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Brief 2 Newspaper satement of intent

For this coursework i will be doing brief 2 and making a newspaper front cover being named channel island daily aiming at all ages interested in relevant story’s without a bais decision giving views from both sides i will be doing a story on gaming and if its good or bad

In terms of layout and design, I am going to follow the style model of our CSP – the i. This has a main image that takes up half the page alongside two ‘plugs’ or ‘ears’, that give insight to what stories are inside the paper, underneath a strapline for my paper. I will also include a masthead, barcode and other details like time, date, and price.

below my main image i will have the main body of text going into the story briefly talk about it with small story’s going down the left side with thumbnails as a design featured with a bold red masthead accompanied by the C.I.D logo i will create fake advertisement’s as well as logos and other small story’s to go on the front cover with main story

My front page will follow the classic look of a formal newspaper so will feature minimal graphology. I will use my knowledge of semiotics and audience theory and incorporate it into the design product in order to show I understand how different signs, codes and conventions are used to receive a specific response from the audience and grab attention. I intend to also use my knowledge of Chomsky’s, Livingston and Lunt’s, and Laswell’s theories and ideology

Brief one statement of intent

For the first brief I am going to create 3 campaign posters for my film called Hunted. This will be a short film about someone being hunted by an unknown thing and their escape. This will have a target audience of teenagers and adults due to the concept of fear being used as a main part within this short.

I will use Neale’s theory on Genre to guide me and grasp the concept of what genre means to an audience. I already know that Neale suggested each film had a genre such as horror or sci-fi and within those genres were similarities so the audience would know its a horror film or sci-fi film. His theory was based around repetition and differences in films. For example, horror films would be scary (repetition) but there would be different approaches to how the fear would be shared in films (differences). The genre theory is based around the audiences’ views and interests.

As one of the advertisement campaigns needs to be able to be on a bill board, I’m going to create a missing poster so the audience grasp the idea that people are vanishing due to this thing coincided with text over it that would write “Have you seen these boys?. This will give off an eerie affect to the audience and entice them to watch the program due to the minimal knowledge but the scratches ill put across the missing poster. In the corner it’ll have the Netflix logo to allow audiences to see whereabouts they can view this program.

The final 2 campaigns will be photos of characters with no context but the expression of the film being suggested through shadows and unable to see faces. It’ll have the name of the program and where to watch it. The mystery of it will entice the audience to watch it, especially those who like the concept of mystery.

Overall, the campaigns will be experimental of Neale’s genre theory to see if the mystery of the program will attract an audience.

I will use photoshop to help piece together my campaign.

For the film advertisement aspect of this brief i will interview a cast member about their journey within the film. This will be in the style of James Cordons Carpool Karaoke but instead of it being Karaoke it’ll be vising scenes used in the film and what that felt like for the actor themselves to be there filming. Questions like what the film is about will be asked to give the audience more of an understanding to this film and also behind the scenes for the actors perspective for film fanatics who want to gain a deeper understanding of what its like to be on set and working with directors. This will be edited using Adobe Premier Pro.

a level coursework

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Front Cover Statement of intent

For my NEA i will be creating the front cover for a newspaper called Jersey News Today, using the style model` from the newspaper ‘The i’ which will feature a story about how Tiktok is actually part-owned by a Chinese entity ByteDance, which is harvesting mass amounts of data from unsuspecting users while also mentally affecting users with its addicting infinity scroll mechanic- while linking to theory’s such as Andrew Lewis‘ theory on how “If you are not paying for the product , then you are the product”, as well as Stuart Hall’s theory on passive audiences- leading on to Habermaus‘ theory on the private and public sphere regarded how this data breach lead Tiktok to go from peoples private spheres to the public sphere.

Along with this I will be producing 3 flyers aimed towards college aged students (16-20) to raise awareness about why you should be careful how much time you spend on your phone as well as how much data you share online

My front cover will feature a large masthead reading “The Jersey Times”. Below this will be a photo of someone using the app with the title Tiktok mass mining data and brainwashing youths” below this will be the body article featuring the main story in around 250 words and will take up 1/3 of the page. Alongside this story will be 3 “plugs” referencing other stories inside the paper such as “Youths on mopeds causing havoc on Jersey roads” and “Jersey native bean crock faces extinction”

My newspaper will be aimed toward a primarily left-wing, libertarian audience by providing an unbias and unpolitical approach to reporting current events and news stories while still trying to make it interesting to engage the islanders who get bored of island life.

