Letter to the Free | Media Industries Media Audiences | Social, political, economic, cultural | Paper 1 Section A |
Ghost Town | Media Industries Media Audience | Historical, social, political, economic, cultural | Paper 1 Section A |
Score | Media Industries Media Audiences | Historical, social, cultural | Paper 1 Section A |
That Boss Life | Media Industries Media Audiences | Social, cultural | Paper 1 Section A |
Blinded by the light | Media Industries Media Audiences | Social, economic, cultural | Paper 1 Section B |
Newsbeat | Media Industries Media Audiences | Social, cultural | Paper 1 Section B |
War of The Worlds | Media Industries Media Audiences | Historical, social, political, cultural | Paper 1 Section BPaper 1 Section B |
The Daily Mail | Media Industries Media Audiences | Social, political, economic, cultural | Paper 1 Section B |
The i | Media Industries Media Audiences | Social, political, economic, cultural | Paper 1 Section B |
Monthly Archives: February 2023
Filters
Semiotics Revision
- Sign – Anything that can convey meaning (e.g Road signs indicate/convey/mean danger)
- Signifier- Means / connotations to something else (the signified) e.g image or facial expression
- Signified- The thing that the signifier mean / is relating to
- Index – Describes the connection between signifier and signified
- Ideology – Set of opinions or beliefs (e.g Religion)
- Syntagm – Group of symbols / signs that form meaning when together
CSP’S – https://hautlieucreative.co.uk/media23al/wp-content/uploads/sites/58/2022/04/2023-A-level-Media-Studies-Close-Study-Products-v1.5.pdf
revision
Semiotics:
- Sign – an object, quality, or event whose presence or occurrence indicates the probable presence or occurrence of something else
- Signifier – a sign’s physical form (such as a sound, printed word, or image) as distinct from its meaning
- Signified – the meaning or idea expressed by a sign, as distinct from the physical form in which it is expressed
- Signification – the representation or conveying of meaning
- Dominant signifier – any material thing that signifies
- Icon – a sign that looks like its object
- Index – a sign or measure of something e.g smoke is an index of fire
- Code – symbolic tools used to create meaning
- Symbol – anything that can be used to represent something else
- Anchorage – words with an image to provide context
- Denotation – the literal or primary meaning of a word, in contrast to the feelings or ideas that the word suggests
- Connotation – the literal or primary meaning of a word, contrasting the feelings/ideas that the word suggests
- Myth – a widely held but false belief or idea
- Ideology – the science of ideas; the study of their origin
- Paradigm – a collection of signs that are related
- Convention – a way in which something is usually done
- Syntagm – an orderly combination of interacting signifiers which forms a meaningful whole
Propps character types:
- The villain
- The donor
- The helper
- The princess
- The dispatcher
- The hero
- The false hero
- Equilibrium – where everything is balanced, progress as something comes along to disrupt that equilibrium, and finally reach a resolution, when equilibrium is restored
- Sub-genre – a smaller and more specific genre within a broader genre
- Hybridity – is a methodology of viewing the world in a comprehensive, dynamic and dialectical view that acknowledge the heterogeneous nature of world or phenomenon
- Hegemony – the dominance of certain aspects of life and thought by the penetration of a dominant culture and its values into social life
Media Revision
Theory of Semiotics
Ferdinand de Saussure, Roland Barthes, C S Pierce (1916)
study of signs and symbols
Semiotics in the media doesn’t necessarily require an obvious sign. For example, it could be a camera angle, colour, background or print type. It is anything that can initiate a call to action.
They carefully select what they put in their messages — objects, images, words, sounds, even color — while taking into account the signifying value of each.
