Wednesday, 21 October 2026
Half-Term Homework
Sunday, 11 October 2026
Year 11 Paper 1 Baseline Assessment: Learner Response
The Paper 1 baseline assessment was a great opportunity to revise some of the content from last year and develop our exam technique.
We now need to complete a learner response to the assessment to help reflect on what we are learning and how we can improve our exam technique. You may find reading the mark scheme useful for reflecting on these exams - you'll need your Greenford Google login to access these documents:
Year 11 Paper 1 Assessment: Learner Response
Create a blogpost called 'Year 11 - Paper 1 Baseline Assessment Learner Response'.
1) Type up your feedback:
5) Next, look at Question 5 - Blackpink & Globalisation. Use the mark scheme to identify three ways the How You Like That music video has been tailored to Blackpink's global fanbase.
7) Thinking ahead, write down three things you are going to work on before your next mock exam in December (e.g. time management; revising CSPs etc.)
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
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.
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
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
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.
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
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.
Know your exams
- Unseen text: advert, social media screengrab or music promotion of some kind. Multiple choice questions plus media language analysis.
- Advertising & Marketing: Key Conventions, Gender Representation in Marketing, OMO advert, Galaxy Audrey Hepburn advert and the NHS Represent blood donation campaign.
- Media Industries / Audience questions - media terminology / theory / regulation etc.
- Music Video: BLACKPINK - How You Like That and Arctic Monkeys - I Bet You Look Good On The Dancefloor.
- Radio: Launch of BBC Radio 1 - Tony Blackburn, Kiss FM Breakfast Show.
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:
- Media terminology and key words
- Media theories
- CSPs
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.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
- CSPs: Tatler & Heat
- Magazines index here
- You can find the original lesson slides here in our GCSE lesson slides folder on Google Drive.
Advertising & Marketing
- CSPs: OMO, Galaxy Audrey Hepburn Chauffeur advert, NHS Represent campaign
- Advertising index here
- You can find the original lesson slides here.
Newspapers
- CSPs: The Daily Mirror and The Times
- Newspapers index is here
- You can find the lesson slides here
OSP
- CSPs: Kim Kardashian and Marcus Rashford
- OSP CSPs - Language and Representations
- OSP CSPs - Industries and Audience
- You can find all the lesson slides here.
Videogames
- CSPs: Lara Croft Go and Kim Kardashian Hollywood
- Lara Croft Go - blog notes here
- Kim Kardashian Hollywood - blog notes here
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
- CSPs: BLACKPINK: How You Like That and Arctic Monkeys: I Bet You Look Good On The Dancefloor
- Music Video index is here
- You can find the Music Video lesson slides here.
Radio
- CSPs: Launch of BBC Radio 1 Tony Blackburn show in 1967 and Kiss FM Breakfast show with Jordan and Perri
- Radio index is here
- You can find the Radio lesson slides here.
Film Industry
- CSPs: Black Widow & I, Daniel Blake
- Film Industry index here
- You can find the Film Industry lesson slides here.
Newspapers
- CSPs: The Daily Mirror and The Times
- Newspapers index is here
- You can find the lesson slides here
OSP
- CSPs: Kim Kardashian and Marcus Rashford
- OSP CSPs - Language and Representations
- OSP CSPs - Industries and Audience
- You can find all the lesson slides here.
Videogames
- CSPs: Lara Croft Go and Kim Kardashian Hollywood
- Lara Croft Go - blog notes here
- Kim Kardashian Hollywood - blog notes here
Exam: Media Paper 2
Media Paper 2 is on Tuesday 2nd June in the afternoon.
Section A: Television
Television
- Clip from CSPs: Doctor Who OR His Dark Materials - Google Drive folder with CSP videos here
- TV index to original blog tasks here
- You can find the original lesson slides here
Section B: Newspapers OR Online, Social and Participatory Media / Videogames
Two 20 mark essays on one of the following topics:
Newspapers
- CSPs: The Daily Mirror and The Times
- Newspapers index is here
- You can find the lesson slides here
OSP
- CSPs: Kim Kardashian and Marcus Rashford
- OSP CSPs - Language and Representations
- OSP CSPs - Industries and Audience
- You can find all the lesson slides here.
Videogames
- CSPs: Lara Croft Go and Kim Kardashian Hollywood
- Lara Croft Go - blog notes here
- Kim Kardashian Hollywood - blog notes here
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
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.
1) Write something you've learned from going through each of the two papers in class.