I will compose my articles on the blog and then add them into InDesign to arrange them, as well as use photoshop to alter images so that they are properly scaled and adjusted before adding them into Indesign.

Alongside this newspaper page I will be creating three flyers/posters to raise awareness of how modern social media apps are designed to hook the user, make them addicted and then harvest lots of their date to sell on for a profit. These flyers will include the hashtag #whatsurscreentime to encourage young people to post and open up about how much time they spend on their phones, leading to talks on how it could be a problem. I will be laying these flyers out in the style of the pages inside apples settings app as lots of young adults will be familiar will the layout thus engaging them further.


Task 1

Finished Task 1

Notes

  • Tiktok uses infinite scroll to get users hooked
  • Lots of research done by Tiktok to work out the ideal placement of buttons to ensure the user can keep scrolling effortlessly

Task 2

Plan for 3 flyers

  • Make gen z aware of how they are being taken advantage of by big conglomerates
  • Feature the hashtag #whatsurscreentime
1st Flyer Draft
2nd flyer Draft
3rd Flyer draft
Final Versions

Task 3

-Double Page Spread

First body of text

On the 18th of April 2022, EU regulations regarding enterprises use of the data gathered on their customers were updated as a result of continued misuse of by conglomerates, like Wonga, the payday loan company, which was hit by a huge data breach in 2017 that compromised the bank details of 250,000 customers. It is data breaches like this that bring to light these big companies lack of care for the privacy of millions of users data – which most of the time has being collected without user consent, solely for the company to sell to make a profit on.

As a result of this new legislation being implemented, many companies have been left scrambling to meet the month long deadline to get their databases in order with the new law- which includes citations such as . Not only does the new legislation contain new rules such as the amount of data companies are allowed to take on their users without validation/reason- but also includes strict new guidelines regarding the security in which said data is kept. This will be forcing thousands of companies with user bases exceeding 100,000 active users per annum to conform to the latest cyber security rules. In the cases of many of these companies, these strict new rules may come at great expense as consultations from cyber security have proven to be very expensive in the new era.

It was in March of this year when a small social media campaign started with the hashtag #whatsurscreentime, urging users to check their screen time to see which apps were suspiciously running in the background, as well as shedding light on the ways in which everyday apps harvest data from unknowing users to profit from their unethical sale and distribution. After this campaign became globalised, British MP’s were forced by excessive lobbying by the public to increase regulations regarding how companies handle users data.

This recent push for transparency among global leaders in social media led to exposure of one specific company – ByteDance. ByteDance Ltd. is a Chinese internet technology company headquartered in Beijing and incorporated in the Cayman Islands. Founded by Zhang Yiming, Liang Rubo and a team of others in 2012, ByteDance developed the video-sharing social networking services and apps TikTok and Chinese-specific counterpart Douyin. It was revealed that TikTok was ‘selling’ more than half of its database to the company- which included a lot more than is disclosed to the reader upon signing up to the platform.

Second Body of Text

This is not the first time social media giant Tiktok has been in the spotlight recently – in 2020 research into Tiktoks astronomical rates of global growth determined that a huge chunk of their recourses are allocated to finding and developing new ways to keep users swiping. This involves extensive research into the placement of buttons on the app in order to achieve the easiest user interface- a key factor in keeping the audience using for longer.

Alongside Tiktok’s addictive interface it was also found that the app has a team dedicated to researching into the algorithm used on the “For You” page of the app. This page is an endless scroll of videos that the app’s algorithm determines you will like. It has been dubbed as the most valuable digital real estate in the world. It is the core of what makes the app tik (pun intended). Every time the TikTok app is opened, notice that the user will land on the “For You” page and not its “Following” page. TikTok’s algorithm is designed to keep you coming back for more. With each video you watch, TikTok learns something about you. Within a few hours, it can detect your music tastes, sexual orientation, mental health, and sense of humour. So if you watch a video of a cute dog, TikTok will show you another pet video. This may seem harmless at first glance but it has recently proving a problem as studies have identified strong links between extensive mobile phone use and rising depression rates among teens. Upon extensive use of the platform users may find themselves getting roped into various tiktok trends and challenges, such as posting a montage of old pictures of themselves to show how they’ve changed – but this is where it becomes concerning.

