
An icon of celebrity culture and the commodification of fame.

Where does LIAR come in?

Media Language

HOW meaning is made: codes, conventions, semiotics. Main focus = Her Social Media and Websites

Genre and narrative

Kim Kardashian has created a strong personal brand that merges different genres – influencer, celebrity, reality TV star,.

Her online presence emphasises her businesses and drive (largely financial), furthered by her families collective efforts to raise their brand and status. It's a story of how publicity across many varied formats can lead to global recognition (whether good or bad).

Media Industries
HOW her platforms are made, owned, funded and regulated.

Kim Kardashian net worth

Kim Kardashian has an estimated net worth of approximately $1.7 billion to $1.9 billion, according to recent Forbes estimates.

Main Sources of Wealth

• Skims: The shapewear and clothing brand is the largest driver of her fortune. Following funding rounds valuing the company at $5 billion, her substantial stake makes up the vast majority of her billionaire status.

• SKKN BY KIM & Beauty Ventures: Her skincare and previous cosmetics lines (including KKW Beauty, which famously sold a 20% stake to Coty) have added hundreds of millions to her overall net worth.

• Television and Media: Earnings from reality television shows like Keeping Up with the Kardashians and The Kardashians on Hulu provide steady, high-tier entertainment income.

• Endorsements & Social Media: She commands millions per sponsored post and serves as a global brand ambassador for major luxury houses like Balenciaga and Dolce & Gabbana.

• Private Equity & Real Estate: Her private equity firm SKKY Partners and a valuable portfolio of high-end real estate in California round out her diverse asset portfolio.

Media Audiences
WHO are her platforms for, why they use it, how they read it.

Target audience: demographics and psychographics

What is the target audience for the CSP? 
- Demographics: CAGE? 
- Psychographics? 

Audience engagement

Instagram engagement rate is a measure of how much audiences engage with posts (e.g. likes, comments). An engagement rate of 1-3% is considered good and anything 6%+ is extremely high.

Kim Kardashian's role as an influencer is shown by her engagement rate of 2.56% (although this has dropped and risen over time due to increasing herfollower count and change in brand focus throughout her public career.


What is the appeal of Kim Kardashian to audiences? Think about their campaigns (branded and otherwise), use of social media and public associations. Also, consider their appeal to different audiences.

Use Blumler and Katz Uses and Gratifications theory:

  • Diversion
  • Personal Identity
  • Personal Relationships
  • Surveillance/information
Media Representations
WHO/WHAT is shown and how: selection, construction, mediation.

Kim Kardashian's online presence offers a real mix of representations – some reinforcing stereotypes of femininity, influencers and race/ethnicity but others subverting them. She also regularly both subverts and upholds stereotypes regarding fame, controversy and celebrity culture.

Use Daniel Chandler’s representation theory of CAGE to analyse representations in the media. Here's an example for Kim Kardashian’s online presence:
C – Class (social class – upper class celebrities)
A – Age (growing from youth to middle aged)
G – Gender (femininity)
E – Ethnicity (Armenian American)

Glossary Terms:

Technical Codes - Design and image choices: photography, colour, layout, typography, video.

Genre Conventions - Expected ingredients of a personal/official website and of social platforms (menus, feeds, captions).

Semiotics - Reading signs: denotation (what we literally see) and connotation (what it suggests).

Convergence - When two or more media forms can be accessed in one place or one device e.g Marcus Rashford’s website also links to his books, social media feeds and video content. 

Online engagement/dialogue - Communication online e.g between a celebrity and a fan. 

Endorsement - When a celebrity or influential figure recommends something to the public. 

Blog Tasks

Context

1. What is her background? Where is her family from? Who are her parents? Where did she appear early in her career?

Language

1. Describe 3 differences you can see between her Instagram and TikTok (look / pace / type of content).

2. Explain how the genre features of TikTok change the tone of her content compared with Instagram.

3. Evaluate which platform gives her the most control over her brand image, and why.

4. Open her public Instagram feed. Find ONE post that best shows a consistent 'brand look' and note the media-language choices.

    a. Screenshot/sketch the post; note colour palette, shot type, caption style.

    b. Write 2 sentences: What does this post want the audience to think of her?