Saturday, 28 March 2026
Videogames CSP 2: BLACKPINK The Game
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.
Language
Gameplay
The gameplay for BLACKPINK The Game is explained in detail in the app store or Google Play store:
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.
Settings
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?
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.
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:
- Diversion, escapism or entertainment – escaping from normal life.
- 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.
- Personal identity - seeing your own lifestyle, interests or ambitions reflected in a media product; reinforcing your own identity.
- Surveillance – using media to find out about the world around them.
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.
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?
Look at these social media posts related to the games release:
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
Audience
Industries
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.
Monday, 23 March 2026
Videogames CSP 1: Lara Croft Go
This is an in-depth topic so we need to make sure we have studied this product across media language, audience, industry and representation.
Lara Croft Go: Notes
Lara Croft: History
Lara Croft first appeared in 1996 Eidos Playstation game Tomb Raider and was the first computer game to feature a female character as the protagonist rather than a supporting role or a secondary character.
The narrative of Tomb Raider was influenced by Indiana Jones and featured the daughter of a Lord (later a famous archaeologist), called Lara Croft on various missions through settings such as jungles, tombs and jungles. The genre is action-adventure and involves many conventions of this genre such as fighting villains using weaponry.
Evolution of Tomb Raider:
Lara Croft: Beyond a videogame character
Lara Croft has featured in films (the first starring Angelina Jolie; 2018 version rebooted the character). She has appeared on magazine covers more times than any supermodel.
There have been advertising tie-ins, merchandise, comic books and spin-offs featuring the character. The franchise has had numerous incarnations before Lara Croft Go in 2015.
Lara Croft has been credited with bringing success on the Play Station for the games’ creators (selling 7 million copies world wide) and launching the female protagonist in games. She has also been widely thought of as a sex symbol.
Lara Croft Go
Lara Croft Go explores the ruins of an ancient civilization in the Amazon Jungle while fighting menacing enemies, overcome dangerous obstacles and traps, and ultimately, uncover the myth of the Queen of Venom. There is no specific timescale – but is modern-day in Lara’s weaponry.
This concept of action adventure exploring and uncovering relics from ancient civilisations is not new and there is some intertextuality here with the Indiana Jones movies, original Tomb Raider games, Tomb Raider films and more.
Watch this online review of Lara Croft Go:
What are the features of the Lara Croft Go game?
In many ways, there are traditional Action Adventure elements to this game (she moves, she shoots, she avoids hazards). However, this game is a ‘turn-based puzzle’ which involves by-passing enemies and unlocking paths in a sequential manner which suits the ‘short timespan’ that people can sometimes commit to mobile gaming. It faithfully preserves element of original Tomb Raider game and brings the original adventure up to date.
- Lara is depicted as athletic with brown eyes and hair, frequently tied back in a plait or ponytail.
- Her costume is usually a blue tank top, light brown shorts, calf high boots and long socks.
- Accessories / Props include gloves, a backpack, a utility belt with holsters and two pistols.
- Her original back story was that she was the daughter of an aristocrat who had a plane crash in the Himalayas, causing her to re-evaluate her life and seek adventure, leading her to become a thief and mercenary, living outside the law. The second era changed the narrative to her father being an archaeologist and her wanting to discover the reason for her mother’s disappearance. A third era focused more on both her parents being archaeologists and her mother disappearing and her father dying.
- All three narratives feature her transition from a vulnerable girl to an independent, fierce adventurer (hero).
- Most stories feature her being stranded on a mysterious, far away island although the location of this changes.
- Object of sexual desire. Her body features were particularly exaggerated in early versions of games.
- Scantily-clad designed for male audience. Would a male character be designed like this?
- Is Lara Croft is designed to be attractive to the male audience as she basically acquires all the features that some men would describe as perfect.
- She is an action hero – traditionally a male stereotype in gaming.
- She is empowered female heroine – rare in gaming industry at the time. “The heroine, Lara Croft, is an intelligent, butt-kicking, gun-wielding, sexpot, ready to take on whatever comes her way.” Katherine Walker, Portrayal of Women in Media (Video Games)
Industries
We need to learn about two distinct areas for the industries key concept:
- Videogame regulation
- The companies/franchises behind the game
Regulation: PEGI
PEGI stands for Pan European Game Information and is a European video game rating system established to help consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors.
PEGI was set up by the ISFE* – an independent group that represents European software companies. Important: this is an example of self-regulation, not government.
