Showing posts with label Luke Penny. Show all posts
Showing posts with label Luke Penny. Show all posts

Louis Theroux


  • American father and brother are or have been journalists/writers. Cousin of actor Justin Theroux, engaged to Jennifer Aniston. 
  • Magazine journalist and eventually a TV documentary series presenter, including documentary filmmaker Michael Moore's "TV Nation", "Louis Theroux's Weird Weekends" and "Louis Theroux Meets..."
  • Published book  "The Call of the Weird: Travels in American Subcultures" in 2005
  • Two-time BAFTA award-winner for Best Presenter (Factual, Features and News)
  • Produced a documentary focusing on Jimmy Saville a few years prior to Operation Yewtree
  • "I go in to tell stories, to reveal the truth and to try to understand. Not to set people straight. I don’t go into this with the agenda of saving the world.”
Quiz questions

Which university college did Louis attend?
Which famous politician was Louis' contemporary during his college years and trip to America?
Which American documentarian produced a television show in which Louis acted as correspondent?
For which reason did Louis marry his first wife?
Which celebrity did Louis interview prior to their death and discovery of sex-abuse crimes?
Under which broadcaster did Louis produce his Weird Weekends and Louis Theroux Meets... programmes?

The Big Issue - Distribution & Marketing

DISTRIBUTION

  • There is an open door policy in regards to vendors
  • Vendors buy the magazine for £1.25 sell for £2.50
  • They receive free magazines to begin with
  • Training & support offered to vendors
  • Vendors cannot be: non-homeless, under the influence of drugs or drink or potentially vulnerable on the street, among others.
MARKETING

  • At the forefront of the website is their appeal as the counter point to charity and their ideologies of helping others - banner, flip-through articles at the top
  • They won't use the internet to the same extent as LOOK or Empire because they aren't as reliant, and the magazine's content is kept in the magazine, not online. 

Look Magazine (Social Media)


Facebook page

User-generated content

Users are able to leave comments, share 'articles' and 'like' each post on the magazine's Facebook page. They can even post their own writings on the page's 'wall'.





LOOK Magazine's Twitter page is different than the Facebook page, this time favouring their own posts rather than a user-generated experience, featuring no retweets of other Twitter accounts at all. They tweet around every 10 minutes on average, using a colloquial mode of address and utilising 'click-bait' to draw their readers in to their website articles. This is done via enigma codes, rhetorical questions, references to celebrities without naming them and ellipsis, appealing to the need to satisfy curiosity. 


Regulation: The BBFC



The BBFC is an independent, non-governmental body which classifies cinema films since 1912 and home video since 1984.

What is the ethos and aims of the BBFC?

"Our aim is to ensure that children, and all filmgoers, are protected from harmful and illegal material, and that they can make informed decisions about their viewing choices."

How do they make decisions on films?


"Films for cinema release are normally rated by at least two Examiners using the BBFC’s published guidelines. In most cases the decision is ratified by a Senior Examiner, but if the Examiners are in any doubt or a film sits right on the border between two categories, or if important policy issues are involved, the work may be seen by other members of the BBFC up to, and including, the Director and Presidential team.
Occasionally we need specialist advice about the legal acceptability of film content or its potential for harm.
DVDs are normally seen by one Examiner, particularly when they are viewing the DVD version of a cinema film which has already been age rated. However, opinions from other Examiners may be required for more difficult works."

What are the issues that the BBFC take into consideration when classifying a film? 

"Examiners look at issues such as discrimination, drugs, horror, imitable behaviour, language, nudity, sex, sexual violence, theme and violence when making decisions. They also consider context, the tone and impact of a work (how it makes the audience feel) and even the release format (for example, as DVDs, Blu-rays and videos for download are watched in the home, there is a higher risk of under-age viewing)."

What happens once they have made their decision?

"Local Authorities remain legally responsible for what is shown in cinemas under the Licensing Act 2003 and can still overrule the decisions of the BBFC. This does not happen very often. Local Authorities add an important element of local democracy into the classification process."