Industry

1. List 2 ways Instagram makes money from Kim Kardashian and 1 risk of influencer marketing.

2. Explain why concentration of ownership might be a concern for audiences.

3. What companies/brands are Kardashian associated with? Why might they want to be linked to those celebrities?

Audience

1. Name the four Uses & Gratifications needs and give one example of each for her feed.

2. Explain how her style of address makes followers feel personally spoken to.

3. Look at the COMMENTS and engagement on one official post (likes, comments, shares). What do they tell you about her audience and how it participates?

    a. What sort of participation numbers does she get? (likes, comments, shares, saves).

    b. Find evidence of a preferred AND a more critical reading in the response.

    c. Write one sentence on what the audience response reveals.

Representation

1. Find a post showing either family, a product, or a cause.

    a. Selection: What is shown? What is left out?

    b. Construction: Which media-language choices build the representation?

    c. Stereotype Check: is the representation positive, negative, or both? Justify.

2. Describe one positive and one negative stereotype you can find on her feed.

3, Explain how SELECTION (Choosing what to show carefully) shapes the representation of her family life.

Challenge: Analyse how Kim Kardashian’s online presence has been constructed to create a controversial and newsworthy representation of the celebrity. (6 Marks)


Wednesday, 16 September 2026

OSP: Marcus Rashford - Context & LIAR

Our OSP CSPs are the online presence of former Manchester Utd and England footballer Marcus Rashford and celebrity influencer Kim Kardashian.

These are in-depth CSPs so we need to study all four areas of the theoretical framework: Language, Industry, Audience and Representation. This first case study will focus on Language and Representation.

Who is he? Marcus Rashford

Footballer
A Premier League and international footballer, widely praised for his very effective use of social media.

Campaigner
Uses his platform for food poverty, homelessness and books-for-children campaigns - and has influenced government policy.

Brand
Endorses products and is sought after by brands; his official website covers both his football and his campaigning.

KEY INFO: His focus is mainly his football career now - reportedly after criticism of players focusing more on off the pitch actions.

Why study him? Marcus Rashford

1. 'Effective use' of social media
A model example of an influencer who uses platforms expertly and purposefully.

2. Real-world impact
Influenced government policy (e.g. free school meals) and mobilised companies and individuals.

3. Industry & regulation
Shows how platforms profit and why brands (Burberry, Aldi, Nike, Tesco) want to associate with him.

4. Activism, not just profit
He directs most effort to good causes rather than commercial gain - unusual for an influencer.

5. Rich representation issues
Gender, ethnicity, age, class - a young Black working-class man as role model and campaigner.

6. A contrast to study
A useful contrast with Kim Kardashian's more commercial, materialistic online presence.

Where does LIAR come in?

Media Language
HOW meaning is made: codes, conventions, semiotics. Main focus = His official WEBSITE.

Genre and narrative

Marcus Rashford has created a strong personal brand that merges different genres – footballer, campaigner / activist, influencer, celebrity.

His online presence emphasises his working class background and how hard his mum worked as a single parent. This creates a narrative of success against the odds. He then uses this to drive his campaigning work on food poverty and reading.

Media Industries
HOW his platforms are made, owned, funded and regulated.

Marcus Rashford net worth

Marcus Rashford’s net worth has been estimated at around £16m (source: Sunday Times rich list). This includes:

  • £300,000 per week from Manchester United (£15.6m a year)
  • £2m endorsement deal with Nike
  • Additional deals with Burberry, Jaguar Land Rover, Coca-Cola and others

He is also the youngest person to top the Sunday Times Giving List for raising £20m for good causes.

Media Audiences
WHO are his platforms for, why they use it, how they read it.

Target audience: demographics and psychographics

What is the target audience for two CSPs? 
- Demographics: CAGE? 
- Psychographics? 

Audience engagement

Instagram engagement rate is a measure of how much audiences engage with posts (e.g. likes, comments). An engagement rate of 1-3% is considered good and anything 6%+ is extremely high.

Marcus Rashford’s power as an influencer is shown by his engagement rate of 4.03% (although this has dropped and risen over time due to increasing his follower count and focusing more on football rather than his brand development).


What is the appeal of Marcus Rashford audiences? Think about their campaigns, use of social media and brand associations. Also, consider their appeal to different audiences.

Use Blumler and Katz Uses and Gratifications theory:

  • Diversion
  • Personal Identity
  • Personal Relationships
  • Surveillance/information

Media Representations
WHO/WHAT is shown and how: selection, construction, mediation.

