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Further exam question revision

http://lr-media.blogspot.com/2018/09/theorists-and-theories.html

practise

Some theorists like Clay Shirky and Baudrillard say that media products may or may not be shaped by political and economic contexts. Baudrillard says that in postmodern culture the boundaries between the ‘real’ world and the world of the media have collapsed and that it is no longer possible to distinguish between what is reality and what is simulation. This may make media products come across as superficial in new media. An example of this would be from a close study product I have studied: Teen Vogue. An article published on the 25th January regarding whether UV light was safe for nails has come across as a superficial article as some may read the title of the article and question as to why other important issues around the world aren’t being covered like the recent earthquake in Syria costing thousands of people their lives and destroying the lives of those fortunate enough to still be alive. Baudrillard would say that since the postmodern world is like a simulation there may be no deeper meaning to media products anymore and that they are rather surfaced or shallow. Teen Vogue may produce articles like this as they will have learnt their audiences interests therefore will produce what they want in order to boost Teen Vogue economically.

On the other hand, another theorist Clay Shirky argued audience behaviour has progressed from the passive consumption of media texts to a much more interactive experience with the products and each other. Looking at the same article previously mentioned from the csp Teen Vogue, deeper into the article, it discusses matters such as developing skin cancer and how UV light can be a contributing factor to that. In the article there are subheadings which are set out like rhetorical questions and using first person pronouns like “I” to include the reader. This is to encourage involvement and participation within the audience. The article even includes links to medical research articles to promote further reading for the audience. Henry Jenkins theory of fandoms heavily supports active consumption. Fandoms are based on the ideology that individuals will go further than what a media producer specifically produces a media product for. This is sometimes referred to as ‘textual poaching’, fans construct their social and cultural identities through borrowing and utilising mass culture images. This assists media producers economically as these individuals then take ‘boosting the product’ out of the media producers hands.

Another CSP I studied was The Voice Online, which I personally don’t believe uses their products solely for economic purposes. Their articles are focused on black British individuals. The media producers from The Voice make it clear that they know who their ‘fans’ will be. This is due to all their products being related to news regarding black British individuals. They share political and historical stories to educate and engage their audience. An article I read, published on the 7th of February titled ‘Wealthy British family to pay reparations to Grenada for links to slavery’ clearly depicts they want to share successes to their preferred demographic. Upon looking at the Voice I also noticed they did not cover the disastrous earthquake in Syria which has led me to believe that News outlets will not cover news stories that they deem unsuitable for their target audience, this is because they will not achieve the active consumption and participation Clay Shirky talks so much about.

In conclusion, I agree with the view to an extent. I think that in a postmodern world media producers will produce what they see fit to their audience even if it means straying away from relevant economical and political views that are generalisable to the whole world. Both Teen Vogue and The Voice are evidence of this.

Possible questions for Wednesday

Media producers must respond to changing social and cultural contexts to maintain audiences.
To what extent does an analysis of the online Close Study Products The Voice and Teen Vogue support this view? (25) audience, social and cultural theorists

Roland BarthesSemiotics Media products communicate a complex series of meanings to their audiences through a range of visual codes and technical codes. These codes can broadly be divided in to proairetic, symbolic, hermeneutic, referential, and so on.
• After many years of codes being repeated, their meaning can become generally agreed upon by society. For example, a scar on the face of a character can function as a hermeneutic code, indicating to the audience that they are ‘the villain’.
• Barthes also considered the importance of myths. Myths are stories and legends, which are passed down from generation to generation. They teach us why the world is the way it is, and also offer clues and instructions on how we behave. For example, in Greek myth of Narcissus, Narcissus was a particularly beautiful young man who turned down every woman as they didn’t live up to his expectations. After he ignored Echo for so long, she faded away in to nothing, and became just a voice in the breeze. This is where echoes come from. Narcissus was punished, and was led to fall in love with his own reflection. When he realised that he could consummate his love with himself, he killed himself. This myth warns the listener to not be so self-obsessed, and it is even where we get the term ‘narcissist’ from 

• For Barthes, the myths of modern society can be found in media products. Whereas previously we would learn from legends, now we are more likely to discover social norms and values from advertising. For Barthes, a myth is a widely held belief which is reinforced and emphasised through media language. This concept is closely related to hegemony and stereotypes.

