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COMPONENT 1: PAST VS
PRESENT MEDIA
PAST VS PRESENT AUDIO/MOVING IMAGE
LEMONY SNICKET’S
A SERIES OF UNFORTUNATE EVENTS 2004
LEMONY SNICKET’S
A SERIES OF UNFORTUNATE EVENTS 2017
PAST VS PRESENT AUDIO/MOVING IMAGE
LEMONY SNICKET’S
A SERIES OF UNFORTUNATE EVENTS 2004
This is a movie adaptation of A Series of Unfortunate Events which is aimed at an primary audience aged 7-15 due to the original book being
aimed towards children and the film having a PG rating in addition to it having suitable and engaging themes for this demographic. The use of
having main characters as children and the storyline being concentrated on them, causes it to interest children of their age as their age group
have been represented. It also creates a sense of relatability to it because jokes and life events which are specific to children would be portrayed
through the characters in the film . The purpose of this film is to entertain as it is lighthearted and for amusement because of the uses of
inventive and expressive storylines. With there not being any considered serious or distressing scenes, this is a film that fulfills its purpose to
entertain as it has eccentric characters and scenery. As well as the film having a purpose of escapism due to it taking place in an otherworldly
setting as well as the challenges that the characters face are conveniently sold with a happy ending leaving the audience pleased with the ending
it takes away from reality where sometimes it doesn't go as planned. The primary audience that would like to watch this film is for fans of
mystery and action as this film includes thrilling events and utilizes the enigma code by having an initial problem but the Baudelaire children
have to solve in order for them to gain freedom from Count olaf leaving the audience guessing and trying to come to a conclusion on the
mystery from the clues given. The social economic group would be for D-A as it is something in which the majority of people would enjoy to
watch and is not specified only for one type of person. The Young and Rubicam for this film would be the explorer as this film is imaginative
and explores creative things along with the discovery aspects of ‘A Series of Unfortunate Events’. The secondary audience would be for people
aged 30+ as parents would watch this film with their children for example at the cinema. In addition the secondary audience would be for
people who are fans of Jim Carey who has starred in many movies for example ‘The Grinch’ and they would anticipate that this movie would
include a performance from him that exudes comedy and confidence.The Director , Brad Silberling who has directed films like ‘Casper’ utilised
the use of aesthetics and setting to use dark imagery and hence orth the film is is described to be a ‘dark gothic comedy’ therefore fans of Tim
Burton films like Corpse Bride and the Laika production film ‘Coraline’ which are unique with an alternative feel would enjoy this film too.
AUDIENCE AND SUMMARY
COMPARISONS
After the three young Baudelaire siblings are
left orphaned by a fire in their mansion, they
are carted off to live with their distant relative,
Count Olaf (Jim Carrey). Unfortunately, Olaf is
a cruel, scheming man only after the
inheritance that the eldest Baudelaire, Violet
(Emily Browning), is set to receive. The
children escape and find shelter with their
quirky Uncle Monty (Billy Connolly) and,
subsequently, their phobic Aunt Josephine
(Meryl Streep), but Olaf is never far behind
SOURCE GOOGLE FILM SYNOPSIS
FILM PLOT
PAST VS PRESENT AUDIO/MOVING IMAGE
LEMONY SNICKET’S
A SERIES OF UNFORTUNATE EVENTS 2017
This is a series adaptation of A Series of Unfortunate Events has a primary audience aged 5-14. The primary audience of this series is targeted
at a younger audience due to it including more comical moments and its increased development in its storyline and portrays it visually as more
literal therefore being easier for a younger audience to understand. For example when the audience are shifted to the narrator (Lemony
Snicket) it shows him in the scene being more present and using direct mode of address making the communications of the story more efficient
and engaging whereas in comparison to the film, Lemony Snicket's character is shown just writing at a table which is inevitably less interesting
to watch. The Young and Rubicam for this series would be the explorer as similar to the film it is almost fantastical and includes that key theme
of mystery and imagination.The social economic group would be C2-A as it is broadcasted on Netflix and people would have to have enough
money to spend freely on a subscription but overall it is a series in which a wide audience would interest. The secondary audience would be for
parents aged 30+ or other family members aged 15+ as it is a series that can be watched together as a family, focussing on the audience being
for aged 15+ as the nature of it being a Netflix original encourages a larger audience because of many people having family-shared accounts.
This series is more versatile than the film and is more inclusive because of its use of representation of other races for example and the fact that
it is a Netflix original meaning that they are inclined to make sure that their series’ represent inclusivity as they would want to gain viewers
and have a good rating since it is under the umbrella of shows/films that are examples of Netflix’s brand. The purpose of this series is to
entertain because you can watch this in your free time and similar to the film it is upbeat and an easy-watch. This series is adapted to an more
modern audiences as it has more visually stimulating and audio enticing elements with brighter colours, an almost cartoonish look and for
example with the show having musical scenes whereas in the film it it more simplistic. The cast for the characters are more diverse by including
people of different ethnicities to play the roles of originally produced as whiote characters in the show. This series is more vibrant and the
characters appear to be more developed and we get a deeper insight into them and thorough in comparison to the film due to the fact that with
a series an audience can connect more with the character as it has a longer duration.