Marcus Rashford’s online presence offers a real mix of representations – some reinforcing stereotypes of masculinity, footballers and race/ethnicity but others subverting them. He also looks to challenge stereotypes regarding poverty, benefits and social class.

Use Daniel Chandler’s representation theory of CAGE to analyse representations in the media. Here's an example for Marcus Rashford’s online presence:
C – Class (social class – working class people)
A – Age (youth)
G – Gender (masculinity)
E – Ethnicity (black British)

Glossary Terms:

Technical Codes - Design and image choices: photography, colour, layout, typography, video.

Genre Conventions - Expected ingredients of a personal/official website and of social platforms (menus, feeds, captions).

Semiotics - Reading signs: denotation (what we literally see) and connotation (what it suggests).

Convergence - When two or more media forms can be accessed in one place or one device e.g Marcus Rashford’s website also links to his books, social media feeds and video content. 

Online engagement/dialogue - Communication online e.g between a celebrity and a fan. 

Endorsement - When a celebrity or influential figure recommends something to the public. 

Blog Tasks:

Context:

1. Open his official website (marcusrashfordofficial.com). Find ONE thing that is about FOOTBALL and ONE thing that is about CAMPAIGNING. What does this balance suggest about his brand priorities?

Language:

Analyse the website (or a page of it) using the denotation/connotation method, then judge its coherence.

1.  Write 3 things you DENOTE (literally see).

2.  For each, write what it CONNOTES (suggests).

3.  Identify ONE technical code and ONE genre (website) feature.

4.  Judge: Is the site 'bitty' or 'well-integrated and coherent'? Why - and what does that say about his brand?

5. Describe 3 differences between his website and his Instagram/Twitter (look / content / purpose).

6. How does Marcus Rashford's online presence use the narrative of his childhood upbringing to create a positive brand identity?

Industry:

Imagine a brand (e.g. Burberry or Aldi) is deciding whether to pay Marcus Rashford to promote its products. Build the case.

1.  List 3 reasons it is in the brand's interest to associate with him.

2.  Explain HOW social media is used to make the association.

3.  Identify ONE risk to the brand if it goes wrong.

4.  Decide: would you advise the brand to go ahead? Justify.

5. Investigate ONE brand linked with Rashford (Burberry, Aldi, Nike or Tesco). Why does that brand benefit from associating with him, and how is social media used to make the link?

Audience:

Take one of his campaign posts and write all THREE readings of it.

1.  Preferred: what does he want you to think and do?

2.  Negotiated: where might a follower half-agree?

3.  Oppositional: how might a critic reject it?

4.  Which Uses & Gratifications need does this post serve best? Why do you believe this?

5.  Explain how his website's mode of address (style) speaks to BOTH football fans and campaign supporters.

Representation:

Choose a post/page from Rashford’s website (himself, a campaign, or fans).

1.  Selection: what is shown? What is left out?

2.  Construction: which media-language choices (Mise-en-scene, camera shots/angles, etc) build the representation?

3.  Stereotype check: positive, negative, or challenging a stereotype? (Consider stereotypes on all of CAGE) Justify.

4.  Describe one way he is represented positively and one stereotype he challenges.

5.  Evaluate: 'Rashford's online presence challenges negative stereotypes.' How far do you agree?

Challenge: Analyse how Marcus Rashford’s online presence has been constructed to create a positive representation of the footballer. (6 Marks)

Monday, 7 September 2026

Year 11 Baseline Assessment: Revision and Preparation Recap

Year 11 assessment week is coming up before the next set of interims. In line with this, we are going to give you a mini-Paper 1 assessment to help revise content from last year.


Your assessment will be similar to the exam you did at the end of last year but this time will focus on Paper 1. Your exact date will depend on the timetable as these assessments are in-class. Your Media teacher will be able to tell you when your assessment will run.  

Below is a full guide to what you need to revise for this assessment.   

Know your exams

One of the most important aspects of preparing for examinations is knowing exactly what topics could come up in each exam. For your Paper 1 assessment, this is what might come up:

Paper 1

Paper 1 Section A: Language and Representation

Paper 1 Section B: Audience and Industry
Your real Paper 1 exam will also contain a 20-mark essay on either Film, Radio, Music Video, Newspapers or Videogames/Online, Social and Participatory Media but this will not be part of this assessment as it is only half the full exam. 


