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Theorys recap

What is the Dunbar number?

Dunbar’s number is a suggested cognitive limit to the number of people with whom one can maintain stable social relationships—relationships in which an individual knows who each person is and how each person relates to every other person. This number is thought to be 150

What is the network effect?

The network effect is a phenomenon whereby increased numbers of people or participants improve the value of a good or service, such as having one telephone is useless whereas having multiple phones gives the phones value.

What is ‘loop theory’?

The viral expansion loop is a marketing theory where users of a product are its primary marketers, predicting what the customer may want with reviews

Who really benefits from a digitally networked society? Big business or individuals? Refer to ‘loop theory’ and the ‘Dunbar number’

Big businesses, tech or not, benefit as a result of loop theory as they can gather data to predict your interests so can then show you more related topics, to allow you to consume a continuous line of media the want you to see, and they can make money off

Teen Vogue

Teen Vogue is a former US print magazine and current online publication launched in 2003 as a sister publication to Vogue, targeted at teenage girls. Like Vogue, it included stories about fashion and celebrities.

 In November 2017, it was announced Teen Vogue would cease its print edition and continue as an online-only publication as part of a new round of cost cuts.

Vertical Integration – Advanced publication ,Condé Nast, Vogue, Teen vogue

Condé Montrose Nast owns teen vogue and he founded his company, Condé Nast

Conde Nast published and maintained brands such as Vanity Fair, Vogue, and The New Yorker.

Its parent company is Advanced Publication, which earns 2.4 Billion a year

Teen Vogue stopped printing magazines in Dec 2017 as technology became the best place to find articles instead of buying a magazine

Letter to the Free Common

The significant and political events that Common referenced includes the enslaving of black people in america, comparing the slaves in the past with the similarities there are to (specifically black) prisoners in the 21st century. He also makes references to the line of presidency with the 13th amendment and Trump, inferring that slavery has not truly been abolished, as through the legal system black people are often sent to prison for free labour as a result of minor misdemeanors. ‘Prison is a business, America’s the company’

NEA Coursework

Front Cover
Contents page
Double page Spread
Front Cover Model
Contents Page Model
Double-page Spread Model

Statement of Intent

The target audience for my gaming magazines is aimed at teenagers, predominantly between age 12 and 16, interested in a range of different games. I chose the title ‘Gaming 100’ representing the 100 pages of my magazine, which allows this magazine to be inclusive to both boys and girls, with any genre of gaming interest.

My aim was to have a magazine that has something for all teenage gamer’s, and with that I chose an overall basic colour theme with black, white and red, but also included a musty yellow to add a brighter colour. I designed the ‘100’ of my masthead to have the two zeros as coins, similar to ones collected in various video games, to keep the design closely and clearly linked to gaming, and therefore recognizable to the reader. A sans-serif font was used to create an informal and relaxed look, suitable for a teen based magazine. I based the layout on a fortnite magazine cover I had in class, using the rule of thirds to help guide the reader around the cover, with a main image on the whole top half, but with the masthead slightly covered by the dominant signifier. Then on the bottom third, a gallery of 3 more images and captions to display some of the articles inside. I used extra puffs and plugs on the sides to include as much information about the pages found inside, to interest as many possible consumers.

With the contents page and double page spread I referred closely to my style models, and kept the colour theme running through, with a bold and basic font often found in gaming magazines. I included lots of original imagery and created a game for a step by step guide which was found in many pages of my style model.

I gave the magazine a reasonable price for a 100 page magazine, to be affordable and accessible to the younger teenage audience, who would mostly be middle class student, possibly with only a small pocket money allowance.

Hidden Figures

Hidden Figures is a low to medium budget Hollywood film with a budget of £25 million produced by Fox 2000

It had large appeal as it was released at the same time as a resurgence of feminists and black lives matter. This film promotes both and as it is a radical text, and available to new audiences, whilst guaranteeing viewership through their established loyalty as a Hollywood conglomerate

The seen increase in indie films is due to the high potential profit margin due available, as a result of their low production cost and high revenue, sometimes matching large budget films. This is causing a shift in the film industry as more radical films are being released, providing a wider variety of perspectives to the world. Although, most of the films are still backed by major conglomerates, such as Fox 2000 who still majorly support reactionary films and narratives, but incorparate diversity.