Stuart Hall Theories of representation Representations are constructed through media language, and reflect the ideological perspective of the producer
• The relationship between concepts and signs is governed by codes
• Stereotyping, as a form of representation, reduces people to a few simple characteristics or traits. However, stereotyping is useful, as it allows producers to easily construct media products, and audiences to easily decode them.
• Stereotyping tends to occur where there are inequalities of power, as subordinate or excluded groups are constructed as different or ‘other’ (e.g. through ethnocentrism).

The target audiences for video games change because of the historical and economic contexts in which they are produced.
To what extent does an analysis of the Close Study Products Tomb Raider: Anniversary and The Sims FreePlay support this statement? (25) audience theorists

George Gerbner  – Cultivation theory Being exposed to repeated patterns of representation over long periods of time can shape and influence the way in which people perceive the world around them (i.e. cultivating particular views and opinions)
• This process of cultivation reinforces mainstream hegemonic values (dominant ideologies).

David Gauntlett 

Stuart Hall Reception theory To watch/read/play/listen to/consume a media product is a process involving encoding by producers and decoding by audiences
• There are millions of possible responses that can be affected through factors such as upbringing, cultural capital, ethnicity, age, social class, and so on
• Hall narrowed this down to three ways in which messages and meanings may be decoded:
• The preferred reading – the dominant-hegemonic position, where the audience understands and accepts the ideology of the producer
• The negotiated reading – where the ideological implications of producer’s message is agreed with in general, although the message is negotiated or picked apart by the audience, and they may disagree with certain aspects
• The oppositional reading – where the producer’s message is understood, but the audience disagrees with the ideological perspective  in every respect

Katz and Larzasfeld 

Bandura – Media effects This old-fashioned view of how media products effect audiences is associated with the Frankfurt School in Germany
• The effects model suggests that media can implant ideas in the mind of the audience directly. It is also known as the hypodermic needle model
• Audiences acquire attitudes, emotional responses and behaviours through media products modelling ideologies
• If a media product represents  behaviour such as violence or physical aggression, this can lead audience members to imitate those forms of behaviour
• This model has many issues, though it still proves popular with the general public, newspapers and politicians who should frankly read a media studies textbook or two.

B.F. Skinner –

Clay Shirky – ‘End of audience’ theories New media, as in the Internet and digital technologies, have had a significant effect on the relations between media and audiences
• Just thinking of audience members as passive consumers of mass media content is no longer possible in the age of the Internet. Now, media consumers have become producers who ‘speak back to’ the media in various ways, creating and sharing content with one another.
• This can be accomplished through comments sections, internet forums, and creating media products such as blogs or vlogs
X – However, this theory can and should be criticised. Arguably the media industries are just as exclusionary as they always ave been, and audiences are less ‘producers’ than ‘unwitting advertisers’., promoting pre-existing products through retweets, fan accounts and derivative vlogs that could never be financially successful without aggressive monetisation!

McLuhan –

Baudrillard – Postmodernism In postmodern culture the boundaries between the ‘real’ world and the world of the media have collapsed and that it is no longer possible to distinguish between what is reality and what is simulation. In fact, it really doesn’t matter which is which!
• Therefore, in this postmodern age of simulacra, audiences are constantly bombarded with images which no longer refer to anything ‘real’
• Because of this, we are now in a situation that media images have come to seem more ‘real’ than the reality they supposedly represent. This concept is referred to as ‘hyperreality’

Henry Jenkins – Fandom Fandom refers to a particularly organised and motivated audience of a certain media producer  franchise
• Unlike the generic audience or the classic spectator, fans are active participants in the construction and circulation of textual meanings
• Fans appropriate texts and read them in ways that are not fully intended by the media producers (‘textual poaching’). Examples of this may manifest in conventions, fan fiction and so on
• Rather than just play a videogame or watch a TV show, fans construct their social and cultural identities through borrowing and utilising mass culture images, and may use this ‘subcultural capital’ to form social bonds. For example, through online forums like Reddit or 4chan.

Media products are shaped by the economic and political contexts in which they are created.
To what extent does an analysis of your online, social and participatory Close Study Products (The Voice and Teen Vogue) support this view? (25) economic and political theorists

Saussure – Concept of semiotics and language (linguistics) 1974 – the extended connotations of within a cultural system.