Paper 2

You will not be taking Paper 2 as part of this assessment but we will take on a full 90-minute Paper 2 as part of the December mock exams. More details on that nearer the time!  

How to revise

Revision is a very personal thing and everyone has different techniques.
Personally, I strongly recommend using flash cards (they are often called record cards if you are trying to buy them online or in WHSmiths). The simple act of distilling topics into a few key words or phrases to put on the card will seriously help in remembering the key information in the final exams. We recommend having three sections to your revision cards:
  1. Media terminology and key words
  2. Media theories
  3. CSPs
I have spare flash cards in DF07 if you'd like some.  

Good luck with your revision and give this assessment your best shot!

Thursday, 16 July 2026

Welcome to GCSE Media Studies Year 2!

This is your new blog home for Year 2 of GCSE Media Studies - Welcome!

This is where you'll find everything you need for coursework and exam preparation for this crucial second year of the GCSE Media course.

A few key reminders:
1. Summer Project - Due in your first Media lesson back.
2. Baseline Assessment - Coming up in Year 11 assessment week

Good luck and let's earn those top grades!  

Monday, 11 May 2026

Final exam preparation and revision links

Here's everything you need to know for your revision and preparation for the final exams.

The final weeks and days before the exams are a good opportunity to go over what you know and test yourself against the kind of questions that AQA like to use. 

Exam: Media Paper 1

Media Paper 1 is on Monday 18th May in the afternoon.

Section A: Media Language, Representations and Contexts

Note: It's important to remember that either Newspapers or OSP / Videogames can come up in Paper 1. Whichever comes up in Paper 1 usually means the other topic will come up in Paper 2 so we'll be watching carefully. 

Unseen text analysis

  • Unseen text analysis - look at previous assessment LRs and revise mise-en-scene (CLAMPS) and other key media language from your GLoW Media glossary. When you annotate the text, first identity anything interesting on the media product that you could write about (image/text/colour scheme/font and typography etc.) Then, work out the connotations of each of those and which will help you answer the question. 

Magazines

Advertising & Marketing 

Newspapers 

OSP

    Videogames


    Section B: Media Industries and Audiences

    Note: It's important to remember that either Newspapers or OSP / Videogames can come up in Paper 1. Whichever comes up in Paper 1 usually means the other topic will come up in Paper 2 so we'll be watching carefully. 

    Music Video

    Radio

    Film Industry

    Newspapers 

    OSP

      Videogames


      Exam: Media Paper 2

      Media Paper 2 is on Tuesday 2nd June in the afternoon.

      Section A: Television

      Television


      Section B: Newspapers OR Online, Social and Participatory Media / Videogames

      Two 20 mark essays on one of the following topics: 

      Newspapers 

      OSP

        Videogames


        Links and revision resources to help you

        We have a range of resources to help you prepare for your final exams.

        ZigZag practice papers and mark schemes

        Use your paper copies of the ZigZag practice papers and mark schemes for Paper 1 and Paper 2. This is particularly good to prepare for the unusual or left-field questions that AQA like to put in their exams sometimes. Remember, if you know the terminology, the theories and the CSPs you can't go far wrong. 

        If you don't have a copy of any practice papers then you can collect them from DF07.  

        Exemplar questions and answers

        You can find a document of exemplar questions and answers from previous years here. This google doc will be updated as we look at more questions and sample answers in revision lessons before the exams.

        Media terminology glossary

        You can find AQA's full subject glossary on their website here. Note that we won't have covered every word of this in lessons - there are too many terms and not enough time. Some of these have been covered in grade 8/9 blog extension tasks and others in additional notes on blogposts. 

        Revision booklet - Google Slides

        We have kindly put together a revision booklet on Google Slides. You need to open the link, make a copy and save it in your own Google Drive. Then you can fill in the boxes or simply use it as a base for your own revision or knowledge organisers.

        CSP Knowledge Organisers

        We also put together a brilliant set of Knowledge Organisers to revise the CSPs last year. Look through these and then create your own to test your knowledge!

        Revision is the key

        It's important that you really put the time into your revision to make sure you know these CSPs inside out. If you would like revision cards to revise with feel free to pop in to DF07 and I'll happily provide you with them for free - you need create revision cards for all the exam CSPs and also for media terminology and theory (e.g. Mise-en-scene, Reception theory, Uses & Gratifications theory etc.) Aim to have three separate categories of revision cards:

        • Media terminology
        • Media theory
        • CSPs

        To help, here's a short blog on what makes a good flashcard - always useful to get top tips on effective revision techniques.