Lara Croft Go: Companies and franchises
- Audience pleasures
- Target audience for Lara Croft Go – and whether videogame audiences are changing
What is the appeal of Lara Croft Go?
– Square Enix
Remember that audiences consume media products for a variety of reasons (from Blumler and Katz: Uses and Gratification Theory)
- The need to be INFORMED and EDUCATED about the world in which we live (Surveillance)
- The need to IDENTIFY personally with characters and situations in order to learn more about themselves (Personal Identity)
- The need to be ENTERTAINED (Diversion) and escape daily life.
- The need for SOCIAL INTERACTION (Personal Relationships)
Who is the target audience for Tomb Raider / Lara Croft games? They fall into various groups and may be a mixture of all three:
- Those interested in the quality of the innovative gameplay.
- Those with brand loyalty to the Hitman Go series.
- Those with brand loyalty based on the feminine empowerment displayed.
- Those with brand loyalty based on nostalgia or even the sexualisation of Lara Croft (especially if they played older Croft games when at a formative age)
Create a blogpost called 'Lara Croft Go CSP Blog Tasks' and complete all the following questions under the subheadings Language, Representation, Industries and Audience.
Language
1) When did Lara Croft first appear in a videogame?
2) What classic films influenced the creation of Lara Croft and the Tomb Raider games?
3) How has Lara Croft and Tomb Raider moved beyond just being a videogame?
4) What devices can you play Lara Croft Go on?
5) What type of game is Lara Croft Go?
6) How does Lara Croft Go use narrative (storyline) to make the game enjoyable for the audience?
7) What iconography can be found in Lara Croft Go? How does this help communicate the genre of the game? Think about mise-en-scene and setting here.
8) What other characters or enemies feature in the game?
9) What is the setting for Lara Croft Go? How does this compare to previous Lara Croft or Tomb Raider games?
10) Read this BBC article on the history of Lara Croft and Tomb Raider. How has the character of Lara Croft evolved over the last 25 years?
Representations
1) How are women usually represented in videogames?
2) How does the character of Lara Croft reinforce female stereotypes in the media?
3) How does the character of Lara Croft subvert female stereotypes in the media?
4) Why do some people believe the videogames industry is sexist and needs to change?
5) Do you think Lara Croft is an empowering feminist icon or just another objectified woman designed to appeal to male gamers?
Industries
1) What does PEGI stand for?
2) What is PEGI's job?
3) Which company created Lara Croft Go?
4) What two popular videogame franchises were combined to create Lara Croft Go?
5) What else is part of the Lara Croft/Tomb Raider franchise?
Audience
1) Why might an audience enjoy playing Lara Croft Go?
2) Where and when might an audience play a game like Lara Croft Go? Think about the device it is played on and the times of the day someone might want to play the game.
3) How did Square Enix design Lara Croft to make it appealing to an audience?
4) Which of Blumler and Katz's Uses and Gratifications theory might apply to Lara Croft Go?
5) Who is the target audience for Lara Croft Go? How does brand loyalty contribute to this target audience?
Exam practice optional extension task:
“Videogames are increasingly played and enjoyed by a wider and more diverse audience."
Does your study of Lara Croft Go support this view?
Write a detailed three-paragraph answer to this question using the information you have learned in this case study.
Language
1) Watch some Lara Croft Go gameplay online or, even better, play the game yourself. How is the game constructed to attract and maintain the engagement of an audience?
2) How is narrative, character, iconography and setting used to create intertextuality? (Links to other genres and media texts)
Representations
1) Read this NME feature on the history of the Lara Croft character. Do you agree that she is now a 'feminist icon' rather than a 'trapezoid-boobed pinup'? What do these terms mean?
2) Have later versions of the Tomb Raider/Lara Croft franchise featured a less-sexualised version of the character? Does this suggest society is changing in its attitude towards women?
Industries
1) Why do videogame producers prefer the self-regulation of PEGI to government regulation? Why is videogame regulation increasingly important in the 21st century?
2) Watch the full lecture embedded above: Distilling a franchise - the making of Lara Croft Go. How did the designers make conscious decisions based on previous franchises to create a successful game?
Audience
1) How has the marketing of Lara Croft/Tomb Raider franchise changed over the last 20 years and how might an audience respond to this? Think about reception theory - preferred and oppositional readings.
2) Does Lara Croft Go target a female audience? Why do you think female gamers dominate the phone/tablet market?
There is a lot of work here - so please ensure that you give yourself enough time to complete this full. Due date on SatchelOne.

