All posts by Dr McKinlay

Doctorate in Creative and Media Education. Head of Creative Technology Faculty, Hautlieu School, Jersey.

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PAPER 2 LONG FORM QUESTIONS:

1. Metroid, Sims, Tomb Raider (Gaming / New Media) – Paper 2

As Jaron Lanier writes in his book Who Owns the Future, “right now is the time when people are learning how to live with digital networks”. So, when considering the effect of new media on society what does this future look like?

In this essay, I want to draw on ideas by Jarod Lanier, Benedict Andersen and David Gauntlet in an analysis of Tomb Raider, Metroid and Sims, to establish just what kind of effects new media gaming technologies have had on society. In particular, I want to look at the impact of mental wellbeing (Lanier), identity (Gauntlet) and our the way in which our society is more imagined than real (Anderson). I want to reference these theoretical approaches as they will provide a focus for traditional ideas of audience behaviour. In particular, I want to consider if audiences are active or passive.

Lanier suggests that we are passively consuming new media, and particularly gaming technologies, passively. He argues that  . . . .

2. Men’s Health and Oh (Magazines) – – Paper 2

Although magazines sales are declining rapidly in the age of new media with a decrease of 38.56% within the last three years, according to an on-line article written by Dean Talbot. As such, an analysis of Oh and Men’s Health provides an interesting focus for this type of media form. In particular, the notion that masculine and feminine identities are, what Roland Barthes would call ‘myths‘ created by modern day society, that still expose the patriarchal nature of society that still exists today. However, more radical notions of identity around multiculturalism, which challenge the notion of ‘Orientalism’ as theorized by Edward Siad, may now be found in a new wave of magazine production.

3. Teen Vogue and The Voice (on-line, participatory journalism) – Paper 2

In his book ‘We Media’ Dan Gilmor celebrates the rise of grassroots journalism, which provides a more participatory experience, of which Clay Shirky advocates. This new form of media production and consumption has given rise to a blurred line between those who produce and those who consume (the prosumer), which The Voice and Teen Vogue both illustrate. Clearly Teen Vogue is an example of mainstream, traditional media expanding into the digital era, which can be compared with The Voice which exemplifies the concept of grassroots journalism of which Gilmor writes as it attempts to challenge the established orthodoxy and prevailing social, political and economic viewpoints. As such, much of this essay will be underpinned by theoretical perspective presented by Gramsci (cultural hegemony), Chomsky (the Manufacture of Consent) to argue that new media journalism has had a beneficial impact on the media landscape of society.

To begin it would be worth looking at a couple of stories from both The Voice and Teen Vogue which I found pertinent from my own research . . . .

4. TV – – Paper 2

The production of what we may call television drama has dramatically changed with the advent of new forms of digital distribution and exhibition. New platforms of consumption, new modes of production have had the result that domestic television drama is now produced in consortium with a range of intereseted parties and as a result is seeking new transnational audiences.

However, although the nature of production, distribution and exhibition has radically altered, the content of contemporary television drama appears to have changed very little.

Therefore, in this essay I will be looking TV SHOW 1 and TV SHOW 2 to show how the process of manufacture is both complicated and intertwined, whereas the content of production remains generic, conventional and familiar. A notion of genre production characterised by Steve Neale‘s concept of ‘repetition‘ and ‘difference‘.

For instance, looking at TV SHOW 1 it is clear that . . .


PAPER 1 LONG FORM QUESTIONS:

Score / Boss Life (Advertising, Marketing) – q. 4 Paper 1?

One key area of Media Studies is the focus on representation. David Gauntlet (drawing upon ideas originally established by Anthony Giddens) is a key thinker around notions of identity. Giddens talks about the concept of the reflexive Self in his book Modernity and Self-Identity (1991). The notion that identities can be changed through individual agency and through specific institutions seems applicable to Boss Life in comparison with Score. Boss Life challenges the notion of marginalisation, it takes on board and plays out the concept such as, intersectionality as expressed by feminist critical thinker bel hooks and double consciousness as articulated by academics such as Paul Gilroy most notably in his book There ain’t no Black in the Union Jack (1987).

For instance, in Score we can see . . . .

Ghost Town and Letter to the Free (Music Videos) – q. 4 Paper 1?

Antonio Gramsci made it clear in his Prison Notebooks that political action is inextricably linked to cultural change. Music provides an inspiration and starting point for both political and cultural change, which Gramsci termed a battle for ‘hegemony’.