        Don't forget there are other great resources out there - for example, Mrs Fisher's YouTube channel is great for videos on CSPs, theories and terminology. Here's Mrs Fisher's playlist of AQA CSPs:

        The better you know the terminology, theory and CSPs, the better you'll do in the final exams. Good luck!

        Monday, 27 April 2026

        March Mock Exams - Learner Response

        Now that you've had your final mock papers back and we are in the final stretch before your real exams we can carry on your revision by analysing both mock papers and working out what we need to focus on. 

        The most important aspect of any mock exam is making mistakes and learning from them. With this in mind, after completing this learner response on the mock exams we will take on an in-class Walk-and-Talk Paper 1 mock exam to put it all into practice and develop our exam timing and technique.

        Mock Exams Learner Response: Blog Tasks

        Today, we need to closely analyse our performance across both papers and identity specific ways we will improve for the real exams on Monday 18th May and Tuesday 2nd June. 

        Complete the following learner response tasks in a new blogpost on your Media blog called 'March Mock Exams - Learner Response':

        1) Write something you've learned from going through each of the two papers in class. 

        2) Which paper did you do better in?

        3) Why do you think you did better in that paper?

        4) Focusing on Paper 1, write down three things you need to improve on before the real exams. This may be a particular section or type of question (e.g. unseen analysis, 20 mark essay) or a particular type of media or CSP (e.g. advertising or NHS Represent).

        5) Now look at Paper 2. Write down three things you need to improve on for Paper 2 before the real exams. Again, this might be a topic, type of question or specific skill. 

        Extension Task: Take some revision cards and start revising the six things you have identified above. 

        The lesson will be a walkthrough of the exam papers so you may need to complete this learner response for your homework - due date on SatchelOne.

        Saturday, 28 March 2026

        Videogames CSP 2: BLACKPINK The Game

        Our final Videogames Close-Study Product is another phone/tablet game: BLACKPINK The Game. This is our last CSP - well done on getting to the end of a LOT of content!

        Again, this is an in-depth topic so we need to make sure we have studied this product across media language, audience, industry and representation. However, we have already studied BLACKPINK through our Music Video unit so this will build on that work nicely.

        You can find the work we've done on BLACKPINK already here:
        BLACKPINK: The Game: Notes

        Language

        Gameplay

        The gameplay for BLACKPINK The Game is explained in detail in the app store or Google Play store:

        A whole new journey with BLACKPINK

        Become BLACKPINK's producer and manage your own agency, solve puzzles to clear schedules for BLACKPINK. Customize your members with stunning outfits and play mini-games with your friends in BLACKPINK WORLD.

        MANAGEMENT
        - Become a producer and run the management of BLACKPINK!
        - Level up your own BLACKPINK members through various training departments of vocal, dance, acting and more!

        SCHEDULE
        - Collect/level up/upgrade exclusive photo & videocards of BLACKPINK!
        - A whole new type of puzzle game where you destroy blocks in one stroke!

        BLACKPINK WORLD
        - Play real-time mini games with friends in BLACKPINK WORLD!
        - A space where you can meet new friends in real-time!

        AVATARS
        - Play in adorable 3D version of the BLACKPINK members.
        - Get various outfits to dress up your own BLACKPINK!
        - Choose from a diverse collection of 1,000 outfits to show off each BLACKPINK member's style!

        Game trailer:



        Gameplay example:


        BLACKPINK The Game - Narrative and objectives

        The aim of BLACKPINK: The Game is to take on the role of the group’s main producer in an "alternate reality" to manage and debut the band members. As you play, you interact with CGI "chibi" versions of the band members, managing their hectic schedules and building various departments, such as recording studios and training rooms, to develop their careers. As you progress, you collect "Photocards" and complete Tetris-style puzzle missions that allow you to level up the members' stats and unlock exclusive content. Your success is determined by your ability to efficiently manage resources and clear puzzle levels to enhance the group's global status. The goal of BLACKPINK: The Game is to build the ultimate K-pop agency and foster a close relationship with the band by clearing "schedules," customizing their styles in "BLACKPINK World," and engaging in social interactions to turn the group into world-class icons.