More Essay Prep

Media effects theories argue that the media has the power to shape the audience’s box thoughts and behaviour.
How valid do you find the claims made by effects theories?

You should refer to two of the Close Study Products (Tomb Raider Anniversary, Metroid: Prime 2 Echoes, Sims Freeplay) in your answer.

[25 marks]

  • Tomb Raider:
  • – gender identity
  • – – Lara Croft – on the one hand, subverts the image of women in the home – however, the game developers decision to sexualise her – for the pleasure of young heterosexual men – counteract this.
  • — this links to David Gauntlet’s gender identity theory
  • …watching Tomb Raider… might encourage girls to become somewhat more independent and feisty, without them needing to directly copy an extensive fight sequence, embark on a perilous quest for ancient artifacts… David Gauntlett.
  • we referred to her description of a combative and aggressive representation of traditional masculinity. Since Lara Croft is always depicted posing with her weapons, including on the box art for “Tomb Raider: Anniversary”, it is clear the character transgresses the binary representation of gender because she is active and adventurous. In this way, the protagonist seems to validate Gauntlett’s fluidity of identity concept.
  • It is also important note Larson’s sexist language during several of the cutscenes. Reinforcing the imbalance of power between femininity and masculinity, he refers to Lara Croft as “darlin’” and “kitten”. Is he simply performing his gender role?
  • – So, is she a feminist icon or does she reinforce sexist ideals?
  • Although she may inspire some young women in the same way as Metroid’s Samus Aran, in my view, her representation reinforces sexist ideals, and appeals mostly to young, heterosexual men.
  • The Mean World Index is a mathematical analysis of how violent images in the media affect people

Gerbner hypothesized that people who viewed violence in media could experience anxiety, fear, pessimism and an increased sense of awareness to perceived threats.-

This suggests that the violence in Tomb Raider may affect its young audience and induce violent behaviour – bobo doll experiment – Children who observed the aggressive model made far more imitative aggressive responses than those who were in the non-aggressive or control groups.

Lasswell – hypodermic needle –  Comparing the communication of a message to a patient being injected with serum, the model suggests the public are easily brainwashed by the media.

  • ———— Sims Free play ————–

Representation

Many other video games have limited representation due to only a few playable characters – whereas Sims free play has a wide range of options, allowing the game player (audience) to create their own representation – customizable characters.

  • Wide range of skin tones
  • outfits
  • hair types
  • e.t.c.

potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world

Straight, bi, gay, trans are all possible.

  • Sims positive and inclusive representation may make some audiences feel as though the way they feel as normal / ok due to it being normalised in Sims.
  • Audience
  • female 18-40 casual gamer
  • You can play God – control everything in the game.
  • Has maternal appeal
  • Able to care for / nurture characters

one way in which Sims can be somewhat problematic, is how some users take advantage of the freedom in the game and use it to mercilessly torture their sims – link to bobo doll experiment. – argument to say this makes it even more problematic than tomb raider – because audiences actually can choose to hurt their sims.

PEGI rating for the game – 12 – has mild references to alcohol, sex, other adult themes

Although the game shows drinking, sex, and nudity it is shown in a non-revealing way – a blurring filter used to block anything graphic.

Very hard to regulate mobile/online games.

Likely that many players are u12 – could be influenced by sims portrayal of sex.

The Hypodermic Model

In this model, the media is seen as powerful and able to inject ideas into an audience who are seen as weak and passive.

The hypodermic needle was proposed by Harold Lasswell in the 1920s.

Cultivation Theory

This theory also treats the audience as passive. It suggests that repeated exposure to the same message – such as an advertisement – will have an effect on the audience’s attitudes and values. 

founded by George Gerbner in the late 1960s.

Two Step Flow Theory

Katz and Lazarsfeld assumes a slightly more active audience. It suggests messages from the media move in two distinct ways.

First, individuals who are opinion leaders, receive messages from the media and pass on their own interpretations, in addition to the actual media content. The information does not flow directly from the text into the minds of its audience, but is filtered through the opinion leaders, who then pass it on to a more passive audience.
The audience then mediate the information received directly from the media, with the ideas and thoughts expressed by the opinion leaders. They are not being influenced by a direct process, but by a two-step flow.