Clearly both Letter to the Free and Ghost Town present music video as a challenge to mainstream culture and political thought. As such, looking at these videos in terms of both how they are structured ie narrative and genre as well as what they mean ie representation will help to support Gramsci’s notion of hegemonic struggle. In particular, both videos seek to explore identity in terms of postcolonialism and what academics Franz Fanon and Paul Gilroy would term double consciousness.

For instance, in . . . .

Daily Mail and The i (Newspapers) – q. 7 Paper 1?

An exploration of newspapers reveals a number of key ideas, however, in this essay I want to focus on 1) the significant role a free liberal press can play in the transformation of the public sphere – ideas explored by Jurgen Habermas, Noam Chomsky and James Curran (among others) and 2) the extent to which media literacy demands a reading of news / newspapers to ensure that we are all aware of the specific individual bias that each newspaper or news outlet reproduces either deliberately or just a result of its’ organisation and mode of production.

Defining the political compass of both the Daily Mail and The i through a comparative analysis of their editions from Monday June 6th 2022 will help me to explore the 5 filters established by Noam Chomsky and to argue that while we still need newspapers (and in a new media environment) established news production agencies, to ensure that the Transformation of the Public Sphere into a vibrant, engaging and relevant space continues. This must be tempered by a clear understanding that news and news agencies are neither wholly ‘truthful’ or with prejudice and bias.

To start with, I would like to contrast and compare the front covers of both papers which are reporting on the celebration ceremony for Queen Elizabeth II’s jubilee.

Looking at the Daily Mail it is clear that . . .

Newsbeat and War of the Worlds (Radio) – q. 7 Paper 1?

The relationship between media producers (institutions) and media consumers (audience) remains complicated. As David Hesmondhalgh makes clear, the culture industries – unlike other manufacturing industries – is ‘a risky business‘. Cultural production is not as straightforward as the production of other ultilitarian products – pens, pencils, tables, chairs etc – because cultural consumption rests upon taste (Bourdieu) and individual uses and gratifications (McQuail, Blumer and Brown et al).

An investigation into Newsbeat and War of the Worlds provides an opportunity to explore some of these issues and in this essay I want to advocate the need for some form of regulation and control exerted over the BBC by it’s Charter and supervision by Ofcom, as opposed to a less regulated, commercial model of cultural production which allowed CBS to broadcast its’ Halloween Special in 1938. Indeed, as we move towards a less regulated, new media environment that will become increasingly dominated by A.I. we may need to be mindful of the need for a public sphere (what Elon Musk calls the ‘Town Square’) that from the invention of the printing press onwards has provided the possibility of a ‘transformation’ of public interaction and a growth in Media Literacy.

In this essay, I will draw upon the ideas of Jurgen Habermas and James Curran to argue for the need of some regulatory framework to ensure that media production, in this instance, radio production, maintains a focus on ‘truth’, ‘authenticity’ and ‘public interest’ to guard against what postmodern thinkers such as Jean Baudrillard would see as an ‘implosion’ of society into a world of shocking simulations that seek nothing more than commercial gain for the institution and offer little more than irresponsible escapism for the audience.

To start with, it is clear that although we cannot really know ‘the truth’ that surrounded the claims of moral panic as a result of the War of the Worlds broadcast, this particular media production clearly had the potential to misinterpreted by those members of the audience didn’t have the media literacy skills to take on board its’ ironic and artificial content. For instance, there are claims that . . . .

Sims Freeplay

This is an in-depth CSP and needs to be studied with reference to all four elements of the Theoretical Framework (Language, Representation, Industries, Audience) and all relevant contexts.

You will need to study:
• the game
• its Facebook page https://www.facebook.com/thesimsfreeplay/
• its Twitter feed
https://twitter.com/TheSimsFreePlay?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%
5Eauthor

Media Language

• How are the codes and conventions of a video game used in the product? How are these conventions used to influence meaning?
• Have developing technologies affected the media language? Some familiarity with the development of the Sims franchise (2000 – present) will be necessary.
• The way media language incorporates viewpoints and ideologies. As a life simulation game Sims Freeplay includes many normative codes and values.
• The application of a semiotic approach will aid the analysis of the way in which the website creates a narrative about the world it is constructing.
• The genre conventions of video games, particularly the subgenre of life simulation or sandbox games, can be identified and discussed in relation to other CSP video games.
• How is the game’s narrative driven? What is the motivation for continuing engagement with the product and for the purchase of ‘premium’ content?
• Narrative in the context of online material can refer to the way that the images and the selection of stories construct a narrative about the world – one which is likely to be ideological.
• Sims Freeplay provides a useful case study for the discussion of Baudrillard’s concepts including simulation, simulacra, implosion and hyperreality

Media Representations

This product provides a wide range of opportunities to study representation. These include selfrepresentation and representations of reality. The representations of gender (van Zoonen), ethnicity (Gilroy), religious affiliation and age in the Sims franchise have been an on-going subject of debate and there have been notable changes as the series has evolved.