The BBFC cannot cut or censor. They give the film a certificate along with advice as to what cuts would be necessary if a different certificate is wanted.  The final say is with local councils. 

What is the criteria for a 15 certificate film?

Any of the follow may appear: 
  •   strong violence
  •  frequent strong language (e.g. 'f***').
  •   portrayals of sexual activity
  •   strong verbal references to sex
  •   sexual nudity
  •   brief scenes of sexual violence or verbal references to sexual violence
  •   discriminatory language or behaviour
  •   drug taking

What is the criteria for an 18 certificate?

18 works are for adults and may contain strong issues such as:



  • very strong violence
  •   frequent strong language (e.g. 'f***') and / or very strong language (e.g. ‘c***’)
  •   strong portrayals of sexual activity
  •   scenes of sexual violence
  •   strong horror
  •   strong blood and gore
  •   real sex (in some circumstances)
  •   discriminatory language and behaviour

What is the impact of regulation on films and film-making? 

The classification body gives advice to filmmakers on how their films could possibly be edited to receive the desired classification. There is the suggestion that studios will purposely tailor their films to meet the guidelines of the classification boards and censors, making sure that they do not go too far in the contentious areas of each institution. 

Higher certificates mean that less people can see the film, affecting the box-office revenue. These higher certificates, especially an 18 certificate, carry many implications and may put off a mainstream audience. 

Why did Slumdog Millionaire get a 15 certificate? 


  • Strong language
  • Strong, explicit violence beyond that expected in a 12a certificate (such as the opening torture scene, an early scene of religious violence and various images of child slavery) 
How could changes have been made to make it a 12a?

  • Toned-down language
  • Less explicit, more implied violence 
  • Removal of image of man burning
Why weren't these changes made?

  • Changes character development of Jamal and Salim
  • Danny Boyle is known for making gritty and challenging films
  • The film's point may change if you remove anything
Why did This is England get an 18 certificate?

  • Violent final scene
  • Discriminatory language and behaviour
Why was this controversial?

  • Shane Meadows could not reach his target audience






This is England - Representations



Representation of masculinity


The foremost representation of masculinity in This is England is the character of Combo. The character eventually manipulates our young protagonist Shaun into the Skinhead culture. This induction into the lifestyle is demonstrated through the use of montage, as Shaun takes part in racist, aggressive activity along with Combo and his gang.





















This first shot represents masculinity as hand-in-hand with aggression. Shaun, Combo and his gang march in unison together towards camera, some of the characters strutting with their hands in their pockets, signifying their irreverence towards other people and aggressive attitude, as if expressing this 'devil may care' philosophy to the audience themselves. Their movement in a group also expresses that not only is appearing confident and cool a part of masculinity, but also appearing as a unit or group emphasising their shared ideologies and values. They appear dangerous, a huge impact made through their appearance as a gang, rather than as individuals. Walking towards camera makes an impact on the audience as well, as the positioning increases the group's hostility towards the audience and other people in the world of the film itself.





















However, this representation is almost one minute later subverted and challenged, as Combo lovingly pats young Shaun on the head and puts his arm around the boy's shoulder, making him laugh, as they smile and continue walking. This puts Combo in the position of surrogate father figure for Shaun, connecting with him on the basic level of touch and by making him laugh. This representation suggests that masculinity is not just aggression or dominance, but being loving, especially to the people you keep close. Combo sees himself in Shaun and he expresses his care, even if it is unorthodox and too adult for a boy of that age.






Black or White: Making Moral Choices in Video Games (Research)


by Laura Parker

link

"Morality is not a black-and-white concept. Reality is very seldom as simple as a choice between good and evil; the spectrum of moral behaviours is as complicated and consequential as our emotions."

"Instead of mirroring this complexity and including moral choices that lead to genuine in-game consequences, video games often do the opposite--they present a watered-down version of moral choice that ultimately results in players having to choose between good or evil: to harvest or not to harvest (BioShock), to be “paragon” or “renegade” (Mass Effect), to kill innocents or to save them (inFamous), to have a halo or devil horns (Fable II)."