This theory appeared to reduce the power of the media, and some researchers concluded that social factors were also important in the way in which audiences interpret texts. This led to the idea of active audiences.

Uses and Gratifications Model

This model stems from the idea that audiences are a complex mixture of individuals who select media texts that best suits their needs – this goes back to Maslow’s Hierarchy of Needs above.

The users and gratifications model suggests that media audiences are active and make active decisions about what they consume in relation to their social and cultural setting and their needs.

This was summed up by theorists . This means that audiences choose to watch programmes that make them feel good (gratifications), e.g. dramas and sitcoms, or that give them information that they can use (uses), e.g. news or information about new products or the world about them.

Reception Analysis

Reception Theory

Reception analysis is an active audience theory that looks at how audiences interact with a media text taking into account their ‘situated culture’ – this is their daily life. 

This theory was put forward by Professor Stuart Hall in ‘The Television Discourse – Encoding/Decoding’ in 1974, with later research by David Morley and Charlotte Brunsden. 

The theory suggests that social and daily experiences can affect the way an audience reads a media text and reacts to it.

Hall suggests that an audience has a significant role in the process of reading a text, and this can be discussed in three different ways:

  • The Dominant or Preferred Reading. The audience shares the code of the text and fully accepts its preferred meaning as intended by the producers.
  • The Negotiated Reading. The audience partly shares the code of the text and broadly accepts the preferred meaning but can change the meaning in some way according to their own experiences.
  • The Oppositional Reading. The audience understands the preferred meaning but does not share the text’s code and rejects this intended meaning. This can be called a radical reading that may be, say Marxist or feminist or right wing

Essay prep

The target audiences for video games change because of the historical and economic contexts in which they are produced.

To what extent does an analysis of the Close Study Products Tomb Raider: Anniversary and The Sims FreePlay support this statement?

[25 marks]

Plan:

  • Target Audience
    • — Tomb Raider — Young heterosexual men
    • — Sims FreePlay — Women aged 18-40
    • How do they appeal to this target audience?
    • — Tomb Raider — sexualised main charter: Lara Croft. Adventure style game. Physical – action game
    • — Sims FreePlay — appeals to maternal instincts. taking care of, nurturing characters. Tedious tasks. Gives them full control over the world – women may play it in an attempt to get back control – which they lack in their own lives. Wide range of skin tones. outfits. hair types. potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world. Straight, bi, gay, trans are all possible.

Media effects theories argue that the media has the power to shape the audience’s box thoughts and behaviour.
How valid do you find the claims made by effects theories?

  • Fairly valid

You should refer to two of the Close Study Products (Tomb Raider Anniversary, Metroid: Prime 2 Echoes, Sims Freeplay) in your answer.

[25 marks]

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. It is owned by GV Media Group Limited, and is aimed at the British African-Caribbean community.

Selection Criteria
Online, social and participatory – news website, produced by and targeting a minority group

The Voice online was a printed newspaper and then moved to online articles in 2016.

The aim of the voice online is to give a positive voice to black British citizens. This is evident in their articles. There is an article titled ‘Black women’s wellbeing takes centre stage in new social media campaign’ published on 30th January 2023 written by Vic Motune which showcases the positivity being spread amongst people of colours achievements.The article is about a wellness campaign organised through social media for black women.

CSP Teen Vogue

https://www.teenvogue.com

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. Online, social and participatory: Fashion, lifestyle, political and campaigning website and social media sites. The different sites should be studied in detail including the home page of the website and the ‘Culture’ section.

What needs to be studied? Key Questions and Issues


This product relates to the theoretical framework by providing a focus for the study of:

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 should be analysed in terms of:
the composition of the images, positioning, layout, typography, language and mode of address
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 – often to do with age, beauty and social and
political issues.
The genre conventions of websites will be studied and the genre approach should also include reference to the content of lifestyle websites.
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.

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.
• Who is constructing the representation and to what purpose?
(Stuart Hall)
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 values – how do the stories selected construct a particular representation of the world and particular groups and places in it?
(‘Rise, Resist. Raise your
Voice’ is the slogan for the website).