These sort of films weren’t previously taken on by major conglomerates as it had the space for backlash, and could therefore cause problems with shareholders and partners and damage the business.

Media Industry Defs

Cultivation Theory: the idea that media can manipulate the way you view the world

Vertical Integration: when a media company own different businesses in the same chain of production and distrubution

Conglomerate: a company that owns numerous companies involved in mass media enterprises

Synergy: where two or more media organisations work to produce a combined effect greater than what could be achieved on their own

Gender Representation in Tomb Raider and Men’s Health

In this essay I am going to compare the representation of gender in both ‘Men’s Health’ magazine and tomb Raider video game cover, focussing on semiotics and print language, and how the these media examples portray gender and it’s effect on their target audience. I will define the societal idea of gender, and argue the negative connotations of these cover characters, and how they reinforce and challenge social ideologies.  

Firstly we must understand the definition of gender to be able to pick apart how it is represented in media. The Oxford definition of gender is ‘that gender tends to denote the social and cultural role of each sex within a given society’. This states that there are only 2 genders, male and female, however in today’s world the idea of a much more fluid perspective on gender is beginning to be accepted across cultures, separating society from the set ‘norm’ and allowing people to break free from their constructed identity. It’s argued that media now allows people to create and display their own identity in a way where they are free to explore their own identity, and although this is true it can unsafe as gender fluidity is not yet fully understood across all cultures, ideas of which are presented in Davis Gauntletts book ‘Media, Gender and Identity’. The two pieces of media that will be discussed during this essay both portray mostly strong stereotypical aspects of the male and female gender, with Lara Croft displayed in small, skin exposing clothing and a dramatic sexualised figure, and vin diesel on the men’s health cover promoting a specific strong, fit healthy male body type with drastic weight loss tips.

For the gaming cover of Tomb Raider, the protagonist Lara Croft is places in the centre of the cover, illuminated by a golden treasure piece. This along with the strategically placed text in the middle area is designed to highlight Lara’s emphasised cleavage and butt, visibly outlining her figure and drawing immediate attention. This mise-en-scene following the rule of thirds structures the cover in a carefully placed place to create space for judgement at Lara Croft. This is further emphasised by the characters tight short clothing, exposing much of her mid-rift and legs, and also how she is in a structured position that provides for a clear sexualised silhouette of her body, as the dark clothes against the golden light provide. As displayed on the back page of the game cover slip, in the game the view is from third person which places the player being Lara as she goes through the game. This means that Lara’s butt is placed centre screen and is followed by the player throughout the entire game.   In an online video clip by the ‘Feminist Frequency’ they discuss how this small detail is unknowingly extremely gendered, and when comparing video games with female and male characters, they reveal however the females characters always have their behinds visibly shown in the centre, often in right clothing, whereas game designers of the male characters often give an idea of selective representation by having the character viewed above the waist, or have strategically placed cloths and capes, that make it nearly impossible to see their behinds. This careful audience positioning exudes an outlook message to the predominantly younger target teenage audience that it is okay to objectify woman as in video games they are displayed so obviously as a dramatically sexualised being. The game began to challenge gender representation by choosing a female character for the only and main character in a video game, and with a mother daughter plot line, especially when at the time it was hugely predominantly male characters, meaning she was a radical character choice. The fact that she is holding weaponry is also a radical idea as the male gender is more associated with weaponry and violence. However their choice in her design was also reactionary as the designers created her in a way where they were still able to appeal to the dominant ideology, for sales of the game, resulting in her becoming a ‘cyber-sex symbol’. This connotes to the idea that woman should be sexualised and used, according to the Kanz, Gurevitch and Haas media of preference for satisfying needs, this sexualisation and provides the idea that woman need to be sexual and under dressed, with slim bodies and big sexual features, that trough game characters are there for the escapism of the audience. The streaming of these characters through the media can create a negative portrayal of gender representation towards young female audiences as well, as it tells younger woman to aspire to be desirable to men, by being skinny and wearing little clothing; which can easily encourage unhealthy routines including unbalanced diets and expensive precludes, that can create side effects of depression, eating disorders and other health issues.