Representation of particular social groups
• Who is constructing the representation and to what purpose? (Stuart Hall)
• What are the values, attitudes and beliefs embodied in the representations found in Sims Freeplay?
• Analysis of the construction and function of stereotypes
• Representation of the real world and claims about realism
• Audience response to representation and issues around identity (Gauntlett)

Media Industries

Sims Freeplay is a spin-off from the highly popular and successful Sims franchise (Electronic Arts). It is an example of the ‘freemium’ commercial model – increasingly popular for app developers – in which the basic content is free but premium content is a paid for supplement. This game is a case
study example of diversification and technological change as the video game industry has started to shift away from a reliance on hard copy console and PC products to streaming and (as here) to apps for tablets and mobile phones.
• The use of diverse digital platforms
• How are video games rated and regulated in the UK? (Livingstone and Lunt)
• A study of the Sims franchise will also engage with the effect cultural producers have on media industries.

Media Audiences

This CSP can be discussed in relation to some general trends in the industry such as the gradual shift away from a heavily male-dominated target audience. Also, the reaction of some reviewers and regulators to Sims Freeplay is indicative of wider concerns about the potentially negative influences that video games are claimed to exert on players, particularly young players. These debates can be seen in the context of competing theoretical approaches to the audience, eg effects theory (Bandura), cultivation theory (Gerbner) and reception theory (Hall)
• The role of fans and fandom in video gaming (Jenkins).
• How Sims Freeplay is marketed to a predominantly youth audience
• The interaction between audience, product and digital platform and the opportunities for
audience involvement
• Differing interpretations by different groups – those belonging to and outside the primary
audience.

Social and cultural contexts

A discussion of the social and cultural context of Sims Freeplay will focus on the rapid growth and development of the video game industry and the debates about representation and effects.

Teen Vogue

What is the CSP?

The actual CSP for this unit is to be found by you on any three of the following Vogue platforms:

In other words, to explore the MEDIA FORM that we recognise as: online, social and participatory media, students should look at the sites listed above in detail (specifically including the home page of the website and the ‘Lifestyle’ section) along with other relevant examples, illustrations, sections etc TO PROVIDE EVIDENCE for your essays.

Find out as much you can about this product and post your findings on a new blog post. Start by THINKING. What aspects of NEW MEDIA interest you? What aspects of Teen Vogue help you to explore and understand NEW MEDIA. Make sure you develop your initial ideas with some EVIDENCE, post up your findings to use as revision notes. Find evidence about individual stories as well as about the organisation who produces these products. OVERALL, you are trying show KNOWLEDGE OF THIS CSP and UNDERSTANDING OF NEW MEDIA

Starting points:

  • Ownership (INSTITUTION)
  • Conglomeration, vertical and/or horizontal integration
  • Cross-media titles / products (= INSTITUTION)
  • Income / Expenditure (= INSTITUTION)
  • Advertising, marketing, product placement etc – in terms of revenue and type of products featured in Vogue (INSTITUTION & AUDIENCE)
  • Primary target audience (= AUDIENCE)
  • Uses and Gratifications (= AUDIENCE)
  • Messages sent (encoded/decoded) ie the values, attitudes and opinions of this CSP (or ideology / political & social bias) (= REPRESENTATION)
  • Use of new technology / relationship to old technology (= LANGUAGE)
  • Layout, language, style, design, words, images, symbols, connectivity (=LANGUAGE)

Use the 3 recommended sites for this CSP and identify SPECIFIC STORIES,to EXTRACT SPECIFIC DETAIL to use as SPECIFIC EVIDENCE.

TASK 2: Select 2-3 stories from any of the links provided above and use these to provide a close textual analysis reading of Teen Vogue. As a starting point analyse your chosen examples (stories, tweets, posts etc) in terms of 1) political, social, cultural and economic contexts; 2) Media Language; & 3) Media Representations. Some starting points can be found below:

Political, social and cultural and economic contexts

Teen Vogue is culturally significant in its marrying of the political with fashion and lifestyle to target a young female audience more traditionally seen as interested in more superficial issues. Its explicit feminist stance and reporting on the Trump presidency has made it a relatively radical voice in the context of mainstream US media. The social and economic contexts can be addressed in terms of how the product has been received and how it has succeeded when other magazines (online) are struggling to maintain audiences.

