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Write down the rules to two of your
case studies- like you were giving
directions as to how to play. This could
be cut and paste.
Apply the narrative theory on the
previous slides. This can be done in
bullet point form.
Now (homework) write down the rules
to your show. Explain how to play it and
what you win etc. be concise.
Apply the narrative theories on the
previous slides to your show.
Feedback to class next lesson – use
any format you like -
Ana Maria Aston-Lisles
Case studies + own game show.
The Cube
Rules:
 The rules of the show is to complete a series of challenges, without
losing your lives.
 If you get stuck on a challenge, you have the option to either take the
trial run- which is where you can do the next challenge to see how it
works however if you win on trial run, you don’t get any prizes.
 you can ask for advice from the family/friends in front row who came
to watch and support you or you can stop at the stage your at, take the
money earned and leave, to prevent you loosing all lives and leaving
with no money.
 If you complete a level, you earn an amount of money and go onto next
challenge. If you loose all your lives, you leave with nothing.
Narrative structure and theory:
The Cube follows a liner structure – Start-Middle-End - . This is simply because the game
show starts and then ends.
The Cube is also a closed game show, meaning the show is resolved at the end and finished.
We also know this because each episode is a new contestant and new challenges.
The exposition of the game allows both the virtual and live audience to meet the contestant, and
contestant to meet the host. This is usually presented formally, with some comedic elements
depending on the host. In this case, Phillip Schofield shows signs of a humorous personality.
The conflict and build up of the game brings excitement upon the audience, and
creates a tense atmosphere for the current contestant. A dramatic atmosphere is also
built as the game continues due to the increasing difficulty of the different rounds.
Jeopardy and resolution of the show (winning the game) makes both the
contestant and the audience feel a sense of relief and exhaustion as the show
is finally over and that the prize was finally won/ goal was achieved.
Barthes suggests that the main
two key narrative codes used to
keep an audience interested are
the action and enigma codes.
An action happens and must be resolved, this is intended to
build audience interest and suspense as to what is going to
happen, i.e. a question is asked or an activity commences. This
helps to build audience interest, as they may know the answer
or might feel suspense as a contestant completes an activity.
Take Me Out
Rules:
 once you buzz, you cannot unbuzz.
 If you are the man, you have to be honest and must have a final answer.
 You cannot swear as it is a family game show.
 If the females like what they see, they keep the light on. If they don’t, then
they turn it off without hesitation.
 Towards the end of the episode, the man turns off the light of one girl. Then
they meet, go up the big stairs opposite the love lift and have a backstage
interview.
Narrative structure and theory:
Take me out follows a linear structure of –Start-Middle-End-
The exposition of the game allows both the virtual and live audience to meet the
contestants. This is usually presented formally, with some comedic elements depending on
the host. In this case, Paddy McGuiness shows signs of a humorous personality.
The conflict and build up of the game brings excitement and drama upon the
audience, and creates a tense atmosphere for the current contestant. A dramatic
atmosphere is also built as the rounds go on and levels increase in difficulty.
Jeopardy and resolution of the show (winning the game) makes both the
contestant and the audience feel a sense of relief and exhaustion as the show
is finally over and the grand prize has been won.
An action happens and must be resolved, this is intended to build
audience interest and suspense as to what is going to happen, i.e.
a question is asked or an activity commences. This helps to build
audience interest, as they may know the answer or might feel
suspense as a contestant completes an activity.
Barthes suggests that the main two key narrative codes used to
keep an audience interested are the action and enigma codes.
These theories apply to all
game shows as they all
have similar objectives.
All game shows want to
audience to experience
the same emotions as the
contestants
On your marks…
The terms and conditions of my Game Show ‘On your marks…’ is that contestants must be 18 or
over to play. Also, the live audience must be 16+.
Rules:
 Can only ask for help once throughout 5 rounds, and there are 10 rounds in total. Overall,
you can only ask for help twice so must be chosen carefully.
 Only 10 contestants per game.
 Contestants will complete either a set of obstacle courses or 10 general knowledge
questions.
 There is a certain amount of time for challenges to be completed- if a contestant goes over
that time, then lives/points will be lost.
 10 points are given to all contestants at the beginning of each game.
YOUPLAY
How to win:
To win my game show, all the contestants have to do is correctly answer general
knowledge questions and/or complete a set of obstacles in a certain period of time. Points
are given each time an activity is successfully completed, and the amount of points given
depends on the difficulty of the game. The prize for winning the game show is £200,00.
My game show follows a Linear structure. This is because it has a
beginning, a middle and an end. Every episode has a resolved ending,
to leave the audience satisfied and ready for the upcoming episode.

