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Starting Sentences

Paper 1

War of the Worlds/Newsbeat

The link between producers and audience consumption of radio products is everchanging in society. In this essay I will detail how Newsbeat and War of the Worlds differ in terms of their goals and focuses, in reference to the Ethos of the BBC, Public Service Broadcasting and commercial interest. The need for regulation among radio is a prevalent issue in society and the postmodern approach to the world may cause implosions if this is not the case.

Score/Maybelline

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The I/Daily Mail

Newspapers could be said to construct an ideological view of the world to target audiences, and the interests of institutions have rarely changed over time unlike the methods and ideologies conveyed to deliver those interests, such as targeting audiences through needs and uses/gratifications as depicted by Kurevich, Haas and Katz.

Ghost Town/Letter to the Free

.

Blinded by the Light

.

Paper 2

Metroid/Tomb Raider/Sims

Audiences of video game products such as Sims or Tomb Raider could be argued to reject or accept ideologies conveyed by media products as a result of media effects theories, and this process is often the product of industrial strategies to mitigate risks as identified by Hesmondhalgh, and the representations of products appealing to the concept of Postmodernism.

Men’s Health/Oh Comely

Although the media form of magazines are on the decline with Iceberg Press going bankrupt in the COVID pandemic, Men’s Health/Oh Comely feature a variety of strategies to appeal to audiences and in turn stay afloat, such as using enigma and proairetic code conceptualised by Barthes to make their products reactionary to the target audiences, allowing a dominant reading to e more easily formed. This has potential to encourage sales by generating interest in the products, leading to a process of commodification to mitigate the risks associated with the magazine media form. In this essay I will explore these concepts in depth and display how they appeal and can be applied to the relevant CSPs.

Deutschland 83/Capital

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The Voice/Teen Vogue

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Score/Maybelline Revision

Score
Male gaze – Clothing etc
Man above women both literally and figuratively
Gun – connotes violence – dominance and control – stock character – Propp – hero/princess – masculinity
This masculine representation alludes to men’s need to be desired – links to self esteem from uses and gratifications – Katz, Gurevich and Haas
The score advert was produced the same year as the decriminalisation of homosexuality and the representation conveyed here could be a product of the anxieties and grey areas created from the beginning of a transition towards a postmodern world.

Men’s Health

Roland Barthes
Commodification
Preferred Reading
Binary Opposition

Although the media form of magazines are on the decline with Iceberg Press going bankrupt in the COVID pandemic, Men’s Health/Oh Comely feature a variety of strategies to appeal to audiences and in turn stay afloat, such as using enigma and proairetic code conceptualised by Barthes to make their products reactionary to the target audiences, allowing a dominant reading to e more easily formed. This has potential to encourage sales by generating interest in the products, leading to a process of commodification to mitigate the risks associated with the magazine media form. In this essay I will explore these concepts in depth and display how they appeal and can be applied to the relevant CSPs.

Sims, Metroid, Tomb Raider

Sims – Freemium model – casual audience – more try out the game – more impressionable
Sims literally depicts life – good medium for propaganda/hyperdermic needle
imagined communities – sims creates communities of virtual people – allows differing/similar opinions and viewpoints/ideologies to mix
Banned in certain parts of the world – China/UAE/Saudi Arabia due to possibility of establishing a homosexual relationship – goes against Skinner’s concept of “free will” and shows strict regulations of the game and goes against Livingstone and Lunt’s theory that powerful media companies (i.e EA) are commonly able to waive regulation policies.
Game is quite literally a simulation of life – Baudrillard

Tomb Raider – Cultivation – repetitive products – violence
patriarchy – Laura Mulvey etc – appeal to stereotypes – reactionary content – Curran

Metroid –

Essay Starting Sentence

Audiences of video game products such as Sims or Tomb Raider could be argued to reject or accept ideologies conveyed by media products, and this process is often the product of industrial strategies to mitigate risks as identified by Hesmondhalgh, and the representations of products appealing to the concept of Postmodernism.

Audiences of video game products such as Sims or Tomb Raider could be argued to reject or accept ideologies conveyed by media products as a result of media effects theories, and this process is often the product of industrial strategies to mitigate risks as identified by Hesmondhalgh, and the representations of products appealing to the concept of Postmodernism.