REVISION – THEORISTS
Barthes:
- Semiotics, Signs (Index, Symbol, Icon)
- Denotation VS Connotation
- Mise-en-scene
- Myths (Ideological effects)
- Hermeneutic/ Proairetic codes
Strauss:
- Binary oppositions
- Encode/ Decode
- Media constructs ideologies
Todorov:
- Narrative theory
- 3-part structure: Equilibrium, Disruption, New Equilibrium
- Plot/Sub-plot
- Flexi-narratives
- Ideological meanings – Power of stories lie in deeper meanings
Propp:
- Stock characters
- 31 plot moments – Narratemes
Neale:
- Genre
- Repetition and difference
- Sub-genres/ Genre hybridisation
Media Representation
Butler:
- Gender as performance
- Distinction: Sex/ Gender
- Repeated acts
Gauntlett:
- Identity: Constructed, Fluidity, Negotiated, Collective
- Heteronormativity
REVISION – TERMINOLOGY
Media Language
Semiotics (Saussure)
Sign | A representation of a physical object. “Signifier + Signified = Sign” |
Signifier | The sign that we ‘read’ and extract meaning from. |
Signified | The meaning we extract from the signifier (sign). |
Dominant Signifier | The most prominent ‘sign’. |
Semiotics (Pierce)
Icon | Has a ‘close physical resemblance’ to what it signifies. Eg. A line drawing that looks like a TV |
Index | Has some physical resemblance with what is signifies. Eg. Paw prints |
Code | A system of signs, a group of symbols that represent something. |
Symbol | Has no resemblance between the signifier and the signified. Eg. Symbols that are used to identify gender. |
Semiotics (Barthes)
Signification | The representation of the meaning. |
Denotation | The literal meaning of the sign. |
Connotation | The inferred or representational meaning of the sign. |
Myth | How words and images are systematically used to communicate cultural and political meanings. |
Paradigm | A set of signs that are similar and are connected but different. |
Syntagm | A sequence of signs that work together to create meaning. |
Anchorage | Words that accompany a sign and help to provide context and meaning associated with the sign. |
Ideology | A body of ideas or set of beliefs that people have regarding different technologies. |
Narratology
Narrative Codes | |
Narration | |
Diegesis | |
Quest narrative | |
Character types | |
Causality | |
Plot | |
Masterplot |
Narratology (Todorov)
Narrative structure | |
Equilibrium | |
Disruption | |
New equilibrium |
Narratology (Aristotle)
Anagnorisis | |
Pathos | |
Unity | |
Peripeteia | |
Catharsis |
Genre (Neale)
Conventions and rules | |
Sub-genre | |
Hybridity | |
Genres of order and integration | |
Genre as cultural category |
Structuralism (Strauss)
Binary oppositions | |
Mytheme | |
Cultural codes | |
Ideological reading | |
Deconstruction |
Post-modernism
Pastiche | |
Bricolage | |
Intertextuality | |
Implosion |
Post-modernism (Baudrillard)
Simulacra | |
Simulation | |
Hyperreality |
Semiotics:
• Sign= something that can stand for something else
• Signifier= the thing item of code that we read
• Signified= concept that is portrayed them interpreted by the audience
• Dominant signifier= The main sign in a picture, audiences eye is drawn towards
• Icon= the thing that is being represented
• Index= shows evidence of what is being represented
• Code= the system of signs that create meanings
• Symbol= something that can stand for something else
• Anchorage= words that accompany an image
• Ideology
• Paradigm
• Syntagm.
Barthes’ ideas and theories on semiotics:
• Signification= representation or conveying of media
• Denotation= the literal or primary meaning of a word in contrast to feelings of emotions
• Connotation= feelings invoked rather than the literal meaning
• Myth= made up
3.4.1.2 Narratology
Narratology:
• Narrative Codes= messages within a story. framework for structural analysis
• Narration= the commentary of a story
• Diegesis= narrative/plot in a story
• Quest narrative= when the author describes tehir desires/experiences
• ‘Character types’= Propp- the villain, the donor, the helper, the princess, the dispatcher, the hero, and the false hero
• Causality= relationship between cause and effect
• Plot= what happens in the story/the journey
• Masterplot= a technique for creating a story that is recreated through plot and retold differently over time because of its cultural significance
Todorov’s ideas and theories on narratology:
• Narrative structure= how the narration in a story is created
• Equilibrium= start of a story- opposing forces are balanced
• Disruption= disturbance or problems which interrupt an event, activity, or process
• New equilibrium= forces are balanced again
3.4.1.3 Genre theory as summarised by Neale
• Conventions and rules
• Sub-genre
• Hybridity
• Genres of order and integration
• ‘Genre as cultural category’.
