REVISION – THEORISTS

Barthes:

  • Semiotics, Signs (Index, Symbol, Icon)
  • Denotation VS Connotation
  • Mise-en-scene
  • Myths (Ideological effects)
  • Hermeneutic/ Proairetic codes

Strauss:

  • Binary oppositions
  • Encode/ Decode
  • Media constructs ideologies

Todorov:

  • Narrative theory
  • 3-part structure: Equilibrium, Disruption, New Equilibrium
  • Plot/Sub-plot
  • Flexi-narratives
  • Ideological meanings – Power of stories lie in deeper meanings

Propp:

  • Stock characters
  • 31 plot moments – Narratemes

Neale:

  • Genre
  • Repetition and difference
  • Sub-genres/ Genre hybridisation

Media Representation

Butler:

  • Gender as performance
  • Distinction: Sex/ Gender
  • Repeated acts

Gauntlett:

  • Identity: Constructed, Fluidity, Negotiated, Collective
  • Heteronormativity

REVISION – TERMINOLOGY

Media Language

Semiotics (Saussure)

Sign A representation of a physical object. “Signifier + Signified = Sign”
Signifier The sign that we ‘read’ and extract meaning from.
SignifiedThe meaning we extract from the signifier (sign).
Dominant SignifierThe most prominent ‘sign’.

Semiotics (Pierce)

IconHas a ‘close physical resemblance’ to what it signifies. Eg. A line drawing that looks like a TV
IndexHas some physical resemblance with what is signifies. Eg. Paw prints
CodeA system of signs, a group of symbols that represent something.
Symbol Has no resemblance between the signifier and the signified. Eg. Symbols that are used to identify gender.

Semiotics (Barthes)

SignificationThe representation of the meaning.
DenotationThe literal meaning of the sign.
ConnotationThe inferred or representational meaning of the sign.
MythHow words and images are systematically used to communicate cultural and political meanings.
ParadigmA set of signs that are similar and are connected but different.
SyntagmA sequence of signs that work together to create meaning.
AnchorageWords that accompany a sign and help to provide context and meaning associated with the sign.
IdeologyA body of ideas or set of beliefs that people have regarding different technologies.

Narratology

Narrative Codes
Narration
Diegesis
Quest narrative
Character types
Causality
Plot
Masterplot

Narratology (Todorov)

Narrative structure
Equilibrium
Disruption
New equilibrium

Narratology (Aristotle)

Anagnorisis
Pathos
Unity
Peripeteia
Catharsis

Genre (Neale)

Conventions and rules
Sub-genre
Hybridity
Genres of order and integration
Genre as cultural category

Structuralism (Strauss)

Binary oppositions
Mytheme
Cultural codes
Ideological reading
Deconstruction

Post-modernism

Pastiche
Bricolage
Intertextuality
Implosion

Post-modernism (Baudrillard)

Simulacra
Simulation
Hyperreality

Semiotics:
• Sign= something that can stand for something else
• Signifier= the thing item of code that we read
• Signified= concept that is portrayed them interpreted by the audience
• Dominant signifier= The main sign in a picture, audiences eye is drawn towards
• Icon= the thing that is being represented
• Index= shows evidence of what is being represented
• Code= the system of signs that create meanings
• Symbol= something that can stand for something else
• Anchorage= words that accompany an image
• Ideology
• Paradigm
• Syntagm.


Barthes’ ideas and theories on semiotics:
• Signification= representation or conveying of media
• Denotation= the literal or primary meaning of a word in contrast to feelings of emotions
• Connotation= feelings invoked rather than the literal meaning
• Myth= made up


3.4.1.2 Narratology
Narratology:
• Narrative Codes= messages within a story. framework for structural analysis
• Narration= the commentary of a story
• Diegesis= narrative/plot in a story
• Quest narrative= when the author describes tehir desires/experiences
• ‘Character types’= Propp- the villain, the donor, the helper, the princess, the dispatcher, the hero, and the false hero
• Causality= relationship between cause and effect
• Plot= what happens in the story/the journey
• Masterplot= a technique for creating a story that is recreated through plot and retold differently over time because of its cultural significance


Todorov’s ideas and theories on narratology:
• Narrative structure= how the narration in a story is created
• Equilibrium= start of a story- opposing forces are balanced
• Disruption= disturbance or problems which interrupt an event, activity, or process
• New equilibrium= forces are balanced again


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


3.4.1.4 Structuralism
Lévi-Strauss’ ideas and theories on structuralism:
• Binary oppositions= eg. good vs bad
• Mytheme
• Cultural codes
• Ideological reading
• Deconstruction.


3.4.1.5 Postmodernism
Postmodernism:
• Pastiche
• Bricolage
• Intertextuality
• Implosion.


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

BANDURA

Social Learning Theory

Modelling Effects

In the 1960’s, Bandura conducted a behaviour experiment to explore how when children witness a certain behaviour, they will replicate this.

In today’s society, this seems pretty obvious. So we can look at this idea in terms of how actions represented through the Media can have effect on their audiences.