What I Know

21 CSPs, all assessed in exams

Paper 1 + 2

Paper 1:
Section A (Language and Representation)

Unseen CSP Semiotics Question 8 Marks

Letter To The Free / Ghost Town
That Boss Life / Score

Section B (Audience and Industries)

War of the Worlds / Newsbeat
Daily Mail / The i
Blinded By The Light

Paper 2:

Unseen CSP Analysis Question 8 Marks

Capital / Deutschland 83
The Voice Online / Teen Vogue
Men’s Health / Oh Comely
Tomb Raider / Metroid / Sims Freeplay

Paper 1 CSP Posts:

CSPMy Post Link
Scorehttps://hautlieucreative.co.uk/media23al/2021/11/10/score-csp-notes/
https://hautlieucreative.co.uk/media23al/2021/12/08/reperesentation-essay-score-and-maybelline/
Maybellinehttps://hautlieucreative.co.uk/media23al/2021/11/11/csp-4-maybelline-notes/
Letter to the Freehttps://hautlieucreative.co.uk/media23al/2022/03/09/letter-to-the-free-4/
Ghost Townhttps://hautlieucreative.co.uk/media23al/2022/02/03/ghost-town-notes/
War of the Worldshttps://hautlieucreative.co.uk/media23al/2022/11/08/war-of-the-worlds/
Newsbeathttps://hautlieucreative.co.uk/media23al/2022/11/03/csp-13-14-newsbeat-war-of-the-worlds/
Daily Mailhttps://hautlieucreative.co.uk/media23al/wp-admin/post.php?post=16410&action=edit
The ihttps://hautlieucreative.co.uk/media23al/wp-admin/post.php?post=16410&action=edit
Blinded By The Lighthttps://hautlieucreative.co.uk/media23al/wp-admin/post.php?post=8525&action=edit

Paper 1 CSP Posts:

CSPMy Post Link
Capitalhttps://hautlieucreative.co.uk/media23al/2022/03/14/television-csps-2/
Deutschland 83https://hautlieucreative.co.uk/media23al/2022/03/18/exam-prep-tv-question/
The Voice Onlinehttps://hautlieucreative.co.uk/media23al/2023/01/27/the-voice-online/
Teen Voguehttps://hautlieucreative.co.uk/media23al/wp-admin/post.php?post=24599&action=edit
Men’s Healthhttps://hautlieucreative.co.uk/media23al/2022/10/03/csp-mens-health-4/
https://hautlieucreative.co.uk/media23al/wp-admin/post.php?post=20338&action=edit
Oh Comelyhttps://hautlieucreative.co.uk/media23al/2022/10/14/oh-comely-8/
https://hautlieucreative.co.uk/media23al/2022/10/17/oh-comely-essay-prep/
Tomb Raiderhttps://hautlieucreative.co.uk/media23al/2021/10/15/csp-essay/
Metroidhttps://hautlieucreative.co.uk/media23al/2021/10/15/csp-essay/
Sims Freeplayhttps://hautlieucreative.co.uk/media23al/2023/01/25/sims-freeplay-2/

The Voice Online

The Voice was founded in 1982, and 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.

Steve Neale presents ideas about genre, depicting it as a “Corpus” or repertoire of elements. This includes both traditional and innovative ones, and The Voice contains many innovative elements such as the repeated use of people of colour as role models and opinion leaders in articles. The dominant reading of this representation of the world from the perspective of someone of colour is likely to be one which supports others of colour, and so it is likely to be reactionary to the intended audience of British-born African-Caribbean people. On the other hand, there are also traditional codes and conventions of news in The Voice, such as categories of stories, headlines, and these help to make the product accessible to a wider audience.

The embrace of digital platforms by The Voice signifies that media producers are embracing the impact of new media, and using the audience’s ability to actively consume their products to their advantage to make money and encourage sales.

Sims Freeplay

Sims Freeplay is a life simulation game series developed by Electronic Arts.

The Sims franchise has been around for around 20 years, and has grown with respect to new media technologies. For example, focus has gone from physical distributions of the product (CDs) to distribution via streaming and popular games sites such as Steam.