"BioWare writer and designer Mike Laidlaw agrees that morality adds depth to games. He says that even when morality has no long-term impact in the game world, a game with a morality system is better than one without it."

“Even if it doesn’t have a long-term effect, it still forces players to think about those moments." (quote - Mike Laidlaw)

"Besides adding an extra layer to the gameplay, morality systems are supposed to allow players to better identify with their characters and to some extent, begin to better understand their choices and actions in the game."

"While moral conflicts appear interesting in dramatic situations, the simple fact is that day-to-day moral choices are usually very simple and intuitive in normal circumstances. The trouble is, video games don’t involve normal circumstances, which is partly what makes them so fun and what makes the idea of a moral system so intriguing. So perhaps one of the reasons why in-game morality tends to be so simple is that most people, including game developers and players, think about it in simple terms when presented with the abnormal circumstances of most games."

"...killing or saving the Little Sisters in BioShock is promoted as a very weighty and important player decision, when in reality it has little bearing on your character: both paths give you roughly the same amount of ADAM."

"I think developers should make games that mirror real-life moral choices, and games that mirror highly unlikely, super-heroic choices, and games that imagine entirely hypothetical, otherworldly choices. These games might be boring, but I think that games like The Sims and Diner Dash have pretty conclusively shown us that any activity can be fun with the right design.”
(quote - Peter Rauch, Comparative Media Studies graduate from the Massachusetts Institute of Technology (MIT))

“It is admittedly very difficult to imagine a genuinely fun video game that mirrored the sort of everyday moral choices that most people end up being preoccupied with, e.g. whether to tell off one’s boss, how much to spend on grandma’s birthday gift, or whether to be faithful to your spouse, as opposed to whether or not to nuke eastern Europe or to spray machine gun fire into a crowd of zombies.”
(quote - Jon Cogburn & Mark Slicox - Professors of Philosophy at Louisiana State University)

"Just like Portal helps us look at the laws of physics differently without actually teaching us anything about real-world physics, so too can in-game morality help us look at real-world values and behaviours in a new light."

“Choices without in-game consequences are meaningless. This was part of the debate around BioShock. What difference to the game does it make if you rescue the Little Sisters or not? Arguably, you get more goodies for rescuing them--so are you doing the ‘right’ thing for the ‘right’ reasons?”
(quote - Gene Koo, former fellow at the Berkman Centre for Internet and Society at Harvard University Law School)




More Thoughts on a More Complex Form of Moral Choice in Video Games (Research)


by Eric Swain


"...the very idea of making a moral choice in a video game has become decoupled from the actual concept of it."
"Video games require players to take a lot of actions during their play time, and it is difficult to code individual situations and responses for each individual encounter when action is required."
"Games are sets of systems and borderline cases or exceptions don’t work well in a place where systems rule the day."
"Poor is the hero that makes their decisions against a predetermined checklist and yet that is what happens when a system is put in charge of every situation."
"It’s not a question of right or wrong, but a question of priorities. The player is offered up two rights and asked to make a choice between them."
"The truth of the matter is that systems that attempt to simulate moral choice don’t fail because they apply rewards of money or powers to the options but because they don’t properly set up any context or complexity for individual situations. Without any background, choices have to be as broad and bland as possible so that the player can understand them."