Media Language

How are the codes and conventions of a website used in the product? How are these conventions used to influence meaning? The website could be analysed in terms of:

  • The language of composition and layout: images, positioning, layout, typography, language and mode of address.
  • The genre conventions of websites will be studied and the genre approach should also include reference to the content of lifestyle websites.
  • The application of a semiotic approach will aid the analysis of the way in which the website creates an ideology about the world it is constructing – often to do with age, beauty and social and political issues.
  • Narrative in the context of online material can refer to the way that the images and the selection of stories construct a narrative about the world.

Media Representations

The choice of this online product provides a wide range of representational issues. These include the representation of the target audience of young women in the United States but also globally. The focus on representation will build on work done in the analysis of visual images and can also be used to explore target audiences and ideological readings:

  • Representation of particular groups (age, gender, race), construction of a young female identity.
  • Rise, Resist. Raise your Voice’ is the slogan for the website.
  • Who is constructing the representation and to what purpose?
  • The focus on politics, social issues and technology (in addition to fashion and celebrity) suggests a new representation of young women.
  • Analysis of the construction and function of stereotypes
  • Representation and news valueshow do the stories selected construct a particular representation of the world and particular groups and places in it?

Defining and conceptualising New Technology

Technology is central to any Media Studies course, and is of relevance in terms of the production, distribution and consumption of news and news-gathering, as well as playing a significant role in terms of democracy, knowledge, access and truth. As a starter exercise to understand this relationship in terms of news production, create a table and see how many different technologies you can put in each box, to show which what technologies are used in each stage of the production process.

new mEdi@

INTRODUCTION

As we approach the last few topics of this A level course and before we look specifically at the 3 New Media CSP’s: The Voice, Teen Vogue and The Sims Freeplay, we should briefly consider what we can understand about New Media in relation to Old (legacy) Media that we looked at in the previous half terms (ie TV, PSB, eg BBC, radio, Newspapers etc)

New media is a broad area of study which needs to be more closely reframed in terms of a specific case study or text (which we will do with The Voice, Teen Vogue and The Sims Freeplay and we have done with Tomb Raider and Metroid); a particular form technology (hardware or software), or (as in the case of this A level course) a specific area of study (language, representation, institution or audience).

So let’s start by listening to a conversation between a human and a robot.

MEMENTO: NARRATIVE AND POSTMODERNISM

We are looking at Memento as a way of going back over the very complex theoretical ideas that we covered in our overview of POSTMODERNISM. As such, for this film you will need to refer to NARRATIVE (essentially how narratives are structured) and POSTMODERNISM (a way of thinking about some of themes that are in this film). You may also want to refer to The Language of Moving Image, which will enable to think about how moving images are put together. This will help with your CSP’s on music video, TV, Film, radio, maybeline advert etc.

ONCE AGAIN PLEASE NOTE THAT THIS IS NOT A CSP, BUT YOU CAN REFER TO IT IN YOUR EXAM IF YOU ARE ABLE TO PROVIDE A LEVEL OF ANALYSIS AND STUDY (AND NOT JUST A CASUAL, SURFACE, POSTMODERN-STYLE, REFERENCE)

AS SUCH SPEND THE FIRST LESSON THIS WEEK GOING BACK OVER 1) NARRATIVE, 2) THE LANGUAGE OF MOVING IMAGE AND 3) POSTMODERNISM

POSTMODERNISM

How we moved from traditional solid structures to the shifting, uncertain markers of the new world?

If so how do we understand it? Ideas around the concept of POSTMODERNISM may help us to navigate . . .

Over the next couple of weeks as we run up to Xmas we will look at this topic. We will look at a couple of films and we will answer a couple of exam questions and then . . . it’s over!

Definitions of Key terms

  1. Pastiche
  2. Parody
  3. Bricolage  
  4. Intertextuality
  5. Referential
  6. Surface and style over substance and content
  7. Lack of a Metanarrative
  8. Hyperreality
  9. Simulation (sometimes termed by Baudrillard as ‘Simulacrum’) 
  10. Consumerist Society
  11. Fragmentary Identities
  12. Alienation
  13. Implosion
  14. cultural appropriation
  15. Reflexivity
  16. Individualism

How can we understand The Love Box in your Living Room?