Media Industries
Teen Vogue is a commercial media product but could also be seen as fulfilling a public service through its political reporting and social campaigns. The website also demonstrates the way that publishing institutions (in this case Conde Nast) have developed their reach through new technology and convergence.
Teen Vogue’s 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 Audiences
The close study product provides an example of a clearly targeted, primary audience through demographics of gender and age which should encourage the study of issues of identity. Related to this would be a discussion of the changing relationship between producers and audiences in
the context of participatory media. (Clay Shirky ‘End of audience’ theories).
Definitions of mass and minority or specialised audiences.
• Debates around the idea of targeting specialised audiences
(by age, gender, lifestyle etc.) and how successful that targeting is.
Differing interpretations by different groups – those belonging to and outside the primary
audience.
(Stuart Hall – reception theory)
Opportunities for audience interactivity and creativity.

Social, political, 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.

Ownership

Published by Condé Nast (Owns Vogue, The New Yorker, Architectural Digest), & Advance Publications. Vogue also sells mid-high end clothes.

Target Audience

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.

The CSP Teen Vogue, although it is clearly aimed at teens they do cater to a rather large demographic. Over the years their readers have broadened. quote from ABC News

“When Teen Vogue started out, Teen Vogue was an aspirational fashion magazine for fashion lovers. You know it was the little sister to Vogue. And over the years we’ve realized that our mission was really to become more focused on making this an inclusive community, that speaks to every kind of young person,” Elaine Welteroth, Teen Vogue’s 31-year-old editor-in-chief, told ABC News’ “Nightline.”

The digital magazine, now primarily online, is filling more of its page with stories that appeal to its socially conscious audiences on topics including: immigration, race, wellness and politics.

You can see that they cater to a large demographic through their articles: https://www.teenvogue.com/story/teens-angola-prison-louisiana – (formal article.) In a article I found in the Politics section of the website, formal language was used as was discussing what older viewers may find as a serious matter. The article from January 20th title reads: Teens Are Being Sent to Louisiana’s Angola Prison and Held on Its Former Death Row by Yasmin Cader. This Teen Vogue writer has written this article with formal language to convey the importance of the contents of the article. It is in this place of despair — this site of racial oppression, punishment, and brutality — that Louisiana is now detaining children, most of whom are Black. This quote from the article suggests the writer is using this language to produce an ideology of what shocking actions are taking place.

On the contrary, another article I have found an article in the style section titled 41 Best Valentine’s Day Gift Ideas That’ll Spoil Your BFF from January 9th by Shauna Beni and Bianca Nieves. This article includes language that a reader may decide to be informal. “#showertok, besties, goodies”

NEW MEDIA ESSAY STRUCTURE

  1. Overview: New media always creates change (printing press, telgram 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

Some themes and discussion points from Great Hack:

  • Data has surpassed oil as the world’s most valuable asset
  • The Exchange of Data
  • Search for Truth
  • Behaviour Management
  • Propaganda / Persuasion
  • Regulation
  • Digital Behaviour management: A Threat to Democracy?

Revision Guide

A-Level Syllabus

4 Media Concepts

Media Language, Media Audiences, Media Industries, Media Representation.

Media Language

https://www.aqa.org.uk/resources/media-studies/as-and-a-level/media-studies/a-level/subject-specific-vocabulary

Semiotics:
• Sign – something which can stand for something else – in other words, a sign is anything that can convey meaning
• Signifier – the thing, item, or code that we ‘read’ – so, a drawing, a word, a photo.
• Signified –  the concept behind the object that is being represented.
• Dominant signifier – main thing we see
• Icon – A sign that resembles what it represents.
• Index – A sign that works by a relationship to the object or concept it refers to for example an image of a ball can be indexical of sport.
• Code –
• Symbol –
• Anchorage –
• Ideology –
• Paradigm –
• Syntagm. –

Barthes’ ideas and theories on semiotics:
• Signification
• Denotation
• Connotation
• Myth.

Narratology:
• Narrative Codes
• Narration
• Diegesis
• Quest narrative
• ‘Character types’
• Causality
• Plot
• Masterplot.

Todorov’s ideas and theories on narratology:
• Narrative structure
• Equilibrium
• Disruption
• New equilibrium.

Genre theory as summarised by Neale
• Conventions and rules
• Sub-genre
• Hybridity
• Genres of order and integration
• ‘Genre as cultural category’.