AUDIENCE AND SUMMARY
COMPARISONS
(IMDB)
After their parents and house are
consumed in a blazing fire, Violet, Klause,
and Sunny Baudelaire are sent to go live
with their cruel and mysterious distant
relative Count Olaf. What is meant to be a
new beginning for the Baudelaire children
turns out to be a beginning, but not the
kind they wanted. Their arrival at Count
Olaf's home sets off the first event in the
ensuing Series of Unfortunate Events.
—John Joseph Skrip
SOURCE IMDB
SERIES PLOT
PAST VS PRESENT AUDIO/MOVING IMAGE
VISUAL DIFFERENCES/SIMILARITIES
A visual difference is between the baudelaire children with their
clothing for example in the movie the childrens clothing is dark and
simplistic whereas in the series the children are seen to be wearing
colourful clothing. This could be another factor which makes the series
more interactive therefore suitable for a younger audience as even
though it is a small element it will still gain the attention of the
audience.
A similarity is that they have still made the actors to have similar
hairstyles giving a sense of consistency from the film as an audience
who has been spurred on from the film, would still look for conventions
that are consistent in recognising the characters.
CHARACTERS
SETTING
In the film and series the buildings and settings are a vital part of the story
but both use cinematography in different ways in which to engage the
audience. In the film the setting was focussed on intricacy and detail
whereas the series uses contrast of colours to bring the story and tone to
life.
REPRESENTATION AND INCLUSIVITY
The series of unfortunate events tv show includes a more diverse
cast in comparison to the roles being taken by mainly white actors
this allows for a more inclusive and diverse cast therefore
allocating towards a wider audience.
PAST VS PRESENT INTERACTIVE
THE SIMS:4 February 2000 THE SIMS: 2 September 2014
PAST VS PRESENT INTERACTIVE
THE SIMS:4 February 2000
AUDIENCE AND SUMMARY
COMPARISONS
The Sims is a life simulation game firstly released in 2000 which brought something new to gaming with
is customisation, ability to play however you would like and the fact that you are the one in control. The
Sims has a primary audience aged age 12-20 because it would mainly interest teenagers and young adults
because of the freedom of the game as well as at that age you want to have control and independence
along with thinking about pathways a life choices, the sims was a visual representation of this. The games
use of storyline and character creates a space for creativity because you can create your own sims with
their own traits and aspirations . The socio-economic group that would consume this product would be
C2-A given that it the original sims was only released on PC meaning that you would have to be able to
purchase a PC with enough space to run that and in addition it being a game new in the market the price
would be full price at the time . The purpose of this game is for escapism as you can create an ideal world/
characters it is not refined to realistic events or facts as well as it uses a artificial currency named
Simoleons meaning that real money isn't being used in game.the gender for this game would be for all
genders as it would interest both no matter your gender . The Young and rubicam for this game would be
the aspirer and the explorer as the type of person who would play this would be creative and are young
minded as well as the struggler because they seek escapism and this game suffices that. The purpose of
this game is to entertain and for escapism as it used for amusement and leisure as well as the
introduction of the first Expansion pack ‘Livin’ Large’ expanding the building aspect of the game.Initially
the ethnicity of the audience for this game would be for an American audience as it was released firstly
there and then was commercialised then around the world. The secondary audience would be for an
audience who is revisiting the game from later years for example people aged 28-35 who have played this
game when they were younger and want to experience nostalgia. As well as the secondary audience could
be other game creators who are looking for new developments in the life simulation game genre such as
Animal Crossing.
THE SIMS USE OF CONTINUITY
THROUGHOUT THE FRANCHISE
CREATE A SIM
PACKS RELEASED
FOR THE SIMS (1)
● Deluxe Edition.
● Hot Date.
● House Party.
● Superstar.
● Unleashed.
● Makin' Magic.
● Vacation.
● Livin' Large
The sims have used signature families that are incorporated in
the game with their distinct traits for example The Goth family
and the Landgraab family. This creates a sense of familiarity
that the game brings through the different games people would
look out for as well as monitor their developments and storyline
since you can interact with these sims.
The create a sim The Sims franchise is an essential
process that many players look forward to enjoying.In
The Sims (2000) the create a sim level is limited in
comparison to the Sims 4 with mostly slider options and
arrows
PAST VS PRESENT INTERACTIVE
THE SIMS 4: 2 September 2014
The Sims 4 has a mainly teenage and young adult primary audience aged 13-25 The sims 4 has been
successful in being targeted at a new generational audience as it has new and improved graphics and
additional gameplay. It has become more developed as it has created more room for creativity such as
new hairstyles, skin tones and body types. The Young and Rubican for this game would be the aspirer
and explorer similar to the first edition. The social grading for this game would be C2-A as this version of
the Sims 4 is more expensive and if you want the full experience you have to buy add on to the game as in
comparison to the original sims you get less amount of content for the base game. The ethnicity for this
game would be for all as the game is widely available worldwide and the gender targeted for this game
would be for all genders as it isn't exclusive to one gender. The use of expansion packs,game packs and
stuff packs creates a chance to entice a new audience contributing to the secondary audience being
people who play the sims for specific content for example Star wars fans would play to experience the
star wars pack n, Moschino fans would play for the Moschino pack Fans of the supernatural could play
the Vampires game pack and ‘Realm of Magic’ pack . The introduction of external sims promotions for
example streamers and youtubers can entice a new audience from other platforms. As well as there being
communities on twitter, the Sims 4 encourages custom content therefore Another secondary audience
would be for people who have jobs as graphic designers they would be an audience who like to design
elements for the game including mods and items. In addition to people who have interests in
architecture as you can build houses from scratch. This is a clear difference to the original sims where the
game didn't have the capacity to and custom content.
