GCSE
MEDIA STUDIES
Factsheet
www.ocr.org.uk/mediastudies
The Lego Movie Video Game: Industry
and Audience
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© OCR 2017
For full details see www.ocr.org.uk/mediastudies
Media industries
The following subject content needs to be studied in relation to The Lego Movie Video Game:
Key idea Learners must demonstrate and apply their knowledge and understanding of:
Media producers the nature of media production, including by large organisations, who own the
products they produce, and by individuals and groups.
the impact of production processes, personnel and technologies on the final
product, including similarities anddifferences between media products in terms of
when and where they are produced.
Ownership and control the effect of ownership and control of media organisations, including conglomerate
ownership, diversification and vertical integration.
Convergence the impact of the increasingly convergent nature of media industries across different
platforms and different national settings.
Funding the importance of different funding models, including government funded, not-for-
profit and commercial models.
Industries and audiences how the media operate as commercial industries on a global scale and reach both
large and specialised audiences.
Media regulation the functions and types of regulation of the media.
the challenges for media regulation presented by new digital technologies.
© OCR 2017
For full details see www.ocr.org.uk/mediastudies
Media Audiences
Key idea Learners must demonstrate and apply their knowledge and understanding of:
Targeting audiences how and why media products are aimed at a range of audiences, from small,
specialised audiences to large mass audiences.
how media organisations categorise audiences.
the ways in which media organisations target audiences through marketing,
including an understanding of the assumptions organisations make about their
target audience(s).
Technologies the role of media technologies in reaching and identifying audiences, and in
audience consumption and usage.
Active audiences the ways in which audiences may interpret the same media products very differently
and how these differences may reflect both social and individual differences
theoretical perspectives on audiences, including active and passive audiences;
audience response and audience interpretation.
Uses and gratifications the social, cultural and political significance of media products, including the themes
or issues they address, the fulfilment of needs and desires, and the functions they
serve in everyday life and society
the ways in which peoples media practices are connected to their identity, including
their sense of actual and desired self
Blumler and Katzs Uses and Gratifications theory.
Changing audience
responses
how audiences may respond to and interpret media products and why these
responses and interpretations may change over time.
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For full details see www.ocr.org.uk/mediastudies
Media producers
WB Games is the trade name for Warner Bros.
Interactive Entertainment. WB Games is a publisher,
developer, licensor and distributor of entertainment
content for ‘the interactive space across all platforms,
including console, handheld, mobile and PC-based
gaming for both internal and third party game titles.
WB Games started in 1995 by licensing their first
game (based on the plot of Batman Forever’). They
continued to do this until 2003, when they co-
published their first video game, based on Looney
Tunes: Back in Action. In 2004, Warner Bros. acquired
Monolith, a video games developer. In 2005, WB
Games was launched. Together they developed MMO
(massively multiplayer online game) The Matrix Online
(with SEGA).
TT Fusion is a British video game developer that is a
division of TT Games. In November 2007, Warner Bros.
Interactive Entertainment acquired TT Games as part
of their move into the video game market.
The video game was directed by Matt Palmer (who
was known for his work with Tim Burtons Corpse
Bride and The Animal Shelf ).
As with the film WB Games had to consider Legos
status as a globally popular franchise that has left a
significant mark on todays popular culture. Aside from
the iconic plastic inter-locking bricks, there is now a
plethora of accompanying merchandise, including
‘Minifigures’, construction kits and play sets aimed at a
wide variety of different ages. Both the game and film
had to be constructed to faithfully reflect and respect
the universal Lego toy brand.
It is worth noting that Legos brand extends beyond
construction kits; there are eight Legolands globally
(Billund, Denmark, Windsor (UK), California, Germany,
Florida, Malaysia, Dubai and Japan) although owned
by Merlin Entertainments rather than Lego. There are
currently two further under construction in South
Korea and Shanghai and another planned for Orange
County, New York.