Recently, TikTok made a change to its U.S. privacy policy, allowing the company to “automatically” collect new types of biometric data, including what it describes as “faceprints” and “voiceprints.” TikTok’s unclear intent, the permanence of the biometric data and potential future uses for it have caused concern among experts who say users’ security and privacy could be at risk. China is one of the most watched countries in the world, with 54 percent of the world’s cameras are located in China, which would equate to 540 million CCTV cameras as of 2021. This biometric data taken by Tiktok could be assumed many uses, the most prevailing being to build up a global database capable of recognising millions of people just by using Tiktok alone.

Tiktok doesn’t just take your biometric data- after a freedom of information request was put into Tiktok as a result of the new legislation it was found that Tiktok records your location even when you do not have the app open. However, it doesn’t stop there. Not only is Tiktok tracking your real-life activities, but they also track your online activities. Part of their impressive algorithm tracks what you do in other apps in order to narrow down the content shown to you in order to make it more personalized. This could mean tracking your search history, chats with friends, or frequently visited sites. Reports by white hat security experts (aka people who hack in order to test security boundaries and alert the public to threats) According to the outlet, their findings were verified by five independent experts. These studies contained info showing that Tikok collects more info than any other social network.

The “title” Tiktok has earned as the data harvesting kingpin has brought attention to the vulnerability of younger generations as many kids have been know to simply “not care” about the tabs being kept on them as it simply does not directly affect them

Third Body of Text

“Our integration with Tiktok is purely for the convenience of the user and TikTok’s data handling policing is not a result of our partnership/actions”

Why should I care about sharing my data?

Generation Z’s profound love for Tiktok has not only proven to be a wakeup call in regards to how excessive use social media can negatively affect your mental and physical health, but also shines light on how quick mega corporations are to exploit such a venerable generation for profit – while also creating problems such as self consciousness and unrealistic standards- but its not just large companies Alongside these personal problems that these new mediums of communication and entertainment create, there lies another problem of people simply just not caring about their privacy online- which can prove to be a problem later on for a few reasons. One being if someone gains enough information on you it can be used for exploitation. This is a particular problem on our island, because Jersey is one of the worlds most active financial hubs- making its residents extra venerable to being targeted by data harvesting and fraud. Being loose with your privacy makes you a massive target; and living in Jersey adds to those odds. According to Loop, the average person should at least be worried about the potential for identity theft.

Graph Caption

As data from this graph made by the BIOSMR (British Institute of Social Media Research) shows TikTok has had a sudden spike in users since 2017. This has a lot of likely causes, including the covid 19 induced lockdown that lasted around 2 years between 2020 to early 2022 which left a majority of the population stuck inside with not much to do apart from scroll endlessly to waste time online. It also shows Tiktok has exceeded 1 Billion active users, making it one of only 6 platforms to gain such a large audience.

Poster Caption

Ever since Facebooks infamous data breach of Facebook’s user info which left millions of users personal information up for viewing in 2014, an unknown group has started to raise awareness among social media users in an attempt to inform the public about how much information you really give out online as well as giving warning to the younger generations about how addictive social media is.

newspapewr coursework

newspaper masthead – C.I NEWS

Story – is a generation of gamers good or bad ?

it is estimated that 2.69 billion people played video games last year — a little bit under half of our population — play video games, also known as gaming. Contrary to popular belief, it isn’t just teens who play games. According to a recent survey, only 21% of gamers were under 18 years old. While gaming can be a fun distraction or hobby (and has even become a competitive sport ), there are benefits to gaming as well as health risks that come from too much gaming. What are these harms, and what can be done about them?

Before discussing the harms of gaming, it is only fair to mention the benefits. Aside from being entertaining and a fun pastime, gaming can provide a way for people to interact with each other — a virtual community — as they work together toward completing common tasks. Our society suffers from an epidemic of loneliness, and gaming can be a vehicle to connect with others, including otherwise difficult-to-connect-with people in your life, such as kids, grandkids, or (I’ve seen this be quite helpful) with autistic children, who can have challenges with traditional modes of communication.