AUDIENCE AND SUMMARY
COMPARISONS
PACKS RELEASED FOR
THE SIMS (4)
CREATE A
SIM
A few expansion packs from
Sims 4:
Get Together
Get to work
City Living
Cats and Dogs
Island Living
Seasons
Discover University
Get Famous
INFLUENCE FROM YOUTUBERS SIMS
COMMUNITY AND STREAMERS
The create a sim mode in the Sims 4 is
significantly higher quality with a wider range
of hairstyles, clothing , makeup and features
you can create a more detailed sims.
The Sims 4 uses marketing and sponsorships to appeal to a larger
audience for example creating bundles which include headphones and a
mouse which would appeal to gamers. In addition there are youtubers
who get early release to new items, packs therefore this creates an
audience who keep up with the updates resulting in The Sims having an
active audience. There are communities in which post and create
content for the game as a result the sims has an audience which would
help contribute and attracts new demographics to the game.
PAST VS PRESENT INTERACTIVE
MINECRAFT:17 May 2009 MINECRAFT 1.6 VERSION
June 23 2020
PAST VS PRESENT INTERACTIVE
MINECRAFT:17 May 2009
This open-world survival and crafting game has a target audience aged 7-14 because of it is
easy to control and learn certain crafting skills as well as it would be interesting to a younger
audience due to it being an outlet where you can develop their creativity kills hence why it
being perfect for childern from 7-10.It also would be effectively attracting this audience as it
contains monsters called mobs and children of this age would like the aspect of killing/
fighting off monsters. The socio-economic for this game would be D-A because this game is an
easy accessible game where you can buy it from the app store or for on consoles/pc. The young
and rubicam for this game would be for the explorer, this means that they would be the type of
person who like the need for discovery. The purpose of this game is for escapism and
entertainment as you can build, play and craft however you want you have the freedom of
creation but also has a limited yet still present purpose to inform because you would have to
use the skill of working out a quantity of blocks/tools you will need. The type of person who
would enjoy this game would be innovative and experimental but also adventurous. The
secondary audience would be young adults ages 18-26 because many adults like to play this
game just as a souce of entertainment and there are many adult streamers/ youtubers who play
this game which their content is aimed at children for example DanTDM.
SANDBOX GENRE
BASIC SKINS/LIMITED
IN GAME ADD ONS
ANIMALS
The animals in the base
game are limited in
comparison to the present
game. For example there
are cows, sheep, pigs,
chickens and squids. These
are basic animals.
A sandbox game is a video game with a gameplay element that gives the
player a great degree of creativity to complete tasks towards a goal within
the game, if such a goal exists. ... Sandbox games are often associated
with open world concepts which gives the player freedom of movement and
progression in the game's world.
SOURCE WIKIPEDIA
This game comes with initial base
game skins what people can use.
Many people prefer to use texture
packs or mods however the base
game could not allow for creators to
use add-ons this is a limitation for
the older versions.
AUDIENCE AND SUMMARY
COMPARISONS
PAST VS PRESENT INTERACTIVE
MINECRAFT 1.6 VERSION June 23 2020
The primary audience for this game would be aged at 7-16 because it would appeal to children
like the past version but would also appeal to a year older audience due to its advances in
capability in the game . The Young and Rubicam for this version would be the explorer because
of the creative aspect of the game and the flexibility to build but also the aspirer because this
version is much more ambitious with more complex processes such as gameplay which is
automated by the game already. The purpose of this game is to entertain and provide escapism
because this version contains many different realms. The education gaming option during many
countries being on lockdown due to COVID-19, Minecraft provided a purpose to inform and
educate their audience for example you could learn about US history through the build of
Washington DC. The socio-economic group for this would be C2-A because it is a game which is
widely available. The type of person who would like this game are people who prefer visual
elements and people who can adapt regularly to game because of its regular updates and new
features. The secondary audience would be for adults 20-28 who like to play video games or
even use as an idea tool for designing new things because of its popularity online. This game
would also have a secondary audience of gamers who attended things like conventions because
of Minecraft’s reputation in conventions for example Minecon where many
youtubers/influencers hold panels and the creators of Minecraft can answer questions and
suggestions about the game.
IMPROVED GRAPHICS
NEW GAMING
MODES
NEW ANIMALS
The graphics in the new version are significantly
improved with better graphics which enable the
came to be enjoyed more since it is more visually
stimulating and vibrant.
The Minecraft 1.6 version contains
many new gameplay for example the
addition of new interactions between
players and villagers. Also, the
multiplayer option would attract
people who enjoy playing games with
others as you can build together or
just play the game however you would
like together.