This is England (Research)



Director: Shane Meadows
Written by: Shane Meadows
Production Companies: 
Warp Films
Big Arty Productions
EM Media
Film4
Optimum Releasing
Screen Yorkshire
UK Film Council
Distribution (Theatrical):
IFC Films/IFC First Take (USA)
Optimum Releasing (UK)
Distribution (DVD):
Red Envelope Entertainment (USA)
Cast: 
Thomas Turgoose
Stephen Graham
Joseph Gilgun
Vicky McClure
Budget: £1,472,500
Box-office: 
(International) $8,411,657
(Domestic) $327,919


  • The film was originally rated 18 by the British Board of Film Classification (BBFC), yet this decision was overturned by the councils of Camden and Westminster to a 15 rating, so that more teenagers could see it. 
  • Majority of Shane Meadows' films set in the Midlands area
  • His films often utilise 'kitchen-sink realism' 
  • Semi-autobiographical


Slumdog Millionaire Research



Slumdog Millionaire


Released: 2008
Budget: $15m
Production company: Celador Films, Film 4 Productions
Distributors: Pathé, Eros Entertainment, Fox Searchlight Pictures, Warner Bros. Pictures
Crew:  Director - Danny Boyle
            Co-Director - Lovleen Tanden (also wrote Hindi dialogue)
            Written by - Simon Beaufoy

Cast:  Dev Patel - Older Jamal
         Freida Pinto - Older Latika
         Anil Kapoor - Prem
         Irrfan Khan - Police Inspector


  • Director Danny Boyle originally didn't want to make the film, because he "didn't want to make a film of Who Wants to Be a Millionaire?
  • Filmed digitally on location, to suit the flow of the film and match its pace, create a vibrant atmosphere and capture India authentically








Screw Narrative Wrappers by Richard Dansky (Research)


Screw Narrative Wrappers - link

A blog post arguing against 'narrative wrapping', a development term which distances the narrative of a video game from its gameplay, like wrapping.

It was written by Richard Dansky, a former game designer and writer, and published originally on his Tumblr blog Dansky Macabre, June 2014.

Summary


  • Dansky opens by expressing his hate for the term 'narrative wrapping', which treats the narrative of a video game as disposable and unimportant compared to the gameplay
  • He believes that narrative and gameplay are a 'unified whole' and that we should have moved on from treating narrative as a separate entity
  • Narrative provides "context to the player actions and create a satisfying arc to their progression"
  • A game doesn't have to have a lot of narrative, but an appropriate amount, according to Dansky
  • He explains that there are two types of narratives in video games: 
  1. Explicit narrative - "the story of getting from point A to point B, and probably slaughtering a zillion hapless orcs/enemy soldiers/terrorists/space aliens/zombies/geometric shapes infused with dubstep along the way."
  2. Implicit narrative - "the choice of setting, items, character design - the assets of the game tell a story, if only by their very existence."
  • He says that narrative, therefore, is "baked in" and not just a wrapper
  • You can divorce narrative elements from gameplay ('put it in the cut-scene') however
  • But if narrative is treated as a wrapper, the point is missed and the game will be worse for it
  • 'Narrative wrapping' damages narrative, games and the understanding of how narrative works in games
Key Quotes

"And so when we talk about the “narrative wrapper” of a game, we’re implicitly stating that the narrative is not of the game itself. It’s something we’re supposed to wrap around the gameplay to make it transportable and attractive..."

"...narrative and gameplay are part of a unified whole that, when combined with a player’s choices, creates the play experience."

"There’s also implicit narrative built into every game though the choice of setting, items, character design - the assets of the game tell a story, if only by their very existence."

"As soon as you decide what a game asset is, you’re implying the narrative that allows it to exist and function."

"...narrative is baked in, blood and marrow, to games."

"...when most people think of game narrative, they think of the explicit narrative - the story of getting from point A to point B, and probably slaughtering a zillion hapless orcs/enemy soldiers/terrorists/space aliens/zombies/geometric shapes...along the way." 

"...they’re shaped like something, they’re shooting something, and those choices frame a story before word one of any dialog or plot gets written."

Meaningful Choice in Games: Practical Guide and Case Studies (Research)


Meaningful Choice in Games - link

A blog-post defining what makes the element of choice in video games meaningful and what the essential parts are to achieving this meaningfulness.

It was written by Brice Morrison for Gamasutra.com.