  1. What is it?
  2. What meaning does it hold for each of us?

https://www.theguardian.com/tv-and-radio/2022/oct/14/our-whole-show-is-complete-bollocks-paul-whitehouse-and-harry-enfield-on-their-bbc-mockumentary

Postmodernism can be understood as a philosophy that is characterised by concepts such as RE-IMAGINING, PASTICHE, PARODY, COPY, BRICOLAGE. 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 and often copies other things in order to understand itself.

In other words, new expressions of identity and being – often found in popular culture and/or modern technology, are actually new iterations (versions) of previous expressions of popular culture. It is therefore possible to understand postmodernism as a complicated and fragmentary set of inter-relationships, a practice of re-imagining, pastiche, bricolage and self-referentiality, which may be understood alongside another key expression / concept: intersectionality that has been discussed in this post.

Parody v Pastiche 🤔

pastiche is a work of art, drama, literature, music, or architecture that imitates the work of a previous artist

parody is a work or performance that imitates another work or performance with ridicule or irony

So is The Love Box in your Living Room a parody or a pastiche?

Find 3 examples that as evidence to support your position.

If we agree that The Love Box in your Living Room it is a REITERATION of the documentary work by Adam Curtis then it works as both a parody and a pastiche. In this sense, postmodernism works in terms of gestures, signs, re-imagining of work that is already recognised. However, the key question is whether this is just play? Or whether it is indicative of something else? Some more seismic and significant shifts in society?

Intertextuality: surface signs, gestures & play

BRICOLAGE is a useful term to apply to postmodernist texts as it

‘involves the rearrangment and juxtaposition of previously unconnected signs to produce new codes of meaning’

(Barker & Jane, 2016:237)

Similarly, INTERTEXTUALITY is another useful term to use, as it suggests signs only have meaning in reference to other signs and that meaning is therefore a complex process of decoding/encoding with individuals both taking and creating meaning in the process of reading texts. In other words . . .

. . . the concept that the meaning of a text does not reside in the text, but is produced by the reader in relation not only to the text in question, but also the complex network of texts invoked in the reading process.

See this source for link to Kristeva and post-structuralism

Postmodernism can therefore be understood (more than other creative movements) as deliberate, intended, self-conscious play (about play?), signs about signs, notes to notes? Often, this may be frivolous, trite, casual, surface, throw-away. It may even be ironic, joking, or literally, ‘just playing’. However, it is always a deliberate copy (of the old). Therefore, the old has been re-worked into something new, which clearly entails a recognition (a nod and a wink) to what it was and where it came from.

RADIO PRODUCTION

As with other MEDIA FORMS, there is a specific language associated with radio production. In other words, there are a number of codes and conventions that radio productions follow. You will need to be aware of these codes and conventions if you are going to produce your own radio productions for your course or if you have to write about radio in your exam.

What strikes everyone, broadcasters and listeners alike, as significant about radio is that it is a blind medium.Crissell, Understanding Radio 1995 p3

A good source of information about radio can be found in Andrew Crissell’s Understanding Radio who seeks to ‘determine the distinctive characteristics of the radio medium’. For instance, there is a proximity with radio communication, in that it appears almost interpersonal, using speech as the primary mode of communication and yet it is a mass medium broadcasting from a few to many. It is of course essentially and primarily auditory, consisting of speech, music, sounds and silence. A really good account of how radio communicates to individuals is provided by Crissell in chapter 1 ‘Characteristics of Radio’, for instance, the relationship between radio and individual imaginations.

This appeal to the imagination gives radio an apparent advantage over film and television

Crissell p 7

public service broadcasting – RADIO csp’S (and television RE-CAP)

WHAT ARE THE CRITERIA FOR SUCCESSFUL QUALITY BROADCASTING (TELEVISION AND RADIO)?

Produced a QUALITATIVE ANALYSIS of PRESS via discussion. AGREE ON A LIST OF 10 KEY ELEMENTS THAT MAKE PRESS A QUALITY TELEVISION PRODUCTION (OR NOT?)

IS IT POSSIBLE TO CODE QUALITY INTO A QUANTIFIABLE FRAMEWORK? PUT ANOTHER WAY HOW CAN YOU ENSURE QUALITY BROADCASTING?

THE BBC CHARTER?? The BBC Charter is a royal charter setting out the arrangements for the governance of the British Broadcasting Corporation.

WHY DOES THIS NOT APPLY TO NEW MEDIA BROADCASTING?

WHAT IS THE DIFFERENCE BETWEEN BROADCASTING AND NARROWCASTING?