The introduction of new animals
and insects for example pandas,
cats, bees , dolphins and turtles
creates room for more
exploration of terrains
AUDIENCE AND SUMMARY
COMPARISONS
PAST VS PRESENT PUBLISHING
VOGUE AS A BRAND
Vogue, influential American fashion and lifestyle
magazine. It was founded in 1892 as a weekly high-
society journal, created by Arthur Baldwin Turnure for
New York City’s social elite and covering news of the
local social scene, traditions of high society, and social
etiquette; it also reviewed books, plays, and music.
Condé Montrose Nast, the founder of Condé Nast
Publications, bought Vogue in 1909 and transformed it
into a women’s fashion magazine focused on beauty,
composure, and etiquette.
SOURCE BRITANNICA.COM
Vogue as we know it today is a high fashion magazine and company which attracts a wide scale audience through its
use of celebrities like Billie Eilish, Cardi B and Rihanna starring on their front cover. Vogue has become one of the
main big names in which you think when you think about fashion. It has a sophisticated and modern vibe to its covers
in present times and really utilises new trends and ways of thinking. For example Harry Styles’ recent 2020 cover of
him wearing a dress rebels to gender norms and becomes a statement to other fashion magazines and the fashion
industry to adapt to clothes being for expression, we shouldn't restrict clothes by gender therefore providing a
message for change in traditional thinking for our society and is effectively done through using a well known figure .
Personally i see vogue's magazine covers to be creative with more new and relevant covers which really entice you
through bright colours or clothing pieces but also i view it to be classy as it still have that traditional high-end feel to it
and therefore doesn't take away the luxury aspect.
late 16th century (in the vogue, denoting the
foremost place in popular estimation): from French,
from Italian voga ‘rowing, fashion’, from vogare
‘row, go well’.
ETYMOLOGY
ABOUT VOGUE
MY TAKE ON VOGUE AS
A 15 YEAR OLD
PAST VS PRESENT PUBLISHING
2020
VOGUE
EDITIONS
1997
EDITION
2010
EDITION
2009 EDITION
VOGUE MAGAZINES
PAST VS PRESENT PUBLISHING
2009 EDITION
This 2009 edition of Vogue has a target audience of females aged 20-
35 who like to keep up with the latest fashion and makeup trends due
to the cover lines for example they used ‘More magical makeovers’
and ‘From the White House to a Fashion Empire’. The socio-
economic group for this issue would be for C1-A as the types of
people who would buy this would have to pay generously due to
vogue retailing at a higher price in comparison to other magazines.
The purpose of this magazine is for information, escapism and to
entertain . it provides means to inform because it includes topics that
you can learn from for example learning about makeup skills and
fashion tips. In addition to escapism as it includes celebrities who
have a significantly different lifestyles and it entertains people by
including things like interviews and advice.The Young and Rubicam
for this magazine would be for The Aspirer as the type of person who
would buy magazine would be the mainstream because Vogue
audience would like to be relevant vand look to celebrities for
influence and inspiration. In addition it would be for the succeeder
because it would have a secondary audience of people aged 28+ who
have jobs for example journalists who look at magazines and create
further articles online or fashion designers who ustilaes the images in
the magazine to look for ideas for new clothing pieces that could be
used for future designs due to Vogue being a reputable magazine.
AUDIENCE AND
SUMMARY
COMPARISONS
The main image is Blake Lively and the use if
having a celebrity as with main image causes
people who like the celebrity to purchase the
magazine. For example Blake Lively is known
from her role playing Serena from Gossip Girl.
Which was a popular in 2009 for its inventive and
new fashion, drama and gossip. This is relative to
Vogue as the genre of the magazine is fashion and
Blake Lively is presented to be a fashion icon.
The use of serif font creates a sophisticated
and connotations to high class. As well as
Vogue contributing to the house style of
Vogue with the font staying the same.
The model uses direct mode of address to
connect with the audience because she is
looking straight into the camera but also has
her hand on their hip connoting to
confidence.
PAST VS PRESENT PUBLISHING
2020 VOGUE EDITION
This 2020 Vogue edition has a contrasting aura to the 2009 edition and would
have a primary audience aged 19-26 due to this magazine being targeted at a
younger audience since it appearing to be more futuristic, with less cover lines
and taglines. In addition, this magazine cover is minimalistic something as
new demographic would want to buy given that the it creates a sleek and
modern look. An audience who would like this magazine would be for people
who are creative and imaginative and bring new ideas to this would therefore
the Young and Rubicam for this magazine would be for the aspirer and the
explorer. The socio-economic audience for this magazine would be for C1-A
because Vogue has a modern audience who would most likely have high
paying jobs as well ad young adults who have an interest in fashion or study
journalism or fashion. The purpose of this magazine is to entertain because
you would read this magazine for entertainment , similarly to the 2009 edition
because you can read articles and interviews and look at creative images.
There would be a secondary audience aged 15-20 because Vogue has expanded
their audience by opening a youtube channel and having guests like Alexa
Demie from Euphoria, Asap Rocky and Rihanna. In addition this secondary
audience would be bring the new age in fashion for the future therefore
companies like Vogue would look for their input/ ideas to expand their
audience.
AUDIENCE AND
SUMMARY
COMPARISONS
The use of having Bella Hadid,
would attract a new
demographic as she is known
for her work as a supermodel
and being friends with other
models such a Kendall Jenner.