© OCR 2017
For full details see www.ocr.org.uk/mediastudies
Ownership and control
Lego had been a well-established household brand
until 1998 - and it had never reported a loss. By 2003
Lego was $800 million in debt. With the appointment
of Jorgen Vig Knudstorp, the brand changed direction
(creating partnerships for their Legolands and digital
content) and raising the profile of its fan base.
2010 saw the online LEGO Universe launched, but
was then closed in 2012 due to the lack of success
of its monetization and fee-paying customers. This
was controversial as many of the 2 million players felt
abandoned and the closure of the associated studios
affected 115 employees.
However, this negative experience supported Lego
in creating future partnerships for both its digital
content and video game development with TT Games
and Warner Bros Interactive Entertainment.
TT Games initially developed the Lego franchise
games with Lego Star Wars released to strong
commercial acclaim in 2005 and Lego Star Wars II: The
Original Trilogy in 2006. Before this, branded video
games aimed at children hadn’t always had the best
critical success but the Lego Star Wars series changed
this.
Warner Bros. Interactive Entertainment purchased TT
Games in 2007 and the Lego video game franchise
continued with TT Games acting as subsidiary of
Warner Bros. Interactive Entertainment.
Warner Bros. Interactive Entertainment currently owns
the intellectual property (IP) to multiple high profile
video games and several video game developers
which now makes it one of the largest video game
publishers, outside of the big 3’ (Microsoft, Sony and
Nintendo).
The Lego Movie Video game saw the game characters
move like the ones in the film with animations and
likenesses mimicked to the style of animation used in
the film.
Lego works with Warner Brothers in various ways.
The video game division of Warner Bros. Interactive
Entertainment is part of the larger Warner Bros.
conglomerate, which produces the Lego movies,
distributes the films to a large number of countries
theatrically, as well as using their own subsidiaries to
release the DVDs and BluRay discs. This is an example
of vertical integration.
Vertical integration enables a business to maximise
the potential of brand, in this case Lego. It gives
the existing audience new experiences and further
pleasures outside of the film and to reach new
audiences e.g. non-cinema going video games
players.
Today there is a successful global sub-culture of Lego
due to its vertical integration of films, games (on and
offline), magazines and competitions. As a result, the
Lego brand can reach out to a larger market through
its range of products.
In 2015, Lego was named Brand Finance’s most
powerful brand of the year - over Apple and Ferrari -
and is set to be awarded this again in 2017.
© OCR 2017
For full details see www.ocr.org.uk/mediastudies
Convergence
Digitally convergent media is when digital/online
media content, networks and technologies are
interconnected.
Video games consoles are an excellent example of a
digitally convergent device; as well as play games you
can also access social media, surf the internet, stream
films and TV content and upload content into cloud
based servers.
The video game offers 15 levels and 90 playable
characters, many of which can be purchased
as Minifigures, so the Lego brand benefits from
this as both the game and the film also act as an
advertisement for their consumer products.
The Lego Movie Video Game was the first Lego video
game where everything in the gaming world was
made out of bricks. This allowed a cross-over for the
plastic construction bricks within a gaming world for
audiences and vice versa - although it was not a game
where you could use the bricks for construction like
Minecraft (which Lego Worlds arguably mimics).
Cross-media products (Minifigures) were also available
in some of the products. For example Emmet was
available from EB Games and Gamestop, Radio DJ
Robot from Walmart.
Cross-media content helps maximise profits and also
improve reach to new customers. The Lego Movie
Video game was released across all major video
consoles and platforms (Microsoft X360, Sony PS3,
Nintendo 3DS, Sony PS4, Nintendo WiiU, Xbox One
and 360, Sony PSV and PC) in 2014.
In 2015 Warner Bros. Interactive Entertainment made
the game available on Apple iOS.