3.4.1.4 Structuralism
Lévi-Strauss’ ideas and theories on structuralism:
• Binary oppositions= eg. good vs bad
• Mytheme
• Cultural codes
• Ideological reading
• Deconstruction.
3.4.1.5 Postmodernism
Postmodernism:
• Pastiche
• Bricolage
• Intertextuality
• Implosion.
Baudrillard’s ideas and theories on postmodernism:
• Simulacra
• Simulation
• Hyperreality.
BANDURA
Social Learning Theory
Modelling Effects
In the 1960’s, Bandura conducted a behaviour experiment to explore how when children witness a certain behaviour, they will replicate this.
In today’s society, this seems pretty obvious. So we can look at this idea in terms of how actions represented through the Media can have effect on their audiences.
Bandura called the behaviour we replicate from cinema or television; Symbolic Modelling. (PASSIVE AUDIENCES)
“Human behaviour is to a large extent, socially transmitted, either deliberately or inadvertently”
— Bandura (1973)
Video Violence
- The media relies on violence to quickly engage audience attention
Attention factors | The video game player can control avatars to carry out violent acts. This causes a direct correlation between a certain action having violent effects. This translates into the real world and individual behaviour. |
Players are rewarded for violent actions | Video game designers create a positive response to violent actions. For example, for so many kills in a game, the player would receive a certain score. This generates a negative action, positive response loop which feeds violent behaviour in the real world. |
Violence is portrayed without moral justification or explanation | Violent acts featured in video games are often unprovoked or lack justification (they are casual/normalized). Perhaps this could desensitise players to violence or the effects of violent acts in their lives. |
Video games are immersive | Video games are often played alone, without the input of others. |
Video games are addictive | Playing video games for increased duration means that players are exposed to negative behaviours more often, this becomes addictive. |
Realistic violence | Graphic designers have ways of making video games look even more realistic (or hyper-real). This means that the violent acts are similar to real life, meaning it is increasingly difficult to find the division between simulation and true being. |
NEW MEDIA (EXAM PREP)
New Media Questions
- Key ideas: Producers, changing social/cultural contexts, audiences
Teen Vogue
- Owner = Conde Nast (‘a global media company that produces some of the world’s leading print, digital, video and social brands’) They “celebrate the extraordinary. Creativity and imagination are the lifeblood of all that we do. We are a media company for the future, with a remarkable past.”
- First print edition = Spring 2002
- Last print edition = 2017 when they ceased print publishing in favour for online articles through their website
- They have shifted from stereotypical/ conventional content for young women to more societal/ideologically driven content which comments on issues regarding humanity and representation (see first and last print article and their move to online publishing)
The Voice
- Owner = GV Media Group LTD
- First print edition = 1982 launched at Notting Hill Carnival of that year
- Audience statistics:
- “The media bias” of the previous year’s civil unrest in Brixton was noticed by Val McCalla. So, at the 1982 Notting Hill Carnival, he launched The Voice because he “saw the need for a newspaper that would address the issues that mattered to British-born African-Caribbean people who were trying to stake their claim to the only country they had ever known.”
- Linking to Paul Gilroy: It seems evident that ‘The Voice’ are ever trying to dispel negative stereotypes and views of diversity across the UK by giving a voice to Black people who share their experiences/stories/words for change. He too noticed the racial binaries that were present in the media saying that “Black communities are constructed as an ‘other’ to white culture and are associated with criminal activity and lawlessness”
- Key ideas: Products, shaped by economic/political context
Johari Window
The Johari Window is a model that helps to explain and improve self-awareness and self-communication. The window is divided into four quadrants: open, blind, hidden, and unknown.