She is known for having a
lavish life and many would look
to her for new fashion and
beauty ideas.
The use of using a white, sans
serif font makes the magazine
look futuristic and bold as it
stands out against the red
background.
The use of the almost dark room/film
effect on the main image is more
imaginative than the past vogue
magazine. And the fact that it uses
only variations of shades of red
creates a sense of elegance and style.

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Past vs present media

  • 1. COMPONENT 1: PAST VS PRESENT MEDIA
  • 2. PAST VS PRESENT AUDIO/MOVING IMAGE LEMONY SNICKET’S A SERIES OF UNFORTUNATE EVENTS 2004 LEMONY SNICKET’S A SERIES OF UNFORTUNATE EVENTS 2017
  • 3. PAST VS PRESENT AUDIO/MOVING IMAGE LEMONY SNICKET’S A SERIES OF UNFORTUNATE EVENTS 2004 This is a movie adaptation of A Series of Unfortunate Events which is aimed at an primary audience aged 7-15 due to the original book being aimed towards children and the film having a PG rating in addition to it having suitable and engaging themes for this demographic. The use of having main characters as children and the storyline being concentrated on them, causes it to interest children of their age as their age group have been represented. It also creates a sense of relatability to it because jokes and life events which are specific to children would be portrayed through the characters in the film . The purpose of this film is to entertain as it is lighthearted and for amusement because of the uses of inventive and expressive storylines. With there not being any considered serious or distressing scenes, this is a film that fulfills its purpose to entertain as it has eccentric characters and scenery. As well as the film having a purpose of escapism due to it taking place in an otherworldly setting as well as the challenges that the characters face are conveniently sold with a happy ending leaving the audience pleased with the ending it takes away from reality where sometimes it doesn't go as planned. The primary audience that would like to watch this film is for fans of mystery and action as this film includes thrilling events and utilizes the enigma code by having an initial problem but the Baudelaire children have to solve in order for them to gain freedom from Count olaf leaving the audience guessing and trying to come to a conclusion on the mystery from the clues given. The social economic group would be for D-A as it is something in which the majority of people would enjoy to watch and is not specified only for one type of person. The Young and Rubicam for this film would be the explorer as this film is imaginative and explores creative things along with the discovery aspects of ‘A Series of Unfortunate Events’. The secondary audience would be for people aged 30+ as parents would watch this film with their children for example at the cinema. In addition the secondary audience would be for people who are fans of Jim Carey who has starred in many movies for example ‘The Grinch’ and they would anticipate that this movie would include a performance from him that exudes comedy and confidence.The Director , Brad Silberling who has directed films like ‘Casper’ utilised the use of aesthetics and setting to use dark imagery and hence orth the film is is described to be a ‘dark gothic comedy’ therefore fans of Tim Burton films like Corpse Bride and the Laika production film ‘Coraline’ which are unique with an alternative feel would enjoy this film too. AUDIENCE AND SUMMARY COMPARISONS After the three young Baudelaire siblings are left orphaned by a fire in their mansion, they are carted off to live with their distant relative, Count Olaf (Jim Carrey). Unfortunately, Olaf is a cruel, scheming man only after the inheritance that the eldest Baudelaire, Violet (Emily Browning), is set to receive. The children escape and find shelter with their quirky Uncle Monty (Billy Connolly) and, subsequently, their phobic Aunt Josephine (Meryl Streep), but Olaf is never far behind SOURCE GOOGLE FILM SYNOPSIS FILM PLOT
  • 4. PAST VS PRESENT AUDIO/MOVING IMAGE LEMONY SNICKET’S A SERIES OF UNFORTUNATE EVENTS 2017 This is a series adaptation of A Series of Unfortunate Events has a primary audience aged 5-14. The primary audience of this series is targeted at a younger audience due to it including more comical moments and its increased development in its storyline and portrays it visually as more literal therefore being easier for a younger audience to understand. For example when the audience are shifted to the narrator (Lemony Snicket) it shows him in the scene being more present and using direct mode of address making the communications of the story more efficient and engaging whereas in comparison to the film, Lemony Snicket's character is shown just writing at a table which is inevitably less interesting to watch. The Young and Rubicam for this series would be the explorer as similar to the film it is almost fantastical and includes that key theme of mystery and imagination.The social economic group would be C2-A as it is broadcasted on Netflix and people would have to have enough money to spend freely on a subscription but overall it is a series in which a wide audience would interest. The secondary audience would be for parents aged 30+ or other family members aged 15+ as it is a series that can be watched together as a family, focussing on the audience being for aged 15+ as the nature of it being a Netflix original encourages a larger audience because of many people having family-shared accounts. This series is more versatile than the film and is more inclusive because of its use of representation of other races for example and the fact that it is a Netflix original meaning that they are inclined to make sure that their series’ represent inclusivity as they would want to gain viewers and have a good rating since it is under the umbrella of shows/films that are examples of Netflix’s brand. The purpose of this series is to entertain because you can watch this in your free time and similar to the film it is upbeat and an easy-watch. This series is adapted to an more modern audiences as it has more visually stimulating and audio enticing elements with brighter colours, an almost cartoonish look and for example with the show having musical scenes whereas in the film it it more simplistic. The cast for the characters are more diverse by including people of different ethnicities to play the roles of originally produced as whiote characters in the show. This series is more vibrant and the characters appear to be more developed and we get a deeper insight into them and thorough in comparison to the film due to the fact that with a series an audience can connect more with the character as it has a longer duration. AUDIENCE AND SUMMARY COMPARISONS (IMDB) After their parents and house are consumed in a blazing fire, Violet, Klause, and Sunny Baudelaire are sent to go live with their cruel and mysterious distant relative Count Olaf. What is meant to be a new beginning for the Baudelaire children turns out to be a beginning, but not the kind they wanted. Their arrival at Count Olaf's home sets off the first event in the ensuing Series of Unfortunate Events. —John Joseph Skrip SOURCE IMDB SERIES PLOT