Lego Dimensions was released in 2015 by Warner
Bros. Interactive Entertainment. This followed the
toys-to-life format of using Lego Minifigures and a toy
pad, which is then played with the game. No more
expansion packs will now be developed, mainly due
to the lack of profit and the ever-increasing amount of
Lego figures on the market.
Merchandise for the film and game are
interchangeable as they include the same characters
and worlds in the main.
The Lego Movie Video game was launched the same
week as The Lego Movie.
The mobile video game is a port of a console game
which meant there were two ways to control the
action on the screen. This was either using direct
touch controls or a virtual onscreen touch tad. The
trailer for the IOS is here.
© OCR 2017
For full details see www.ocr.org.uk/mediastudies
Regulation
Lego were keen to ensure that their reputation with
parents was left intact and did not want the brand
connected with inappropriate language, extreme
violence and sexual scenes.
Although The Lego Movie was awarded a Universal
film rating, The Pegi Award for The Lego Movie Game
is ‘7’ years of age. This is as the content of the game
includes ‘non-realistic looking violence towards
fantasy characters’ and ‘violence that is set in a
cartoon, slapstick or child like setting that could be
upsetting to very young children.
Audiences
As we know, media practices are widely connected
to Blumler and Katzs Uses and Gratifications theory, in
terms of the audiences sense of identity. The sense of
actual identity and aspirational identity can be seen
in the use of a first-person protagonist (to associate
directly with the gamer) and the quest’ to explore
new worlds in The Lego Movie Video game. The theme
of good versus evil is often a key social value in video
games and is at the heart of this game too.
Arguably the target audience for the video game is
younger than the film. This can be seen through its
level of difficulty, which provides a younger audience
with an entry point to the franchise, without needing
to watch the film. Criticism was mixed for the game
and its narrative as it takes elements of the films
narrative but lacks the cohesion and humour of the
film. Critics recommended seeing the actual movie
and seeing the gameplay as a stand-alone.
The Lego Movie Video Game is a cross-media
promotional product as it advertises a range of
Lego characters and icons, like the superheroes
and ‘Benny the Spaceman. Both the movie and
the video game are part of a larger Lego video
game franchise that existed before The Lego Movie
resulting in intertextuality for the audience and
a deeper relationship with the Lego brand. The
superheroes featured (Batman, Superman, Wonder
Woman) are also part of the larger Warner Bros./DC
superhero franchise so the video game also acts as
an introduction point to those characters and helps
to cross-promote this superhero franchise in terms of
other Lego video game products (e.g. Lego Batman)
and films (e.g. Justice League).
Purchasing the game provided childhood nostalgia
for parents (a brand they might have played with
when young themselves) and allowed them to
play with their children. This also illustrates how
the audience for video games might interpret the
same product differently, e.g. young and old getting
different pleasures from the product.
The Lego Movie Video game was number 1 in the All
Formats Chart, the sixth Lego video game to do this. It
was released available across a wide range of popular
console, PC and Mac platforms.
The Lego Movie Game for mobile devices included
in-app purchases but required a larger memory (over
a Gigabyte of space) which met to further mixed
responses.
In the same week (Feb 17th 2014) there were five
Lego video games in the top 40 All Formats Chart
meaning that Lego games made up one eighth of the
total chart.
The game was released onto mobile devices due
to the market being worth around $21 billion in
revenues. As the game appealed to families and
children alike the hope was they would attract a
mixed-age audience.
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OCR acknowledges the use of the following content: Page 1:
Lego Movie characters - cjmacer/Shutterstock.com, Page 2: Lego
Movie promotion - EA Given/Shutterstock.com, Page 3: Lego
Movie game - Pe3k/Shutterstock.com, Page 4: Lord Business
figure - CTR Photos/Shutterstock.com, Page 5: Lego bricks -
cjmacer/Shutterstock.com, Page 6: Emmet minfigures - Levent
Konuk/Shutterstock.com, Page 7: Unikitty figure - CTR Photos/
Shutterstock.com, Square down and Square up: alexwhite,/
Shutterstock.com
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