In the ‘Men’s health’ cover, the iconic sign of Vin Diesel as the cover image also quickly portrays the gender-orientated body image expectations that are put on men. He is placed in the centre of the cover and idolised for his muscular, strong body, accompanied by his publicised fitness routines and diets. Vin diesel is surrounded by plugs which all encourage a fit lifestyle such as ‘Blast body fat’ and ‘Lose 8kgs fast!’. These majorly display society’s idea on men that they must be physically strong and can’t slack otherwise they will lose their ‘masculine qualitys’. Plugs such a ‘double metabolism’ and ‘8kgs fast!’ promote quick ways to get an ‘attractive’ toned body, but they are actually promoting an obsessively unhealthy lifestyle as by doing both of these things you would be harming the natural pace of your body. This displays to the audience an idea that men should do as much as they possibly can to achieve a look similar to Vin Diesels, contrary to whether it is actually healthy for your body or not. However one plug on the cover which exerts a radical idea is the one that reads ‘#slaywinterblues why socials going mental’ which advertises for a page inside the magazine that focuses on mental health which is not often spoke in relation to men, promoting the idea that help should also be given to ensure that men are mentally healthy as well as physically. More evidence of radical ideology from this media example is on one of the example magazine pages that show an old man doing exercise. This helps to make readers aware that there is more to physical health than a six-pack, and that health and fitness should b continued into your older years, but perhaps at a less extreme level. Companies such as DOVE with their Real Beauty campaign are challenging another part of media representation with the phot editing industry, and through their advertisements they represent a variety of woman of all shapes, sizes, races and religions, to show that there is no one kind of ‘right look’ and that the majority, possibly all, celebs and image media is photoshopped, so the ideas that are pitched to younger audiences aren’t even achieved in the first place. Campaigns like this are beginning to change the way gender is represented in the media, and help to show to society that as a woman you don’t need to be thin, but have an hourglass figure or be hyper-sexualised, and as men it is not all about being big and muscular.

To conclude, gender representation in media still contains many reactionary ideas, but slowly more and more radical choices are being made in a variety of different ways across a spread of media forms which are helping to widen the set ideas society has for genders. Also with the fluidity of gender coking into light through celebrity exposure and other articles, the closed expectations of female and male gender is being opened to reveal a comfortable fluidity where each person is able to identify, understand and cultivate their own identity, and through media are able to display themselves to the world as they would like. 

Definitions

Positive and negative stereotypes : A stereotype is the general way people expect things to be, specific beliefs on looks, personality, behavior , good or bad. E.g blondes are stupid.

Counter- types : This is when the opposite of a stereotype occurs. E.g stereotype= woman needs rescuing Counter- type = woman is the hero

Misrepresentation : to give false or misleading representation with intent to deceive. E.g A really skinny model advertises weight loss tea and makes you believe drinking it will make you look like her but in reality she is edited.

Selective representation : Choosing to only show certain parts of an image or issue. E.g war info, only see what the opposition has done to make you dislike them but not show the bad things your country has done so they seem heroic and good.

Dominant ideology : It agrees with what we believe should be in place or happening or agreeing with certain stereotypes. E.g a hero should be a handsome kind man saving the day.

Constructed reality : The way we present ourselves or things to the world in a way we want those things to be seen either because that’s what we think we should be or look like or because we’ve been influenced by other factors. E.g what we post on Instagram creating our social identity we post what we want to be seen as.

Hegemony : the dominance or authority of certain aspects in life E.g student government leadership in a school.

Audience positioning : the techniques used by the creator to control how the audience sees and understands the ideology of the media form presented.

Fluidity of identity : our identity is fluid and distinctively our own and is shaped by our culture, race, how we were raised and educated etc and can change all the time

Constructed identity : forming of a person by the way a certain society feels and the culture they believe in. E.g a christian mother will stay at home and look after her children and always take them to church on a Sunday.

Negotiated identity : changing someones beliefs and identity by the use of cultural beliefs and the mass media. E.g someone who thinks they like apples watches lots of TV about apples and now they love apples.

Fluidity of identity: The flexibility of the gender spectrum.

Constructed identity: How we learn about our own identity through interactions with others.

Collective identity : a persons feeling of belonging within a certain community or group. E.g a football player feeling like they’re part of their team and feeling valued within that team.