Lévi-Strauss’ ideas and theories on structuralism:
• Binary oppositions
• Mytheme
• Cultural codes
• Ideological reading
• Deconstruction.

Postmodernism:
• Pastiche
• Bricolage
• Intertextuality
• Implosion.

Baudrillard’s ideas and theories on postmodernism:
• Simulacra
• Simulation
• Hyperreality.

THEORY REVISION

SEMIOTICS

ROLAND BARTHES – Concept 1: Denotation and Connotation

Barthes’ tells us by using a ‘denotative reading’ is how viewers decode media products. This occurs when a reader recognises the literal and physical content, e.g. an older man with his fist in the air, the style and colour of clothing. After this, readers quickly move beyond the recognition of the product and engage with what he calls ‘cognitive decoding.’ This refers to the deeper understanding prompted by advertisers to the emotional, symbolic/ideological significances, e.g. the older man’s fist may suggest defiance or aggression, the clothes may suggest a class.

WHEN LOOKING AT A MEDIA TEXT:

Image Features:Look out for:
POSE
(Subject positioning, stance or body language)
Breaking the 4th wall creates: confrontational/aggressive or invitational feel.
Off screen gaze: Right side – adventure/optimism. Left side – regret/nostalgia.
Body language: strong/weak/passive/active/open/closed
Subject Positioning: Where the person/people stand.
Proxemics: Their distance from people/things.
MISE-EN-SCENE
(Props, costume and setting)
Symbolic Props: rarely accidental
Pathetic fallacy: weather connotations to add meaning – character’s thoughts/tone
Costume Symbolism: Stereotypes help to decipher a character’s narrative function
LIGHTING CONNOTATIONSHigh-Key lighting: no shadows – positive and upbeat with a lighter feel
Low-Key lighting: Serious/ sad/moody connotations.
Chiaroscuro lighting: contrast lighting (light sharply cuts through darkness) – hopelessness/mystery
Ambient: infers realism
COMPOSITIONAL EFFECTS
(Shot distance, positioning of subjects in the frame)
Long shots: dominated their environment
Close-ups: intensifies emotions/impending drama
Open/closed frames: open- freedom, closed – entrapment
POSTPRODUCTION EFFECTSColour control: Red- anger, white – innocence
High saturation: Vibrant colours – cheerful
Desaturation: Dull colours – serious/sombre

Barthes’ recognised that text also gave meaning. He says it helps to ‘anchor’ image meanings in advertisements. Without anchorage, media imagery is likely to produce polysemic connotations (multiple meanings).

“a vice which holds the connotated meanings from proliferating”

Concept 2: The media’s ideological effect

Barthes’ suggests media replaces/replicates functions of myth making. The press, television, advertising, radio – convey the same sort of authority as myths and induce similar ideological effects. Anonymisation of myths shows it’s a collective view rather than singular –> media replicates this.

Naturalisation: Media products present ideas as natural/fact/common sense. When a range of media texts repeat the same idea, audience believe it is a fact rather than perspective, social norm.

Media myths are reductive: Media simplifies and reduces/purifies ideas to make it more digestible. – message reduction discourages audiences to question and analyse thoroughly.

Media myths reinforce existing social power structures: “the oppressor has everything, his language is rich, multiform, supple.” Those who have power tend to control the myth making process through the privileged access – maintain illusion that the system that benefits the powerful is naturally ordered and unchangeable.

C.S PEIRCE:

Peirce did not believe that signification was a straightforward binary relationship between a sign and an object, he viewed this innovative part of his triad as how we perceive or understand a sign and its relationship to the object it is referring to. The representamen in Peirce’s theory is the form the sign takes, which is not necessarily a material or concrete object. Peirce theorised that we interpret symbols according to a rule, a habitual connection. ‘The symbol is connected with its object because the symbol-user and a sign exists mainly due to the fact that it is used and understood. Peirce’s triad of signs concludes of:

Icon – A sign that looks like an object/person, e.g picture of a lamp.

Index – A sign that has a link to its object, e.g smoke and fire.

Symbol – A sign that has a more random link to its object, e.g colour, shape

FERDINAND DE SAUSSURE:

According to Saussure theory of signs, signifier and signified make up of signs. A sign is composed of both a material form and a mental concept. The signifier is the material form, i.e., something that can be heard, seen, smelled, touched or tasted, whereas the signified is the mental concept associated with it. C.S Peirce based his research off of Saussure.