Summary


  • Morrison recalls a character named 'Boyd' from RPG video game Fire Emblem, whose death had a profound effect on him, even today. The character wasn't pre-programmed to die and the game didn't necessarily intend it, which made it a meaningful death. 
  • Morrison had grown attached to the character while playing and often felt regret for losing Boyd. 
  • This taught Morrison as a game designer himself what it is to create a "meaningful choice" in a game. 
  • He describes how such a meaningful choice is created:
  1.  Awareness - The player must be somewhat aware they are making a choice (perceive options)
  2. Gameplay Consequences – The choice must have consequences that are both gameplay and aesthetically oriented
  3. Reminders – The player must be reminded of the choice they made after they made it
  4. Permanence - The player cannot go back and undo their choice after exploring the consequences
  • This 'recipe' to create meaningful choice is important, according to Morrison, because all of them are components of meaningful choice in real-life
Component 1: Awareness
  • The player must be aware that there is a choice being made, otherwise this isn't a choice, but an inevitability the player could not control
  • If they are not aware of other options, they cannot agonise or deliberate one choice over another, negating the choice in the first place
  • For example, Telltale's The Walking Dead has life or death situations around every corner, often with the choice of saving one character over another. This is always a clear choice, as both characters able to be saved are in the player's POV. 
  • The player is given plenty of time to decide and the choice is obvious, so the player feels responsible
  • However, level of awareness can vary, such as a character's constant questioning when their motives aren't clear. The player is clear that there is a choice though because of the interface, always presented with two or more options to respond with. 
Component 2: Gameplay Consequences
  • Meaningful choices should always have aesthetic and gameplay consequences, rather than mere set dressing
  • The Walking Dead - gaining the trust of certain characters may effect how they defend you later in the game
  • Choices must have consequences, otherwise they are purely filler and feel tacked-on
Component 3: Reminders
  • Pride and regret are two key consequences of your choices. However, if you cannot remember your choices, then they cannot be felt by the player. 
  • By reminding the player and hinting at their past choices, the choices gain more emotional weight and may even affect the player's future decisions
  • They are 'imbued with meaning'
  • Without regret or pride, the player feels nothing when making looking back at their decisions
Component 4: Permanence
  • Real-life choices are so affecting because they have permanence
  • Choices in games often have no meaning because they can be reset, meaning the player has no problem destroying a building or attacking innocent bystanders
  • The use of the 'auto-save' function in The Walking Dead means that your decisions are locked in and permanent, they cannot be reset
  • This imbues them with meaning, again, with added emotional weight and importance


  • Morrison ends the blog-post with his thoughts on games as art
  • He believes that meaningful choice in games can be effective in changing the player themselves in real-life, evaluating themselves by taking on-board the lessons of the game itself
  • Morrison thinks this is what makes games special and different from other mediums
Key Quotes

"Choices that pull at players heart strings, that make them look deep inside themselves at their own character in real life, that they remember as deeply emotional experiences. These are the designs that turn a game into art."

"By making the choice meaningful, we help to make the game itself meaningful."

"The best meaningful choices have both aesthetic AND gameplay consequences. Changing the experience of the game, the behavior of the player, is typically more meaningful than just playing the same game with different set dressing."

"By sprinkling reminders through the game of what choices the player made previously, the choices take on more and more weight. As the player goes forward in time the same old choice affects more and more of their experience, imbuing it with meaning. If you made your choice and then went on without even remembering it, you would never later feel regret or pride. You’d just feel nothing."





Narrative in Video Games by Patrick Holleman (Research)

Narrative in Video Games - link

An essay examing the issue of studying video games through ludology and narratology, while also examing how video games are different from traditional games and mustn't be explained as being like another medium such as film or literature.

It was written by Patrick Holleman for thegamesdesignforum.com. 

