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THEORY REVISION
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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
Sentience – The ability to perceive and feel
Artificial intelligence is the simulation of human intelligence processes by machines, especially computer systems.
Specific applications of AI include expert systems, natural language processing, speech recognition and machine vision.
media has gone from straight forward processes such as sending a letter to someone, into lightspeed communication between each other.
Nowadays people don’t go back forth to each other but share information online, while allowing other people to use it.
Speed
Knowledge
Times
Space (Communication)
Understanding
Access
Participation
Reality
Privacy
Chose
Interactivity
Storage
Retrieval
Flexability
–
we do not think in a linear or sequential way, but associatively and sensorial, so that information is linked to patterns, consequences, almost like nodes of hyperlinked information.
Loop Theory- Predictive behaviour which is shaped and altered through networking and digital communications
Issues around wellbeing and privacy
Internet has affected media consumption (obviously)
Audience behaviour has progressed passed passive consumption into interactive consumption.
Free will is an illusion as behaviour is either a reaction/response to your environment or is random
Roger McNamee – “Facebook marries propaganda techniques to those of casino gambling”
-People who don’t use social media are assets to society as they provide perspective
-Social media users are in essence turning into automated extensions of the platforms
-Social media isn’t bad for addicting as that’s their business model- the problem is the persuasion/influencing which as abuse of power
-Interests have shifted from using automated machine processes to know about your behaviour to using machine processes to shape your behaviour according to their interests
NEW MEDIA | OLD MEDIA | COMMENT OR EXAMPLE |
Active involvement | Passive involvement | Shows such as the voice, in which the audience is a part of the show (By voting on/through their phones) whereas there used to be no involvement by the viewer. |
Two-way conversation | One-way conversation | |
Open system | Closed system | “closed” system old way of doing things: broadcasting from a single control point to a passive mass audience and allowing for virtually no feedback or participation – Or when there is a feedback channel, it’s narrow and tightly controlled. Online media function differently, however, because by their very nature, they’re two-way or multi-way systems |
Transparent | Opaque | Media transparency deals with the openness and accountability of the media and can be defined as a transparent exchange of information subsidies based on the ideas of newsworthiness. Saying the the medias were supposedly less transparent with their techniques & agendas whereas now they are somewhat more transparent. |
One-on-one marketing | Mass marketing | Company’s such as Cambridge Analytica being able to manipulate social media feeds to target very specific individuals. |
About Me | About You | |
Brand and User-generated Content | Professional content | |
Authentic content | Polished content | |
FREE platform | Paid platform | Media/ company’s are moving away from straight up paid products, to “free” services/products where you are essentially paying for the product by data they are collecting on you. |
Metric: Engagement | Metric: Reach/ frequency | |
Actors: Users / Influencers | Actors/ Celebrities | |
Community decision-making | Economic decision-making | |
Unstructured communication | Controlled communication | |
Real time creation | Pre-produced/ scheduled | |
Bottom-up strategy | Top-down strategy | |
Informal language | Formal language |
This product provides a wide range of opportunities to study representation. These include self-representation and representations of reality. The representation of gender, ethnicity, 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.
Sims Freeplay is a spin-off from the highly popular and successful Sims franchise. 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 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 to apps for tablets and mobile phones.
This 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 potentially negative influences that video games are claimed to exert on players, particularly young players. These debates an be seen in the context of competing theoretical approaches to the audience
A discussion of the social and cultural context of Sims Freeplay will focus o the rapid growth and development of the video game industry and the debates about representation and effects,
https://quizlet.com/gb/525164078/sims-flash-cards/
Media industries are subject to regulation to help protect
audiences (Livingstone and Lunt) – especially younger audiences.
Games are regulated (in Europe) by PEGI (Pan European Game
Information). PEGI offer ratings for games to help audience make
informed decisions when buying games. The ratings are based
on the content of the games, specifically the use of violence,
bad language, sex, drugs, discrimination and how scary the
game is. PEGI do not regulate the games industry by enforcing
age limits on purchases or access to a game, they simply offer
information to help consumers make an informed choice.
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 a monthly periodical. Each issue of Teen Vogue is created by a staff of approximately 45 people working under the Editor in Chief, Amy Astley.
Published by Condé Nast (Owns Vogue, The New Yorker, Architectural Digest), & Advance Publications. Vogue also sells mid-high end clothes.
Obviously primarily teens, but although the brand name suggests a teenage audience, the typical Teen Vogue reader has evolved in recent years. The move to more political content has broadened the appeal and changed the genre – young women now expect more from their media. Teen vogue uses means specific to their audience such as popular opinion leaders (Two Step Flow) to engage their readers.
“Before It’s in Fashion, It’s in Vogue,”
Vogue Slogan
HOW ARE BAUDRILLARD’S IDEAS OF SIMULATION AND HYPERREALITY TO UNDERSTANDING MEDIA-You should refer to the Close Study Products x2 in your answer-
Postmodernism | relativism and a focus on ideology in the maintenance of economic and political power |
Pastiche | A serious parody, using elements from original |
Parody | the film talks about the film at the end when different characters talk about their own characterisation, acting, role in the narrative etc |
Bricolage | skill of using whatever is at hand and recombining all that to create something new. |
Intertextuality | relationship between different texts |
Referential | the film talking about the film is REFERENTIAL (ie it refers to itself), for example when they are passionate and Allegro tells (us?) what the function of this scene is. Also at the end when each character analyses each character – motivation, script, narrative function etc |
Metanarrative | |
Hyperreality | Baudrillard suggests we live in a world that is ‘real’ but not really ‘real’ we can see that in the film in that we are never quite sure what is the real world or the game world? |
Simulation (sometimes termed by Baudrillard as ‘Simulacrum’) | Baudrillard suggests that we live in copies of copies of the real world (?) but not really ‘real’ and we see this in the film because there are so many layers of game |
Consumerist Society | Society where meaning is based on the desire and consumption of material things |
Fragmentary Identities | |
Alienation | |
Implosion | sudden failure or collapse of an organization or system. |
cultural appropriation | |
Reflexivity |
Banned or not banned
Theme | Newsbeat | War of the wrlds |
AUDIENCE (ACTIVE / PASSIVE) | Newsbeat has adapted to the younger generations short attention span who need their news in short digestible chunks instead of being complex and requiring thought however Audiences are more active, they are not just given programmes that they want but are given what they need (Paternalism) as a result of not being arsed to look further | The broadcast of wotw + the reaction raises debate and evidence regarding lazarsfield’s theory about passive audiences |
AUDIENCE (LAZARSFELD) (active/passive) | Theory on people being drawn to those with similar opinions, BBC is essentially an opinion leader | |
AUDIENCE (HALL) | The Newsbeat producers hope their short-form news stories will engage their audience and keep them up to date about the latest events around the world. This is the preferred reading. Some listeners might appreciate the snackable content but will be then turn to other sources for the stories behind the headlines. This could be considered a negotiated reading. Other listeners will simply reject the encoded message and construct their own meanings. Perhaps the news stories are irrelevant to their own situations. They might even tune into another station if they just want to hear music. | the anticipated reading was it was fictional, rejected reading was that it was really happening |