        Characters

        The characters in BLACKPINK: The Game are a mixture of real-world global icons and fictional support figures that guide you through the "alternate reality" storyline. Unlike randomly generated NPCs, the central characters are fixed and essential to your progress as a producer.

        The Band Members (JISOO, JENNIE, ROSÉ, and LISA): These are the core VIP characters. While they appear as stylised "chibi" CGI avatars, they are based on the real-life members of BLACKPINK. You do not play as them; instead, you manage their schedules, coordinate their training, and dress them in the "Blackpink World" social space.

        Support Characters (NPCs): As you build your agency, you interact with fictional characters who serve as guides, such as Blinky the Cat, who provides tutorials and navigation through the game’s various departments.

        Social Avatars: In the "Blackpink World" area, you encounter other fans who present as band members. These serve as a community for networking and interaction rather than obstacles to your journey.

        In your pursuit of building a world-class agency, the band members act as your partners. Your goal is to collect their "Photocards" and manage their careers to ensure their successful debut and continued stardom, rather than competing against rival A-Listers.

        Settings

        The settings in BLACKPINK: The Game are a blend of functional business environments and vibrant, social "alternate reality" spaces. Unlike the photorealistic or gritty locations found in traditional console games, these settings use a high-key, "chibi" aesthetic dominated by the brand's signature pink and black colour palette.

        The Management Agency: This is the primary functional setting where you act as the producer. It consists of various customisable departments that you must build and upgrade, including Recording Studios, Training Rooms, and Office Spaces. These locations are essential for the "management sim" aspect of the game.

        The Schedule Stages: These are the backdrops for the puzzle-based missions. They represent the "work" life of the band, featuring stylised versions of music video sets, concert stages, and rehearsal spaces where players clear "bricks" to complete the group's professional tasks.

        BLACKPINK World: This is the game's expansive social hub. It is an open, online space where players' custom avatars can walk around, interact with other fans globally, and visit the Style Shop. It serves as a digital community space that mimics a colourful, urban "fan-land."

        The Concert Hall: A specific high-status setting used for major milestones and the "The Girls" music video content, reinforcing the group's identity as global superstars.

        In your journey as a producer, these settings serve as the stage for your success. You move between the "behind-the-scenes" business world of the agency and the public, social world of the fans, with the ultimate goal of expanding your agency's reach across all these digital locations.


        Narrative: Special Events

        Special Stage Events: These often coincide with new photocard themes, such as "BACK TO RETRO SPECIAL," "Lovely Valentine Special," "Christmas Special," and "MOON FESTA".

        Bingo & Puzzle Events: Players can participate in Bingo Seasons (e.g., Bingo Event Season 3) to complete daily missions and earn rewards, or join special puzzle events like "BLACKPINK’S NEW YEAR GREETING".

        Anniversary Events: The game hosts dedicated events for its anniversary, including "1 Year Anniversary Special Photocards" and unique gameplay modes like "Bomb Mode".

        Seasonal Themes & Attendance Passes: The main lobby often changes to match seasons (e.g., Summer Beach theme, Winter/Christmas theme), accompanied by 28-day attendance passes that provide free gifts.

        Board & Schedule Events: Special board games allow players to win exclusive rewards like Special Motions, Stardust, and Event Tickets.

        These events are regularly updated to keep the experience fresh for players managing the group's schedules and acting as their producer. 

        Representations

        There are some key questions we need to consider regarding representation in BLACKPINK: The Game:
        • How are women represented?
        • How is celebrity represented?
        • How is race/ethnicity represented?
        BLACKPINK: The Game contains quite poignant representations of women, celebrity and race/ethnicity.

        It has been criticised due to Avatars often portraying unrealistic stereotypes for women, featuring identical body types with small waists and hourglass figures. Similarly, the game presents a positive, idealised version of fame. It builds a para-social relationship by making the player "responsible" for the girls' success and allowing "direct" messages from the band members.

        Audience

        BLACKPINK: The Game was incredibly popular. It was been  downloaded over 4.4 million times and generated $1.9 million plus.

        Why do audiences like it?

        One way of understanding why audiences choose certain media texts is Blumler & Katz's Uses and Gratification Theory.