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Rules of game shows

  • 1. Write down the rules to two of your case studies- like you were giving directions as to how to play. This could be cut and paste. Apply the narrative theory on the previous slides. This can be done in bullet point form. Now (homework) write down the rules to your show. Explain how to play it and what you win etc. be concise. Apply the narrative theories on the previous slides to your show. Feedback to class next lesson – use any format you like - Ana Maria Aston-Lisles Case studies + own game show.
  • 2. The Cube Rules:  The rules of the show is to complete a series of challenges, without losing your lives.  If you get stuck on a challenge, you have the option to either take the trial run- which is where you can do the next challenge to see how it works however if you win on trial run, you don’t get any prizes.  you can ask for advice from the family/friends in front row who came to watch and support you or you can stop at the stage your at, take the money earned and leave, to prevent you loosing all lives and leaving with no money.  If you complete a level, you earn an amount of money and go onto next challenge. If you loose all your lives, you leave with nothing.
  • 3. Narrative structure and theory: The Cube follows a liner structure – Start-Middle-End - . This is simply because the game show starts and then ends. The Cube is also a closed game show, meaning the show is resolved at the end and finished. We also know this because each episode is a new contestant and new challenges. The exposition of the game allows both the virtual and live audience to meet the contestant, and contestant to meet the host. This is usually presented formally, with some comedic elements depending on the host. In this case, Phillip Schofield shows signs of a humorous personality. The conflict and build up of the game brings excitement upon the audience, and creates a tense atmosphere for the current contestant. A dramatic atmosphere is also built as the game continues due to the increasing difficulty of the different rounds. Jeopardy and resolution of the show (winning the game) makes both the contestant and the audience feel a sense of relief and exhaustion as the show is finally over and that the prize was finally won/ goal was achieved. Barthes suggests that the main two key narrative codes used to keep an audience interested are the action and enigma codes. An action happens and must be resolved, this is intended to build audience interest and suspense as to what is going to happen, i.e. a question is asked or an activity commences. This helps to build audience interest, as they may know the answer or might feel suspense as a contestant completes an activity.
  • 4. Take Me Out Rules:  once you buzz, you cannot unbuzz.  If you are the man, you have to be honest and must have a final answer.  You cannot swear as it is a family game show.  If the females like what they see, they keep the light on. If they don’t, then they turn it off without hesitation.  Towards the end of the episode, the man turns off the light of one girl. Then they meet, go up the big stairs opposite the love lift and have a backstage interview.
  • 5. Narrative structure and theory: Take me out follows a linear structure of –Start-Middle-End- The exposition of the game allows both the virtual and live audience to meet the contestants. This is usually presented formally, with some comedic elements depending on the host. In this case, Paddy McGuiness shows signs of a humorous personality. The conflict and build up of the game brings excitement and drama upon the audience, and creates a tense atmosphere for the current contestant. A dramatic atmosphere is also built as the rounds go on and levels increase in difficulty. Jeopardy and resolution of the show (winning the game) makes both the contestant and the audience feel a sense of relief and exhaustion as the show is finally over and the grand prize has been won. An action happens and must be resolved, this is intended to build audience interest and suspense as to what is going to happen, i.e. a question is asked or an activity commences. This helps to build audience interest, as they may know the answer or might feel suspense as a contestant completes an activity. Barthes suggests that the main two key narrative codes used to keep an audience interested are the action and enigma codes. These theories apply to all game shows as they all have similar objectives. All game shows want to audience to experience the same emotions as the contestants
  • 6. On your marks… The terms and conditions of my Game Show ‘On your marks…’ is that contestants must be 18 or over to play. Also, the live audience must be 16+. Rules:  Can only ask for help once throughout 5 rounds, and there are 10 rounds in total. Overall, you can only ask for help twice so must be chosen carefully.  Only 10 contestants per game.  Contestants will complete either a set of obstacle courses or 10 general knowledge questions.  There is a certain amount of time for challenges to be completed- if a contestant goes over that time, then lives/points will be lost.  10 points are given to all contestants at the beginning of each game. YOUPLAY How to win: To win my game show, all the contestants have to do is correctly answer general knowledge questions and/or complete a set of obstacles in a certain period of time. Points are given each time an activity is successfully completed, and the amount of points given depends on the difficulty of the game. The prize for winning the game show is £200,00. My game show follows a Linear structure. This is because it has a beginning, a middle and an end. Every episode has a resolved ending, to leave the audience satisfied and ready for the upcoming episode.