Sims Freeplay is a spinoff of the traditional sims series developed for mobile devices. It follows a “freemium” business model where the base game is free, but extra content can be purchasable via microtransactions. This could be seen as a successful idea due to the fact that a lot of mobile device users would not be as into games as, for example, people with consoles or computers. This means that a casual audience (which is being targeted by the nature of the life simulation genre anyway) is able to experience the game for free, and this lack of a monetary barrier will allow a large portion of extra customers to try the game and potentially purchase extra content. The video game was banned in China, Saudi Arabia, United Arab Emirates, Oman, Kuwait, Qatar and Egypt due to the possibility of establishing a homosexual relationship. This shows strict regulations of the game and goes against Livingstone and Lunt’s theory that powerful media companies (i.e EA) are commonly able to waive regulation policies.

Sims Freeplay, being a life simulation game, is a poignant transmission medium for incorporating viewpoints and ideologies. This means that the language in the game has the opportunity to present life in a light which is unrealistic – for example, houses and property in the game never get dirty. This may seem like a very unimportant shift from reality, however it shows us how the game is willing to present life as easier than it actually is. It has to do this to encourage further interaction with the game, as without money being spent after acquiring the game for free, minimal revenue will be earnt and the risks identified by Hesmondhalgh in the media industries will not be appropriately mitigated.

The game has a narrative which aligns with Tzetvan Todorov’s theory of a beginning, middle and end. This is because the in-game characters called “Sims” can grow up from a baby to a senior, and the game “ends” when this transition has concluded. This steady journey also encourages further interaction with the game to make money.

Sims Freeplay shows us many diverse representations of the world.  For instance, the choice of skin tones available at the start of the game is a recognition of the racial diversity of the audience. Although the gender options follow the simple binary of male and female, players can reject traditional gender roles when they explore the virtual world. This all goes with Gauntlett’s theories of fluidity of identity, as you can customise how your character looks and behaves at any stage of the game, making the identity ever changing.

Baudrillard’s theories around Postmodernism are very relevant when examining Sims Freeplay in that the game is a Hyperreality – it allows the player to pick their ideal life and reenact it in a virtual setting. I think that this could become a negative force for the world because of the fact that false connotations and misrepresentation of common ideological beliefs can be spread, especially hen considering the impact of new media on society in that communication is more efficient and prevalent than it has ever been.

Teen Vogue

STRUCTURE

Remember to focus on key issues around new media – privacy, knowledge, understanding, education, friendship, behaviour, thoughts, attitudes, beliefs, politics, economics, employment, war, conflict, food, the environment, space, science (essentially social change)

  1. Overview: New media always creates change (printing press, telegram etc)
  2. Q: so how has recent technology changed (society, individuals, organisations, ideas, beliefs etc etc)
  3. CSP 1 – show knowledge of CSP
  4. characteristics of new media (in reference to CSP 1)
  5. theoretical / conceptual analysis of new media (loop theory, network theory, Dunbar number, McLuhan, Krotoski)
  6. Critically thinking about new media (Baudrillard, McLuhan, Krotoski, B. F. Skinner, Zuboff, Lanier – are all essentially critical of new media technologies. But Gauntlett, Shirky, Jenkins are all very positive about new media technologies)
  7. CSP 2 – show knowledge
  8. Draw parallels and conclusions
  9. Suggest future pathways / developments

MEDIA LANGUAGE

The elements across the website are all arranged with a focus on beauty – the main dominant signifiers on the website’s homepage are often indexical signs of celebrities with anchorage around them detailing what the story is about. From this, we can see that there is a lot more choice available to us on the website because of how many different stories there are, and we are compelled to read each one base on the images shown on the front page. This links to the impact of new media in that we are given free will in the choices provided. However, Skinner states that “free will” is an illusion as behaviour is either a reaction/response to your environment or is random. I agree with Skinner on this viewpoint – one reason for this is the fact that, in the case of Teen Vogue, although we are given choice as to what article to read, the ultimate outcome will be us consuming articles and information constructed by their company. This leaves an impressionable audience vulnerable to biased propaganda, and manipulation, as depicted by Jaron Lanier when he argue companies are changing us as audiences through the content we passively consume.

MEDIA REPRESENTATION

The slogan for the website (‘Rise, Resist. Raise your Voice’) gives an impression that Teen Vogue promotes a representation of the world intertwined with freedom of speech and discussion. This sense of participation has been amplified in availability thanks to the concept of new media, and the fact that anyone can post ideas and words online for the whole world to view in mere seconds, in comparison to older times where broadcasting was only available to those in positions of power and influence, shows the fluidity of identities as depicted by Gauntlett and that a libertarian lifestyle is being prioritised.

