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mens health and oh

mens health:

  • 75% of products sold have been in print form and 25% being digital copies
  • Mens health is owned by Hearst who are an American mass media conglomerate
  • Hearst own a magazine similar to Mens health but for women called Womens health which also uses stereotypes such as colours with Womens health being mainly pink
  • half of mens health demographic is women

oh:

  • left wing
  • average age of reader is 27
  • owned by iceberg press
  • launched in 2010

In modern day magazines have been over taken by the digital world seeing a large decline in sales. I will be analysing our CSPs Oh Comely and Mens Health in order to capture the masculine and feminine stereotypes created by society. To do this I will look at theorists such as Laura Mulvey, Stuart Hall and David Hesmondhalgh. Our CSP Oh Comely is a niche lifestyle magazine owned by a multi media conglomerate, Hearst.

tomb raider – metroid – sims

Key words:

  • male gaze
  • semiotics (icon, symbol, sign)
  • risky business (hesmondhalgh)
  • Jarod lainer
  • gender performance
  • simulation
  • hyperreality

tomb raider:

  • Lara croft outfit not suitable for her adventures which suggests the character is there to be objectified to satisfy the male gaze
  • Sexualised body however does not ‘perform’ her femininity
  • Judith Butler – “masculine and feminine roles are not biologically fixed but socially constructed” – shown in tomb raider as Lara croft doing as what society would expect a male to do

metroid:

  • As of december 2021 Metroid franchise has sold over 20 million copies globally

sims freeplay:

  • Released for BlackBerry 10 in July 2013 and Windows Phone 8 in September 2013
  • 77% of women surveyed ages 35-54 said they played the game to “help them relax”. For women aged 55-64 the game provided “mental stimulation” – creates escapism and a hyperreality

teen vogue and the voice

Teen vogue:

  • Teen Vogue is an American online publication, formerly in print, launched in January 2003, as a sister publication to Vogue, targeted at teenagers. Like Vogue, it included stories about fashion and celebrities
  • Owned by Conde Nast
  • 80% of Teen Vogue employees are women, while 20% are men
  • Teen vogue had 7.8 million website visits throughout March 2023
  • Teen Vogue have around 14 million followers throughout all social media platforms
  • 3.4x more likely to be woman aged 18-24

The voice:

  • Target audience of Black Britons aged 18-50
  • The voice started as a weekly newspaper and changed to monthly
  • Used to be print form and changed to the internet

revision of csp’s

CSPGenreLink
Tomb raiderVideo gameMedia audiences
Media representation
https://hautlieucreative.co.uk/media23al/2021/10/22/tomb-raider-analysis/
Sims freeplayVideo gameMedia audiences
Media representation
Media industries
https://hautlieucreative.co.uk/media23al/2023/01/25/sims-freeplay-csp-2/
MetroidVideo gameMedia audiences
Media representation
The iNewspaperMedia industries
Media audiences
Daily mailNewspaperMedia industries
Media audiences
War of the worldsRadioMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2022/11/08/war-of-the-worlds-4/
NewsbeatRadioMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2022/11/03/newsbeat/
Mens healthMagazineMedia representation
Media audiences
https://hautlieucreative.co.uk/media23al/2022/10/05/mens-health-3/
Oh comelyMagazineMedia representation
Media audiences
https://hautlieucreative.co.uk/media23al/2022/10/14/csp-oh-comely/
No offenceTelevisionMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2022/03/17/the-killing-and-no-offense/
The killingTelevisionMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2022/03/17/the-killing-and-no-offense/
Ghost townMusic videoMedia audiences
Media representations
https://hautlieucreative.co.uk/media23al/2022/02/01/ghostown/
Letter to the freeMusic videoMedia audiences
Media representations
https://hautlieucreative.co.uk/media23al/2022/03/09/common-2/
The voiceWebsiteMedia audiences
Media industries
Media representations
https://hautlieucreative.co.uk/media23al/2023/02/02/the-voice-csp-2/
Teen vogueWebsiteMedia audiences
Media industries
Media representations
https://hautlieucreative.co.uk/media23al/2023/01/23/csp-teen-vogue-8/
Maybelline AdvertMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2021/11/12/maybelline-9/
ScoreAdvertMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2021/11/12/csp-3-score-3/
Blinded by the light FilmMedia industries
Media audiences
https://hautlieucreative.co.uk/media23al/2022/01/11/blinded-by-the-light-15/

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

THE VOICE – CSP

The Voice, founded in 1982, is a British national African-Caribbean newspaper operating in the United Kingdom. The paper is based in London and was published every Thursday until 2019 when it became monthly. It is available in a paper version by subscription and also online.

Media Audiences:

  • Target audience of Black Britons aged 18-50
  • Personal identity – articles addressing issues that directly affect the target audience of Black Britons, anchored by key signifier of the images (black people)

Media Representations:

  • The key signifier of most of the images is a black person
  • The tagline ‘Britain’s Favourite Black Newspaper’ i.e. provides a specific country and race
  • Red, white, grey colour palette gives a modern style 

Media Industries:

  • Owned by GV Media Group Limited
  • The Voice was published in 1982 by Ad Sales Ltd, a local, independently-owned, media company.