Bandura called the behaviour we replicate from cinema or television; Symbolic Modelling. (PASSIVE AUDIENCES)


“Human behaviour is to a large extent, socially transmitted, either deliberately or inadvertently”

— Bandura (1973)

Video Violence

  • The media relies on violence to quickly engage audience attention
Attention factorsThe video game player can control avatars to carry out violent acts. This causes a direct correlation between a certain action having violent effects. This translates into the real world and individual behaviour.
Players are rewarded for violent actionsVideo game designers create a positive response to violent actions. For example, for so many kills in a game, the player would receive a certain score. This generates a negative action, positive response loop which feeds violent behaviour in the real world.
Violence is portrayed without moral justification or explanationViolent acts featured in video games are often unprovoked or lack justification (they are casual/normalized). Perhaps this could desensitise players to violence or the effects of violent acts in their lives.
Video games are immersive Video games are often played alone, without the input of others.
Video games are addictivePlaying video games for increased duration means that players are exposed to negative behaviours more often, this becomes addictive.
Realistic violenceGraphic designers have ways of making video games look even more realistic (or hyper-real). This means that the violent acts are similar to real life, meaning it is increasingly difficult to find the division between simulation and true being.

NEW MEDIA (EXAM PREP)

New Media Questions

  • Key ideas: Producers, changing social/cultural contexts, audiences

Teen Vogue

  • Owner = Conde Nast (‘a global media company that produces some of the world’s leading print, digital, video and social brands’) They “celebrate the extraordinary. Creativity and imagination are the lifeblood of all that we do. We are a media company for the future, with a remarkable past.”
  • First print edition = Spring 2002
  • Last print edition = 2017 when they ceased print publishing in favour for online articles through their website
  • They have shifted from stereotypical/ conventional content for young women to more societal/ideologically driven content which comments on issues regarding humanity and representation (see first and last print article and their move to online publishing)

The Voice

  • Owner = GV Media Group LTD
  • First print edition = 1982 launched at Notting Hill Carnival of that year
  • Audience statistics:
  • “The media bias” of the previous year’s civil unrest in Brixton was noticed by Val McCalla. So, at the 1982 Notting Hill Carnival, he launched The Voice because he “saw the need for a newspaper that would address the issues that mattered to British-born African-Caribbean people who were trying to stake their claim to the only country they had ever known.”
  • Linking to Paul Gilroy: It seems evident that ‘The Voice’ are ever trying to dispel negative stereotypes and views of diversity across the UK by giving a voice to Black people who share their experiences/stories/words for change. He too noticed the racial binaries that were present in the media saying that “Black communities are constructed as an ‘other’ to white culture and are associated with criminal activity and lawlessness”
  • Key ideas: Products, shaped by economic/political context

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

Teen Vogue

Teen Vogue is an American online publication, formerly in print, launched in January 2003 and targeted by teenagers.
Since 2016, Teen Vogue has grown substantially in traffic through its website; in January 2017, the magazine’s website had 7.9 million US visitors compared to 2.9 million the previous January.

  1. Andrew Tate and the “Manosphere” Show How Far Hating Women Can Get You
  • His videos have spread across YouTube and TikTok through fan reposting and he has 4.6 million Twitter followers. A survey conducted by an investment firm found to be the favourite influencer for under-18s last fall.
  • Tate was detained by Romanian police over allegations of human trafficking, alongside his brother and two Romanian women.
  • why boys her age were so into Tate. “Because not many people are speaking directly to boys/young men with any kind of message of positivity,”responded one account, representing this general line of argument.

2. 33 Best Tech Gifts for Teens

  • Best overall gift : Apple Airpods, $160
    Not everyone wants the big, bulky headphones. Apple’s air pods are smaller and sleeker than over-ear options — more comfortable for activities like exercise — but are just as noise cancelling. They have plenty of techy features, too. Each pair is equipped with dynamic head tracking for improved sound, force sensor controls, access to Siri, and up to 30 hours of listening time.
  • Best gift for gaming : Nintendo Switch Lite, $200
  • Best gadget for Creatives : 3Doodler Create + 3D printing Pen, $65

Facts:

  • Teen vogue is owned by Conde Nast, a US based company.
    Conde Nast own over 20 magazine titles.
  • Vogue was first published 1892.
  • Moved to online media ONLY as not enough demand for print magazines due to new media habits.
  • HesmondHalgh – companies use vertical integration to minimise risk and maximise profits, companies will create products they know are safe and will sell.
  • Teen vogue provides the familiarity of a fashion.

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.

  • The content of teen vogue reflects political contexts in its coverage of contemporary US politics.
  • Teen vogue has a global brand recognition, an aim for contemporary media industries.
  • Reflecting political contexts would also include the representation of femininity in teen vogue and whether it could also be read as conservative – focus on fashion, celebrity or beauty.
  • Teen vogue is part of a multi-media , global conglomerate, which means the change in its brand was purely for profit.

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.

Media Audiences:

  • Target audience of Black Britons aged 18-50
  • Personal identity – articles addressing issues that directly affect the target audience of Black Britons, anchored by key signifier of the images (black people)

Media Representations:

  • The key signifier of most of the images is a black person
  • The tagline ‘Britain’s Favourite Black Newspaper’ i.e. provides a specific country and race
  • Red, white, grey colour palette gives a modern style 

Media Industries:

  • Owned by GV Media Group Limited
  • The Voice was published in 1982 by Ad Sales Ltd, a local, independently-owned, media company.