  • 5. PAST VS PRESENT AUDIO/MOVING IMAGE VISUAL DIFFERENCES/SIMILARITIES A visual difference is between the baudelaire children with their clothing for example in the movie the childrens clothing is dark and simplistic whereas in the series the children are seen to be wearing colourful clothing. This could be another factor which makes the series more interactive therefore suitable for a younger audience as even though it is a small element it will still gain the attention of the audience. A similarity is that they have still made the actors to have similar hairstyles giving a sense of consistency from the film as an audience who has been spurred on from the film, would still look for conventions that are consistent in recognising the characters. CHARACTERS SETTING In the film and series the buildings and settings are a vital part of the story but both use cinematography in different ways in which to engage the audience. In the film the setting was focussed on intricacy and detail whereas the series uses contrast of colours to bring the story and tone to life. REPRESENTATION AND INCLUSIVITY The series of unfortunate events tv show includes a more diverse cast in comparison to the roles being taken by mainly white actors this allows for a more inclusive and diverse cast therefore allocating towards a wider audience.
  • 6. PAST VS PRESENT INTERACTIVE THE SIMS:4 February 2000 THE SIMS: 2 September 2014
  • 7. PAST VS PRESENT INTERACTIVE THE SIMS:4 February 2000 AUDIENCE AND SUMMARY COMPARISONS The Sims is a life simulation game firstly released in 2000 which brought something new to gaming with is customisation, ability to play however you would like and the fact that you are the one in control. The Sims has a primary audience aged age 12-20 because it would mainly interest teenagers and young adults because of the freedom of the game as well as at that age you want to have control and independence along with thinking about pathways a life choices, the sims was a visual representation of this. The games use of storyline and character creates a space for creativity because you can create your own sims with their own traits and aspirations . The socio-economic group that would consume this product would be C2-A given that it the original sims was only released on PC meaning that you would have to be able to purchase a PC with enough space to run that and in addition it being a game new in the market the price would be full price at the time . The purpose of this game is for escapism as you can create an ideal world/ characters it is not refined to realistic events or facts as well as it uses a artificial currency named Simoleons meaning that real money isn't being used in game.the gender for this game would be for all genders as it would interest both no matter your gender . The Young and rubicam for this game would be the aspirer and the explorer as the type of person who would play this would be creative and are young minded as well as the struggler because they seek escapism and this game suffices that. The purpose of this game is to entertain and for escapism as it used for amusement and leisure as well as the introduction of the first Expansion pack ‘Livin’ Large’ expanding the building aspect of the game.Initially the ethnicity of the audience for this game would be for an American audience as it was released firstly there and then was commercialised then around the world. The secondary audience would be for an audience who is revisiting the game from later years for example people aged 28-35 who have played this game when they were younger and want to experience nostalgia. As well as the secondary audience could be other game creators who are looking for new developments in the life simulation game genre such as Animal Crossing. THE SIMS USE OF CONTINUITY THROUGHOUT THE FRANCHISE CREATE A SIM PACKS RELEASED FOR THE SIMS (1) ● Deluxe Edition. ● Hot Date. ● House Party. ● Superstar. ● Unleashed. ● Makin' Magic. ● Vacation. ● Livin' Large The sims have used signature families that are incorporated in the game with their distinct traits for example The Goth family and the Landgraab family. This creates a sense of familiarity that the game brings through the different games people would look out for as well as monitor their developments and storyline since you can interact with these sims. The create a sim The Sims franchise is an essential process that many players look forward to enjoying.In The Sims (2000) the create a sim level is limited in comparison to the Sims 4 with mostly slider options and arrows
  • 8. PAST VS PRESENT INTERACTIVE THE SIMS 4: 2 September 2014 The Sims 4 has a mainly teenage and young adult primary audience aged 13-25 The sims 4 has been successful in being targeted at a new generational audience as it has new and improved graphics and additional gameplay. It has become more developed as it has created more room for creativity such as new hairstyles, skin tones and body types. The Young and Rubican for this game would be the aspirer and explorer similar to the first edition. The social grading for this game would be C2-A as this version of the Sims 4 is more expensive and if you want the full experience you have to buy add on to the game as in comparison to the original sims you get less amount of content for the base game. The ethnicity for this game would be for all as the game is widely available worldwide and the gender targeted for this game would be for all genders as it isn't exclusive to one gender. The use of expansion packs,game packs and stuff packs creates a chance to entice a new audience contributing to the secondary audience being people who play the sims for specific content for example Star wars fans would play to experience the star wars pack n, Moschino fans would play for the Moschino pack Fans of the supernatural could play the Vampires game pack and ‘Realm of Magic’ pack . The introduction of external sims promotions for example streamers and youtubers can entice a new audience from other platforms. As well as there being communities on twitter, the Sims 4 encourages custom content therefore Another secondary audience would be for people who have jobs as graphic designers they would be an audience who like to design elements for the game including mods and items. In addition to people who have interests in architecture as you can build houses from scratch. This is a clear difference to the original sims where the game didn't have the capacity to and custom content. AUDIENCE AND SUMMARY COMPARISONS PACKS RELEASED FOR THE SIMS (4) CREATE A SIM A few expansion packs from Sims 4: Get Together Get to work City Living Cats and Dogs Island Living Seasons Discover University Get Famous INFLUENCE FROM YOUTUBERS SIMS COMMUNITY AND STREAMERS The create a sim mode in the Sims 4 is significantly higher quality with a wider range of hairstyles, clothing , makeup and features you can create a more detailed sims. The Sims 4 uses marketing and sponsorships to appeal to a larger audience for example creating bundles which include headphones and a mouse which would appeal to gamers. In addition there are youtubers who get early release to new items, packs therefore this creates an audience who keep up with the updates resulting in The Sims having an active audience. There are communities in which post and create content for the game as a result the sims has an audience which would help contribute and attracts new demographics to the game.