        Uses and Gratification Theory states that audiences consume media products/texts for at least one of the following reasons:
        1. Diversion, escapism or entertainment – escaping from normal life.
        2. Personal relationships – fulfils their need for companionship. This is particularly true of social media products, online gaming and online communities. It can also apply to audiences developing an affection for certain stars or characters.  
        3. Personal identity - seeing your own lifestyle, interests or ambitions reflected in a media product; reinforcing your own identity.
        4. Surveillance – using media to find out about the world around them.
        Which of these apply to BLACKPINK: The Game?

        Industries

        BLACKPINK: The Game was developed by TakeOne Company, experts in content convergence. It was released in May 2024 and was marketed heavily using the BLACKPINK brand.

        With social media promotion, the game quickly shot up the download lists and iTunes app store charts.

        Media Convergence

        The game design means that there is a great deal of media convergence.  Media convergence is the merging of different media texts. How does BLACKPINK: The Game involve media convergence?

        The game is a prime example of synergy; it launched alongside a new single (The Girls) written specifically for the game, with a music video featuring the game's avatars.

        Marketing and promotion

        Look at these social media posts related to the games release:



        Freemium Model: BLACKPINK: The Game

        The game is free to download but makes huge amounts of money from in-app purchases and subscriptions. 
        Players can use in-game currency or paid currency to obtain 5-star cards for better performance. The game includes options to buy "World Tickets" and other resources to speed up progress or purchase items for member styling. Over 1,000 outfits are available, with some being exclusive or requiring currency to obtain.

        BLACKPINK: The Game CSP - Blog Tasks

        Create a blogpost called 'BLACKPINK: The Game CSP' and complete all the following questions under the subheadings Language, Representation, Industries and Audience.

        Language

        1. What is the primary objective for the player in Blackpink: The Game?

        2. What is an "Alternate Reality" narrative? How is this used to frame the storyline of the game?

        3. Where is the game set? Identify at least two different types of locations the player interacts with.

        4. What is the difference between the playable characters and the NPCs (Non-Playable Characters) like "Blinky"?

        5. What specific activities and mini-games does the player perform to progress the band’s career?


        Representations

        1. What representations of women and femininity can be found in the avatars in BLACKPINK: The Game?

        2. How does the game represent K-pop celebrity culture and the "idol" lifestyle to its audience?

        3. How does the game reinforce or subvert traditional gender stereotypes through its character design and gameplay mechanics?

        4. What does the game suggest about modern perceptions of fame and the importance of a "para-social" relationship between stars and fans?

        5. How might a critic or a media student challenge the representations of body image or beauty standards presented in the game?


        Audience

        1. Who is the primary target audience for BLACKPINK: The Game? Identify at least two different groups of players the game appeals to.

        2. What are "Blinks," and how does the game use brand loyalty to attract and retain its players?

        3. Using Blumler & Katz’s Uses and Gratifications theory, what "pleasures" or "gratifications" does the game offer to its audience?

        4. How does the "BLACKPINK World" social space encourage audience interaction and a sense of community?

        5. How has the marketing for BLACKPINK: The Game (e.g., YouTube trailers and social media teasers) been designed to reach a global digital audience?


        Industries

        1. How much does BLACKPINK: The Game cost to download, and how does this reflect the "freemium" business model?

        2. In what ways does the game make money? Identify at least three different types of in-game currency or micro-transactions (e.g., Pink Diamonds, World Tickets).

        3. What role do "Gacha" (Gambling) mechanics and randomised rewards play in the game’s monetisation strategy?

        4. How was BLACKPINK: The Game marketed and promoted to a global audience (e.g., social media "teasing," App Store screenshots, and YouTube trailers)?

        5. How does BLACKPINK: The Game use media convergence and synergy to cross-promote the game alongside the band's music, such as the release of the exclusive single The Girls?


        Grade 8/9 Extension Tasks: Reading and Response

        Read this Korea Times article on the release of BLACKPINK: The Game Why do media scholars believe it is important to study BLACKPINK: The Game as more than just a promotional tool for the band?

        Read this article on TakeOne's fortunate role in the release of BLACKPINK: The Game. How does the collaboration between TakeOne Company and YG Entertainment demonstrate the power of 'Brand Extension' in the modern media landscape?

        Read this article on a Pop Up ran by the brand MINISO based on BLACKPINK: The Game. How does the MINISO x Blackpink: The Game pop-up in Indonesia demonstrate the shift toward 'experiential' marketing and global IP (Intellectual Property) synergy?


        Complete for homework: due date on SatchelOne.