SIMS FREEPLAY – CSP

The Sims Freeplay is a strategic life simulation game developed by EA Mobile and later with Firemonkeys Studios. It is a freemium version of The Sims for mobile devices; it was released for iOS on December 15, 2011, released for Android on February 15, 2012, released for BlackBerry 10 on July 31, 2013, and released for Windows Phone 8 on September 12, 2013.

In 2018 The Sims was banned from 7 countries due to a claim about the games explicit LGBT content. The ban applies to seven countries in Asia: China, Saudi Arabia, the United Arab Emirates, Oman, Kuwait, Qatar and Egypt. Users who already had the game downloaded would still be able to use it, however the game wouldn’t be updated – example of regulation

Media Industries:

  • Developed by, Maxis, EA Mobile, FireMonkey Studios and Blue Tongue Entertainment and was published by EA
  • Multiple platform releases between 2011 and 2013 (iOS, Android, Windows, Blackberry)
  • Facebook page, like the website was/is a marketing hub – updates, events and competitions announced ​
  • The Sims FreePlay is a spin-off from the hugely successful Sims franchise first published by Electronic Arts (EA) in 2000
  • The game has seen 200 million downloads since 2011

Media Audiences:

  • The Sims franchise has demonstrated that there is strong market for female gamers
  • Expansion packs available for The Sims FreePlay reinforce the view that the target audience is predominantly female
  • Target audience of 12-25 mainly female but still targets males
  • Secondary target audience young adults who extend game playing onto convergent social and participatory platforms​

Media Languages:

Construction of the Sims reality as ‘normal’:

  • Mundane tasks – e.g washing hands, cleaning
  • Time management
  • Prioritises necessitates / essentials
  • The Sims world provides equality – gender, race, sexuality
  • Gerbner – cultivation theory – predict that media viewing influences the values and beliefs that people have and the things they believe are “reality”
  • Aspirational performance that may never be replicated in real life – personal identity​

Media Representations:

  • Non-threatening pastel colours (colour important in terms of brand identity)
  • Representations anchored by ‘innocent’ non diegetic music​
  • A capitalist society- you have to go to school, get an education, find a job
  • People as consumers- lots of examples of Sims spending money and this being desirable
  • The police represented positively 

Media Theories:

  • Judith Butler – ‘gender as a performance’
  • Gauntlett – ‘younger generations aren’t afraid of social changes’ and ‘gender fluidity’
  • Gerbner – cultivation theory

Sims involves typical gender stereotypes such as traditional gender roles (boys – karate, blue / girls – ballet, pink). Being young is desirable – older people excluded from the game. The rich people are predominantly white

CSP – TEEN VOGUE

What is Teen Vogue? – Teen Vogue is an American online publication, formerly in print, launched in January 2003, as a sister publication to Vogue, targeted at teenagers. Like Vogue, it included stories about fashion and celebrities

Teen Vogue is owned by Condé Nast who are a global media company that produces some of the world’s leading print, digital, video and social brands. These include GQ, The New Yorker, Vanity Fair, Wired and Architectural Digest (AD), Condé Nast Traveler and La Cucina Italiana, among others. Conde Nast was first created by Conde Montrose Nast who was an American publisher, entrepreneur and business magnate. He founded Condé Nast, a mass media company. Conte Nast is a good example of horizontal integration.

The Conde Nast headquarters are located in New York and London where they operate in 32 different markets including: China, France, Germany, India, Italy, Japan, Mexico and Latin America, Spain, Taiwan, the U.K. and the U.S., with additional license partners throughout the world.

Statistics:

  • In January 2017, the magazine’s website had 7.9 million US visitors compared to 2.9 million the previous January.
  • There are 12 million unique users
  • On social media, Teen Vogue have around 14 million followers
  • 3.4x more likely to be woman aged 18-24
  • Teen Vogue was launched in January of 2003
  • Teen Vogue had 8,341,000 unique visitors in May 2017 and 4,476,000 in 2018
  • Teen Vogue has an average of 5 million readers a month

Teen Vogue turned to online due to a decline in sales, which meant that it had to diversify into its online and social media content. Rather than creating print sales.

Teen vogue is great for helping their readers understand the world in terms of fashion celebrity and beauty. it also empowers its readers to be more active and educated in important issues

Media Industries:

  • Teen Vogue is a commercial media product, but it may also be seen as fulfilling a public service through its political reporting and social campaigns.
  • The Website demonstrates the way that publishing institutions have developed their reach through new technology and convergence
  • Teen Vogues web and social media sites show how institutions respond to changes in consumption.
  • The use of digital platforms to expand the output and reach of the products demonstrates how institutions have responded to the impact of new technology.

