“capable of predicting personality” – teen vogue can predict what people want to see “businesses can change behaviour to match each user’s personality“
“user personality can be easily and effectively predicted from public data”
“what it does is change people’d behaviour by using carefully crafted messages”
What is the network effect? (Theodore Vail) – Larger numbers of people improve the internet eg the more people there are the more opportunities 1 person has to connect with others
Can you remember what ‘feedback loop theory’? (Norbert Wiener) – Track repeated movements, provides information about system successes and problems, this can be used to predict when something will occur
What is the Dunbar number? (Robin Dunbar) – Limit of how many stable social relationships a person can have (150 people), where they know the person eg name, face, personality. The average person usually connects with about 5-10 people a day
target a young female – Teen vogue aims to target young females, Sex education is a show that does just that, as the issues raised are common for teenagers. The issue that Ola has with Otis that she doesn’t have the courage to tell him he did a bad job this is an issue that some young girls can relate to, as this is the age where teenagers start to ‘experiment’ and try new things with their partners.
explicit feminist stance – This Sex Education article is solely based around Ola and her journey of self discovery
radical voice in the context of mainstream US media – The article is reactionary to everyday life especially to a teenager , this is because it addresses real life issues such as sexuality and struggle with acceptance of yourself
Advanced publication (parent company) owns Condé Nast which owns vogue (founded 1892) which owns teen vogue (vertical integration)
Vogue + Teen vogue = sister companies (horizontal integration)
Condé Nast (American mass media company, founded in 1909 by Condé Montrose Nast) PUBLISHER
Based in New York, United States
More than 1 billion consumers (vogue)
First issue date = January 2003 (teen vogue)
Last issue date = December 2017 (they didn’t make enough money in 2016, sales dropped by 50%)
Advanced publication (earns $2.4 billion in a year)
moved online
MEDIA INDUSTRIES
commercial product
PSB through political reporting and social campaigns
website and social media show how institutions adapt to respond to changed in consumption
use of digital platforms show how institutions respond to new technology
MEDIA AUDIENCES
Primary – teenage girls (aged 14-17) (demographics of gender and age)
Secondary – Parents (some view the content of teen vogue magazines to be inappropriate for the primary target audience)
differing interpretations – HALL reception theory
Cultivation theory (George Gerbner) – vogue has used cultivation theory to manipulate people into viewing themselves as ‘imperfect’ and feel insecure about their bodies. They did this by releasing magazines that show the ‘perfect’ image, which is now a dominant ideology that these photo shopped celebrities are perfect and represent real life image, which they don’t, they’re fake and it’s false advertising
MEDIA REPRESENTATIONS
Representational issues – representation of target audience of young women
representation of particular groups – construction of young female identity
who’s constructing the representation (HALL)
focus on politics, social issues and technology suggests new representation for young women
My main intention for my magazine was to show that females can be just as good at games as males can, I wanted to do this by making women the main feature of my magazine whilst keeping the main elements of games which make them fun eg adventure and combat. I intended to do this by supporting the launch of the new game HELL RESCUE. To find inspiration for my magazine I looked at PC GAMER magazines, through doing this research I noticed that there aren’t many gamer girl magazines out there and the gaming community is predominantly male. Therefore, I intended to make a magazine focused on girls to show that girls can game too aimed at girls aged 13-18, this led me to think of the title GAMER GIRL. My dominant signifier in the front cover is a female character, which challenges dominant ideologies due to the strong, independent impression given off. I wanted to make the magazine interactive, so I used different fonts (Franklin Gothic medium and heavy, serif and sanserif). I wanted the magazine to catch my audience’s eye so I wanted to make the dominant signifier pop by creating a sense of depth of field between the character and the mountains in the background by using a shadow. I wanted to make it appealing by using a catchy slogan ‘RUN HEAD FIRST INTO THE GAMING WORLD’, where i wanted to add a colour block, shadow and wave effect to stylise it. I wanted to use the rule of thirds(title, main components, other information). Another way I did this was by using a range of colours / images whilst keeping the magazine uniform throughout to present a clean finish. In my contents page I wanted to clearly show what was in my magazine, I then looked for a template to follow and saw that most game magazine contents pages were in boxes like mine is, I also used images to show a visual representation of what’s in it. For my double page spread I wanted to create a professional looking spread, so again I used a template. I included images to aid in the description of the new game HELL RESCUE, for a more aesthetic appeal to my intended audience (13-18-year-old girls). I have used a range of symbolic signs (colours red, black, white and grey). Inexical signs (buildings symbolising a village where the main campaign is set.
Common is an American hip-hop rap artist who is a grammy and oscar award winner.
Lonnie Corant Jaman Shuka Rashid Lynn (real name)
Debued his first album ‘Can i borrow a dollar?’ in 1992 at the age of 20
Net worth = $45 million
Has been signed with warner bros
Video
Released in 2016 on the album Black American again
Contains cultural and social significance
Common wrote the song ‘Letter to the free’ for the documentary of the 13th, named after the American 13th amendment to abolish slavery
Bilal is an American singer songwriter and record producer
880 thousand views
Filmed in a prison
look lost at beginning looking up at ceiling, black n white, no shoes, isolated not grand piano, small drum, jazz origins, black square – metaphor, prison, 13th amendment (slavery), repetition of ‘freedom’ ‘freedom of come”hold on’, camera always moving away from people,only one person playing instrument at a time, (last line freedom won’t be long), ‘effecting millions’ ‘slave days separating fathers from children’ ‘buildings are a method black and brown bodies to fill them‘, ‘not seen as humans with feelings’ ‘ dehumanised’ (objects), ‘will the us ever be US’, ‘the stop search and arrest of our souls (trinkets show, woman suspicious of black girl in shop just looking around), all in black clothing, ‘slavery’s still alive look at the amendment 13′, ‘instead of nigga they use the word criminal’, ‘prison is a business america’s the company’, Conservative movement (staying in one spot), suggesting restriction/staying in the norm
Media concentration / Conglomerates – A small number of businesses in an industry own a large amount of the market, shows patterns across a multitude of media industries.
Globalisation (in terms of media ownership) – Cross-culture of media industries globally
Vertical Integration & Horizontal Integration – Vertical = production company has control over distribution / exhibition, horizontal = production expands into other areas of one industry
Gatekeepers – media organisations that filter information to the public
Regulation / Deregulation – regulation = laws that media firms have to follow, deregulation = rules become less strict to create more competition
Free market vs Monopolies & Mergers – economic system based on demand with little or no government control
Neo-liberalism – chacracterised by free market trade and deregulation of financial markets
Surveillance / Privacy / Security / GDPR – Media companies have their own right to a product they produced or distributed, so need to be protected to stop pirating and people ‘stealing’ the product and making a profit out of it