  • 9. PAST VS PRESENT INTERACTIVE MINECRAFT:17 May 2009 MINECRAFT 1.6 VERSION June 23 2020
  • 10. PAST VS PRESENT INTERACTIVE MINECRAFT:17 May 2009 This open-world survival and crafting game has a target audience aged 7-14 because of it is easy to control and learn certain crafting skills as well as it would be interesting to a younger audience due to it being an outlet where you can develop their creativity kills hence why it being perfect for childern from 7-10.It also would be effectively attracting this audience as it contains monsters called mobs and children of this age would like the aspect of killing/ fighting off monsters. The socio-economic for this game would be D-A because this game is an easy accessible game where you can buy it from the app store or for on consoles/pc. The young and rubicam for this game would be for the explorer, this means that they would be the type of person who like the need for discovery. The purpose of this game is for escapism and entertainment as you can build, play and craft however you want you have the freedom of creation but also has a limited yet still present purpose to inform because you would have to use the skill of working out a quantity of blocks/tools you will need. The type of person who would enjoy this game would be innovative and experimental but also adventurous. The secondary audience would be young adults ages 18-26 because many adults like to play this game just as a souce of entertainment and there are many adult streamers/ youtubers who play this game which their content is aimed at children for example DanTDM. SANDBOX GENRE BASIC SKINS/LIMITED IN GAME ADD ONS ANIMALS The animals in the base game are limited in comparison to the present game. For example there are cows, sheep, pigs, chickens and squids. These are basic animals. A sandbox game is a video game with a gameplay element that gives the player a great degree of creativity to complete tasks towards a goal within the game, if such a goal exists. ... Sandbox games are often associated with open world concepts which gives the player freedom of movement and progression in the game's world. SOURCE WIKIPEDIA This game comes with initial base game skins what people can use. Many people prefer to use texture packs or mods however the base game could not allow for creators to use add-ons this is a limitation for the older versions. AUDIENCE AND SUMMARY COMPARISONS
  • 11. PAST VS PRESENT INTERACTIVE MINECRAFT 1.6 VERSION June 23 2020 The primary audience for this game would be aged at 7-16 because it would appeal to children like the past version but would also appeal to a year older audience due to its advances in capability in the game . The Young and Rubicam for this version would be the explorer because of the creative aspect of the game and the flexibility to build but also the aspirer because this version is much more ambitious with more complex processes such as gameplay which is automated by the game already. The purpose of this game is to entertain and provide escapism because this version contains many different realms. The education gaming option during many countries being on lockdown due to COVID-19, Minecraft provided a purpose to inform and educate their audience for example you could learn about US history through the build of Washington DC. The socio-economic group for this would be C2-A because it is a game which is widely available. The type of person who would like this game are people who prefer visual elements and people who can adapt regularly to game because of its regular updates and new features. The secondary audience would be for adults 20-28 who like to play video games or even use as an idea tool for designing new things because of its popularity online. This game would also have a secondary audience of gamers who attended things like conventions because of Minecraft’s reputation in conventions for example Minecon where many youtubers/influencers hold panels and the creators of Minecraft can answer questions and suggestions about the game. IMPROVED GRAPHICS NEW GAMING MODES NEW ANIMALS The graphics in the new version are significantly improved with better graphics which enable the came to be enjoyed more since it is more visually stimulating and vibrant. The Minecraft 1.6 version contains many new gameplay for example the addition of new interactions between players and villagers. Also, the multiplayer option would attract people who enjoy playing games with others as you can build together or just play the game however you would like together. The introduction of new animals and insects for example pandas, cats, bees , dolphins and turtles creates room for more exploration of terrains AUDIENCE AND SUMMARY COMPARISONS
  • 12. PAST VS PRESENT PUBLISHING VOGUE AS A BRAND Vogue, influential American fashion and lifestyle magazine. It was founded in 1892 as a weekly high- society journal, created by Arthur Baldwin Turnure for New York City’s social elite and covering news of the local social scene, traditions of high society, and social etiquette; it also reviewed books, plays, and music. Condé Montrose Nast, the founder of Condé Nast Publications, bought Vogue in 1909 and transformed it into a women’s fashion magazine focused on beauty, composure, and etiquette. SOURCE BRITANNICA.COM Vogue as we know it today is a high fashion magazine and company which attracts a wide scale audience through its use of celebrities like Billie Eilish, Cardi B and Rihanna starring on their front cover. Vogue has become one of the main big names in which you think when