Representation, Audience, Industry

In the story “Andrew Tate and the Manosphere Show How Far Hating Women Can Get You”, Teen Vogue presents a representation of typical masculinity as a negative idea and an evil force for the world. We can see this because the article is condemning Tate’s views and not being afraid to expose Tate’s indecency in light of recent allegations of human trafficking, for example “Tate is disgusting, yes — but of more concern is his popularity with young boys and young men”. The dominant reading here (as depicted by Stuart Hall) is likely to be one which aligns with Teen Vogue’s view on Andrew Tate and his views, due to the fact that 80% of Teen Vogue’s audience is female and young teens from the United States are targeted. Teen Vogue uses means specific to their audience such as popular opinion leaders to engage their readers, which links to the Two Step Flow audience theory as described by Paul Lazarfelt. The audience targeted here is likely to find the product more reactionary, which links to David Hesmondhalgh’s theory that the Media Industry is a “risky business” in that repetitive products are generated to sell and guarantee more revenue to large media companies.

Media Industries

Teen Vogue shifted from 10 prints a year to 4 prints a year, and has now transitioned to becoming entirely digital – based. This is a good example of how media Institutions are embracing new media and modern technologies into their business, and how new media is providing an easier means of circulation in comparison to old media (In January 2017, the magazine’s website had 7.9 million US visitors compared to 2.9 million the previous January according to Business of Fashion).

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

In summary, this could be described as the changing nature of symbolic interaction and a lot of the work on this blog is essentially discussing this concept.

Impacts of New Technologies:

  • Speed
  • Knowledge
  • Time
  • Space
  • Understanding
  • Access
  • Participation
  • Reality
  • Privacy
  • Choice
  • Interactivity
  • Storage
  • Retrieval

share
activecreativehost
Posting links in messaging sites allows people to spread content and show it to othersAbility to leave like/dislike ratings on content allows audience to show their thoughtsPeople creating media content have the ability to change what they produce to their likingUsers can host various events online
story
re-connect
personalisestream
Stories can be told online and through various new communication mediumsFamily and friends who are distant or have been separated can communicate, transforming time and spacePeople often have the ability to make their lives unique to themStreaming video and radio is developing in popularity like never before
experiencestorescaleimmerse
Events can be experienced from the other side of the world, albeit virtuallyMassive amounts of file storage is provided in new media communication platformsThe scale and scope of new media platforms is larger than it has ever beenVirtual reality can immerse users in pseudo – real environments
interfaceliveadaptbinge
The various methods of interacting with new media platforms need accessible interfacesLive streams with little to no delay in relaying of events are becoming ever prevalentThe COVID – 19 pandemic forced us to adapt – and new media was a big part of that processNew media is so easily accessible that binge watching is common nowadays
conversationre-performcirculateendless
Conversations might be held using new media as often as in real lifeContent does not need to be re-performed; it is replayable an infinite amount of timesNew media provides platforms for content to circulate rapidlyThere is seemingly endless amounts of new media to consume

Key Theorist – Marshall Mcluhan

Technological Determinism – the idea that it is the tool that shapes us, rather than us who shape the tool.

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

The idea and concept of using media transmission methods can be stimulating and therapeutic, and can cause addiction over time. The ability to use said transmission method and the form in which a message comes from can be more significant in meaning than what the message itself contains.

Jaron Lanier

An American computer scientist and one of the key people behind the rise of VR – written many nooks around social media and the addiction and manipulation which occurs therein.

He argues that companies are acquiring information on mass amounts of people in exchange for free services.

B. F. Skinner

Free will is an illusion as behaviour is either a reaction/response to your environment or is random.

NEW MEDIA
OLD MEDIA
COMMENT OR EXAMPLE
Active involvement

Passive involvement

Two-way conversationOne-way conversation
Open systemClosed system
TransparentOpaque
One-on-one marketingMass marketing
About MeAbout You
Brand and User-generated ContentProfessional content
Authentic contentPolished content
FREE platformPaid platform
Metric: EngagementMetric: Reach/ frequency
Actors: Users / InfluencersActors/ Celebrities
Community decision-makingEconomic decision-making
Unstructured communicationControlled communication
Real time creationPre-produced/ scheduled
Bottom-up strategyTop-down strategy
Informal languageFormal language