Gaming injuries

Repetitive stress injuries, or overuse injuries, are injuries that come from activities that involve repeated use of muscles and tendons, to the point that pain and inflammation develop. If these injuries are allowed to progress, numbness and weakness can develop, and permanent injury can result. Overuse injuries of the hands and arms are rampant among gamers.

Gen Z

81% of Gen Z (the youngest generation) have played video games in the last 6 months this is the highest of any generation Gen Z more leisure time on video games than any other past time

potential other things to write about

Gaming addiction

Gaming has also been associated with psychological problems. It is still an open question whether video game addiction, or internet gaming disorder (IGD), is a unique syndrome. According to the American Psychological Association, IGD is defined as experiencing at least five of the following nine criteria over a 12-month period:

  1. gaming preoccupation
  2. withdrawal
  3. tolerance
  4. loss of interest in other activities
  5. downplaying use
  6. loss of relationship, educational, or career opportunities
  7. gaming to escape or relieve anxiety, guilt, or other negative mood states
  8. failure to control
  9. continued gaming despite psychosocial problems.
Double Page Spread Analysis | a2media

The most notable positive effects of gaming include:

  1. Improved cognitive abilities.
  2. Improved problem-solving skills and logic.
  3. Increased hand-to-eye coordination.
  4. Greater multi-tasking ability.
  5. Faster and more accurate decision-making.
  6. Enhanced prosocial behaviors.
  7. Better eyesight (attention to detail)

eSports, also known as e-Sports, egames, or electronic sports is organized competitive video gaming. It primarily involves teams competing against each other in tournaments for a cash prize. Functionally, it’s the same as traditional sports.

How big of an industry is eSports? In 2021, the global eSports industry was valued at more than 1 billion US Dollars. That’s a nearly 50% increase from the year before in 2020. The eSports industry across the globe is forecasted to grow to more than 1.64 billion dollars by 2024.

Fortnite one of the biggest games in the industry held a three-day spectacle culminated with 16-year-old Kyle “Bugha” Giersdorf winning the solo competition and $3 million in prize money Massively increasing his online following and ultimately changing his. life It was arguably one of the biggest esports competitions to date, and it capped off a massive $100 million investment in the competitive scene from Epic

The video game sector is booming – and it’s tipped to keep on growing. The expansion is expected to make the global gaming industry worth $321 billion by 2026, according to PwC’s Global Entertainment and Media Outlook 2022-26. Global gaming industry revenues are expected to exceed $320 billion by 2026. Image: PwC.

THE FUTURE

As technology advances, we will see games become a completely immersive experience. Imagine fully encompassing make-believe worlds that you control with your mind and body. Advances in technology and the rapid growth of the esports gaming community will help shape the future of gaming.

ideo games have steadily risen in popularity for years. And with people looking for new ways to socialize and stay entertained during the pandemic, the trend has only accelerated. Gaming is now a bigger industry than movies and sports combined.

Revenue for gaming grew 12 percent in 2020, up to $139.9 billion from $120.1 billion in 2019, according to a report by market research firm SuperData. And at one point last year, four out of every five people in the United States had played a video game within the previous six months.

“It used to be ‘what to watch’ and now it’s ‘whether to watch,’” venture capitalist Matthew Ball wrote. “And the answer is increasingly ‘no, I’m going to play a game.’”

So what’s next? Culturally, gaming will only continue to become more mainstream. But what tech innovations are shaping the future of video games, and how will they influence the gaming experience?

Noam Chomsky

1.Structures of ownership – end goal is profit critical journalism takes 2nd place to the needs and interests of the corporation

2.The role of advertising

3.Links with ‘The Establishment’ – the owners of the news will talk positively about there friends and things that better them

4.Diversionary tactics – ‘flack’

5.Uniting against a ‘common enemy’+

AGENDA SETTING

FRAMING

MYTH MAKING

CONDITIONS OF CONSUMPTION

Habermas and the Transformation of the Public Sphere

What is the public and private sphere?

The basic distinction between them is that the public sphere is the realm of politics where strangers come together to engage in the free exchange of ideas, and is open to everyone, whereas the private sphere is a smaller, typically enclosed realm (like a home) that is only open to those who have permission to enter it 

How does Jurgen Habermas define the public sphere?

Habermas defined the public sphere as a virtual or imaginary community which does not necessarily exist in any identifiable space. In its ideal form, the public sphere is “made up of private people gathered together as a public and articulating the needs of society with the state”