you think about fashion. It has a sophisticated and modern vibe to its covers in present times and really utilises new trends and ways of thinking. For example Harry Styles’ recent 2020 cover of him wearing a dress rebels to gender norms and becomes a statement to other fashion magazines and the fashion industry to adapt to clothes being for expression, we shouldn't restrict clothes by gender therefore providing a message for change in traditional thinking for our society and is effectively done through using a well known figure . Personally i see vogue's magazine covers to be creative with more new and relevant covers which really entice you through bright colours or clothing pieces but also i view it to be classy as it still have that traditional high-end feel to it and therefore doesn't take away the luxury aspect. late 16th century (in the vogue, denoting the foremost place in popular estimation): from French, from Italian voga ‘rowing, fashion’, from vogare ‘row, go well’. ETYMOLOGY ABOUT VOGUE MY TAKE ON VOGUE AS A 15 YEAR OLD
  • 13. PAST VS PRESENT PUBLISHING 2020 VOGUE EDITIONS 1997 EDITION 2010 EDITION 2009 EDITION VOGUE MAGAZINES
  • 14. PAST VS PRESENT PUBLISHING 2009 EDITION This 2009 edition of Vogue has a target audience of females aged 20- 35 who like to keep up with the latest fashion and makeup trends due to the cover lines for example they used ‘More magical makeovers’ and ‘From the White House to a Fashion Empire’. The socio- economic group for this issue would be for C1-A as the types of people who would buy this would have to pay generously due to vogue retailing at a higher price in comparison to other magazines. The purpose of this magazine is for information, escapism and to entertain . it provides means to inform because it includes topics that you can learn from for example learning about makeup skills and fashion tips. In addition to escapism as it includes celebrities who have a significantly different lifestyles and it entertains people by including things like interviews and advice.The Young and Rubicam for this magazine would be for The Aspirer as the type of person who would buy magazine would be the mainstream because Vogue audience would like to be relevant vand look to celebrities for influence and inspiration. In addition it would be for the succeeder because it would have a secondary audience of people aged 28+ who have jobs for example journalists who look at magazines and create further articles online or fashion designers who ustilaes the images in the magazine to look for ideas for new clothing pieces that could be used for future designs due to Vogue being a reputable magazine. AUDIENCE AND SUMMARY COMPARISONS The main image is Blake Lively and the use if having a celebrity as with main image causes people who like the celebrity to purchase the magazine. For example Blake Lively is known from her role playing Serena from Gossip Girl. Which was a popular in 2009 for its inventive and new fashion, drama and gossip. This is relative to Vogue as the genre of the magazine is fashion and Blake Lively is presented to be a fashion icon. The use of serif font creates a sophisticated and connotations to high class. As well as Vogue contributing to the house style of Vogue with the font staying the same. The model uses direct mode of address to connect with the audience because she is looking straight into the camera but also has her hand on their hip connoting to confidence.
  • 15. PAST VS PRESENT PUBLISHING 2020 VOGUE EDITION This 2020 Vogue edition has a contrasting aura to the 2009 edition and would have a primary audience aged 19-26 due to this magazine being targeted at a younger audience since it appearing to be more futuristic, with less cover lines and taglines. In addition, this magazine cover is minimalistic something as new demographic would want to buy given that the it creates a sleek and modern look. An audience who would like this magazine would be for people who are creative and imaginative and bring new ideas to this would therefore the Young and Rubicam for this magazine would be for the aspirer and the explorer. The socio-economic audience for this magazine would be for C1-A because Vogue has a modern audience who would most likely have high paying jobs as well ad young adults who have an interest in fashion or study journalism or fashion. The purpose of this magazine is to entertain because you would read this magazine for entertainment , similarly to the 2009 edition because you can read articles and interviews and look at creative images. There would be a secondary audience aged 15-20 because Vogue has expanded their audience by opening a youtube channel and having guests like Alexa Demie from Euphoria, Asap Rocky and Rihanna. In addition this secondary audience would be bring the new age in fashion for the future therefore companies like Vogue would look for their input/ ideas to expand their audience. AUDIENCE AND SUMMARY COMPARISONS The use of having Bella Hadid, would attract a new demographic as she is known for her work as a supermodel and being friends with other models such a Kendall Jenner. She is known for having a lavish life and many would look to her for new fashion and beauty ideas. The use of using a white, sans serif font makes the magazine look futuristic and bold as it stands out against the red background. The use of the almost dark room/film effect on the main image is more imaginative than the past vogue magazine. And the fact that it uses only variations of shades of red creates a sense of elegance and style.