Media Representations:

  • Stereotypical interests for teens
  • Represents women as independent and tackles issues that are relevant to women
  • Aimed at young people
  • TV, films, music, celebs
  • Women are represented in an unconventional way

Media Audiences:

  • Info is smaller chunks, large pics, engages younger audiences
  • Aimed at younger audiences
  • Teenage slang such as ‘legit’ ‘omg’ – engage younger audiences
  • LGBTQ+ audiences are included
  • Cis men are the only ones who are not represented as much

Encoded Ideology:

  • “A young person’s guide to saving the world” – no reference to gender 
  • Amplifying unheard voices, telling stories that would normally go untold providing resources for teens who want to make an impact – provide education
  • Aim to educate, enlighten and empower their audience to create an inclusive environment online and offline – there is a world out there/ see the world both online and offline

New Media

To start off with I would like to prioritise the notion of CHANGE & TRANSFORMATION as a way of thinking about NEW MEDIA which can be linked to the key ideas of a media syllabus. For example,

  1. the transformation of social interaction (audiences);
  2. the transformation of individual identity (audiences and representation);
  3. the transformation of institutional structures (industry); and the changes in textual content and structure (language).
  4. The transformation of audience consumption

Key Words:

  • Access
  • Speed
  • Time
  • Storage
  • Feedback
  • Share
  • Space
  • Connectivity
  • Participation
  • Discover
  • Retrieval
  • Knowledge

activecreativehost
example or comment
story

re-connectpersonalisestream
example or commentTo re-connect with people over the internet from anywhere in the worldTo personalise specific adverts and series related to your likingTo consume content over the internet with a continuous flow
experiencestorescaleimmerse
example or commentData can be stored online rather than through hardware
shareliveadaptbinge
example or commentTo share media related contentTo watch something that is happening at almost the exact same time as it is being recordedTo constantly watch a series/ set of movies
conversationre-performcirculateendless

example or commentTo be able to speak to anyone around the world through media

Marshall McLuhan:

Marshall McLuhan’s theory of the medium is the message means that the important things about the media is not the messages they carry but the way the medium itself affects human consciousness and society at large. For example, owning a TV that we watch is more significant than anything we watch on it.

“Societies have always been shaped more by the nature of the media by which men communicate than by the content of the communication” 

B.F Skinner

The theory of B.F Skinner is that learning is a function of change in overt behaviour – changes in a persons behaviour are the results of an individuals response to events that occur in the environment. It is important because it played a key role in helping phycologists to understand how behaviour is learned.

Some themes and discussion points from Great Hack:

  • The Exchange of Data
  • Search for Truth
  • Behaviour Management
  • Propaganda / Persuasion
  • Regulation

post modernism and narrative

Postmodernism:

Postmodernism says that there is no real truth. It says that knowledge is always made or invented and not discovered. Because knowledge is made by people, a person cannot know something for sure – all ideas and facts are ‘believed’ instead of ‘known’.

  • It’s an approach towards understanding, knowledge, life, being, art, technology, culture, sociology, philosophy, politics and history that is REFERENTIAL  (in that it often refers to / copies other things)
  • RE-IMAGINING= To recreate or form a new conception of by recreation
  • PASTICHE=A work of art, drama, or architecture that imitates the work of a previous artist.
  • PARODY= A work or performance that imitates another work or performance with the use of irony and humour.
  • COPY
  • BRICOLAGE= construction of media with a diverse range of available things ‘involves the rearrangment and juxtaposition of previously unconnected signs to produce new codes of meaning’(Barker & Jane, 2016:237)

Narrative theory:

  • Structure: beginning, middle, end- equillibrium -> disruption of equillibrium -> equilibrium restored. (freytags pyramid)
  • Propp; characters and their roles, the theory that all characters are reimagined from a set of character templates ~(hero, villian, helper, princess, false hero, father)
  • Turner makes clear that the roles aren’t specific to a singular character as one character can fit into more than one of these templates; and it is determined by their functions and SPHERES OF ACTION
  • Chatman splits narrative and plot into two main structures; satalights and kernels, kernals being something absoluetly essential to the plot to make sense or for the audience to know. Satalights being something not essential to the plot that can be taken out- yet are important for subtle progression such as character development/ non-essential background context
  • Barthes talks about the different type of codes through the narrative. Proairetic code: action, movement, causation Hermenuetic code: reflection, dialogue, character or thematic development Enigma code: the way in which intrigue and ideas are raised – which encourage an audience to want more information. We can relate chatmans Satalight ideaology to hermenuetic code as development.
Plot Diagram: Freytag's Pyramid - Excellence in Literature by Janice  Campbell
Freytags pyramid

Denouement – the final part of a play, film, or narrative in which the strands of the plot are drawn together and matters are explained or resolved

Exposition – it is the background information on the characters and setting explained at the beginning of the story

Tomb Raider:

The main character of tomb raider is a female who partakes in violence which is not a common theme throughout older generation games/films. Lara Croft is represented in exposed clothing to appeal to heterosexual men – Laura Mulvey ‘Male Gaze’

Metroid:

Metroid cover displays a dominant signifier of a ‘male’ looking character which is the gender opposite of Tomb Raider. As you progress throughout the game it is revealed that under the suit the character is a female.