Signifier – Stands in for something else.

Signified -Idea being evoked by signifier.

Postmodernism

Definitions:

  1. Pastiche – A work of art, drama, literature, music, or architecture that imitates the work of a previous artist. Usually based on true events / work.
  2. Parody – A work of art, drama, literature, music or architecture that imitates/copies another work with ridicule or irony. Usually making a mockery out of a piece of work.
  3. Bricolage – The construction of a piece of ‘art’ created when things available or around you.
  4. Intertextuality – Seeks and theorises links and connections between media texts and textualized social life. ‘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.’
  5. Referential
  6. Surface and style over substance and content
  7. Metanarrative
  8. Hyperreality – The inability to be able to know what is real or what is fake and the idea that reality is not actually real.
  9. Simulation (sometimes termed by Baudrillard as ‘Simulacrum’)  – The idea that reality is not real and is masked by something else such as a copy of reality.
  10. Consumerist Society
  11. Fragmentary Identities – The idea that people can switch between multiple personalities or act like a different person.
  12. Alienation – The state of being disconnected or detached from the world.
  13. Implosion – The realism / realisation of what will happen or could happen.
  14. Cultural Appropriation
  15. Reflexivity

Postmodernism – The sense that there is little meaning and truth in the world. It is different from traditional structures such as a meaning towards something where as society, is now moving towards uncertain structures, with little meaning and truth in the world.

Jean Baudrillard:

  • French sociologist, philosopher and cultural theorist.
  • Baudrillard claims that our current society has replaced all reality and meaning with symbols and signs, and that human experience is a simulation of reality.
  • “We live in a world where there is more and more information, and less and less meaning.” – Simulacra and Simulation Book 1981

In 1959, Richard Hoggart (Uses of Literacy) noted the shift in modern societies particularly the impact on our ‘neighborhood lives’, which was ‘an extremely local life, in which everything is remarkably near‘ (1959:46). As John Urry comments, this was ‘life centred upon groups of known streets’ where there was ‘relatively little separation of production and consumption‘ (2014:76).

Word / Characteristic Reference to film (Existenz / TLBIYLV / Memento) + CSPS (Metroid / Maybelline / Tomb Raider / Newsbeat / Ghost Town / Letters to the Free)
Pastiche– Existenz:
Parody– The Love Box in Your Living Room could be seen as a Parody. For example, in the documentary, British children were taken to the “blue Peter garden” to get terminated by Doctor Who Darleks this was specifically at 21:38. A further example which proves the documentary is a parody is through the distinction that the actor for John Wreath is not actually him, this was shown all throughout the video.
Bricolage
Intertextuality
Referential
Surface and style over substance and content
Metanarrative
Hyperreality– Existenz: The film makes it hard for the audience to distinguish which layer is outside of the game and which is inside the game.
– Tomb Raider:
– Metroid:
Simulation (sometimes termed by Baudrillard as ‘Simulacrum’)– Existenz: Within the film there are multiple times and layers when the characters are in a game or acting like they are in a game. This goes back to Baudrillard theory that we live in a copy of the real world through human experience.
– Games immerse their users to separate them from reality
– Tomb Raider:
– Metroid:
Consumerist Society
Fragmentary Identities– The Boss Life (Maybelline): The celebrities acting within the advert have fragmented identities and lives as they will act different in the real world compared to when they are promoting the mascara/makeup.
– Existenz:
– Memento:
Alienation– Memento: Lenny (the main character) is oblivious to the world and does not know if people are telling the truth and what the truth actually is.
Implosion
Cultural Appropriation
Reflexivity

COMPARISON BETWEEN ‘Newsbeat’ AND ‘WAR OF THE WORLDS’

THEMENEWSBEATWOTW
OWNERSHIPBBC, Public Service Broadcasting, Government,

BBC Board of Trustees, DG (Lord Reith), Multimedia, transnational, not a monopoly, concentration of ownership

– owned by the public, everyone is a shareholder.
CBS (Columbia Broadcasting System), Private Company, Multimedia conglomerate, transnational(Yes), monopoly(No),

U.S. COMPANY

example of concentration of ownership i.e. a few companies own everything – oligopoly / cartel (??),
vertical & horizontal integration (??)
HABERMASTransformation of the public sphere, media is constantly changing – BBC is adapting, BBC intention enshrined in their ethos, profit is not a priority – they put money back into programmes so Quality is important.

Fits notion of transforming the public. Therefore more paternalistic, give you what you need instead of what you want.
Private business, likely to prioritise making profit. Quality is not as important as long as a profit is made. This profit will not go back into programmes. Does not fit the notion of transforming the public. Less paternalistic, gives you what you want if it makes them money.
CHOMSKYSecond filter (advertising) The BBC does not run ads in the UKSecond filter (advertising) CBS runs ads which helps them accrue profit
REGULATIONOFCOM, BBC Charter governed by parliament, license fee regulates BBC, BBC Ethos – educate, inform and entertain (Reith)

BBC has a left wing, libertarian ideology (??)
Federal Communications Commission regulates private businesses i.e. not necessarily in public interest
AUDIENCE (ACTIVE/PASSIVE)Audiences are more active, they are not just given programmes that they want but are given what they need (Paternalism)Audiences are more passive, they are only shown the programmes that they want to allow in order for CBS to make a profit.
AUDIENCE (LAZARSFELD)The two-step flow of communication model hypothesizes that ideas flow from mass media to opinion leaders, and from them, to a wider population. It was first introduced by sociologist Paul Lazarsfeld in 1944 

This relates to the specific textual example of Prince William and Kate presenting a special newsbeat edition on mental health

The mass media flow ideas into the PSB BBC, flowing their ideas through various outlets as they are a multimedia convergence. They help promote their message through various opinion leaders such as Stormzy, Prince William and Kate presenting a special newsbeat edition on mental health
Can use opinion leaders to make message more relevant
SPECIFIC TEXTUAL EXAMLESPrince William and Kate presenting a special newsbeat edition on mental health
Kanye article.

^ This proves that the BBC care more about the viewers and want to supply a service that is educational, informal and entertaining
blurred codes of drama and news. Programme starts with title music, announcer introduction ‘Mercury Theatre Company presents . . . ‘ followed by Orson Welles prologue to War of the Worlds .. .

AUDIENCE (HALL)Reception Theory –
GERBNERThe Cultivation Theory suggests heavy television exposure will have a significant influence on our perception of the real world. The more we see a version of reality being depicted on the screen, the more we will believe it is an accurate reflection of society. Cultivation theory links as the newly heavy influence of new media productions, through the introduction of radio, shows an example of this theory as it could have affected the public in a large way as a lack of knowledge and an imbedded naiveness that may of allowed the public to be victim to this hysteria produced by War of the worlds.




NEW TECHNOLOGYNew Technologies mean that the BBC is faced with more competition.

Newsbeat is on social media, internet radio and apps.
Radio
CROSS MEDIA CONVERGENCE
CURRAN– “depended on a set of linked and radical expansions”
– “the BBC creating an image of its audience as ‘participants’ in the great affairs of the nation…”

– Since the BBC is a PSB it uses the money it makes to improve itself and further benefit the public with a massive majority of different opinions straying away from lack of creativity that large conglomerates supply in which only function as a motive to generate a profit, which differs from the BBC.
Private Company, Multimedia conglomerate. This means that CBS only operates as a function to generate a profit and please the shareholders, in which can lack creativity and care for the public. It will generate any kind of story in hopes to generate a profit, meaning they can lack integrity.
SEATONSeaton makes us aware of the power of the media in terms of big companies who own too much.

– Commercial broadcasters selling audiences to products NOT audiences to programs like the BBC. (ie no adverts on BBC).
Meaning that the BBC are not chasing big exaggerated stories and appeals to informed citizens who want knowledge.
Seaton talks about rise and inevitable need for competition with new technologies.
– Providing choice and more entertainment for wider audiences perhaps.

the allusion of Choice – “Choice, without positive direction is a myth, all too often the market will deliver more -but only more of the same”

CBS, as well as other businesses, create different media products as a sole motive to generate a profit. Meaning that when they produce programs, they will only generate products that they know will perform well, creating this idea on the illusion of choice, whereas in reality it is a well thought out process which involves repeated actions and choices in which have been largely successful in practice.