Summary


  • Holleman opens suggesting video games should have their own form of criticism instead of through narratology and ludology
  • Narratology - the study of narrative
  • Ludology - the study of rules, theories and practices common in games like chess, backgammon or hearts
  • Video games are different from traditional games in these ways:
  1. AI (artificial intelligence) - programming which works in the background, independent and dynamic.
  2. The game 'world' - not created or operated by the player, compared with tabletop games where the players are responsible for everything, featuring AI designed by people other than the player.
  • Video games are different/similar from/to traditional narratives in these ways:
  1. Some narrative segments in video games are exactly like movies - the player watches without any interaction, e.g. cutscenes or cinematics, without doing anything except pausing and unpausing.
  2. Video game worlds can be accessed largely at the player's discretion, unlike movies which act similar to 'guided tours' scheduled for the viewer and cannot be deviated from.
Setting 
  1. The setting of the video game is the designer's "best narrative resource", e.g the Silent Hill games. It is the primary influence on both gameplay and narrative. 
  2. Other mediums (movies, books, music) lack the powerlessness and trapped feeling of games like Silent Hill, as they proceed one second of a time, whereas players can be quite literally trapped in a nightmarish situation without knowing how to get out of it. 
  3.  Setting, even when gameplay is standard, can be "captivating" for the player, sometimes even hiding things from the player in areas sometimes left undiscovered by players. This is different from books and films, which lack these 'secret areas'.
Character
  1. Customisable characters allow the player to "control their artistic experience". Although this is sometimes purely cosmetic and has no effect on the narrative. 
  2. Characters can have important narrative advantages; they are useful. Players have a practical, not just voyeuristic, relationship with these characters. 
  3. The death of characters in video games can more closely replicate the real-life experience of loss than any other medium. Not only a deep emotional effect is produced, but also a second; the player needed that character in a practical sense. Their loss is felt in gameplay, not just in the narrative. 
Challenge
  1. The drama and difficulty of a situation is best represented in video games, often after many restarts the player won't quickly forget the fearsome power of the enemy. 
  2. Any plot rewards after completing a difficult stage appear doubly sweet for the effort
  • Holleman offers his opinion on what can be done to improve video games and suggests ways narrative can be used most effectively within them
  1.  More freedom and less strict linearity - "the freedom of a game world is key to its persuasiveness". 
  2. Character usefulness over character customisation, until the technology is there to create more dynamic narratives rather than strict branching paths.
  3. A change in the application of AI characters:
- At least moderately useful
- Mortal
- Personality

    4. The rules of challenge

- Challenge must go up and down in sync with the narrative
- Difficulty spikes must feel organic or somewhat familiar, even if sudden, rather than cheap and unfair
- Use of checkpoints and auto-saves is increased or decreased with difficulty level, instead of punishing the player unfairly by respawning them back in the easy section again

  • Holleman's last point is that he thinks video games should be judged through 'video game studies' rather than old "Greco-Latin" terms like narratology and ludology, terms he thinks are unnecessary

Key Quotes

"Whether or not videogames can be art, they must nevertheless have their own form of criticism that assesses them for what they are, not what other thing they are like." 

"The study of traditional games—ludology—studies the common ideas in traditional game design, like the use of chance, how players take turns, and how the players drive the action of the game to win."

"...videogames don’t really owe as much to chance; in fact randomness in videogames can be perceived as thwarting skill and cancelling out fun."

"The player is a guest in that world, the central participant in its mechanics."

"A movie creates a fictional world that one can see and hear, but viewers are locked into a guided tour that the filmmakers have scheduled for the viewer, and viewers can never deviate from that tour."

"It is certainly possible to notice things in a book or a movie that other readers and viewers don’t notice, even if everyone is seeing the same thing. But it is not possible to venture into a secret area of a book or a movie, to have the pleasure of finding something which never even flashed before the eyes of other viewers, who are reading the same book or watching the same movie at the same time."

"Characters in a videogame have a more important narrative advantage than customization, one that mirrors reality: they are useful."

"The freedom of a game world is key to its persuasiveness..."

"Certainly, nothing in the ancient world predicted videogames; it is absurd, therefore, to use a Greco-Latin term like ludology or narratology for the study of them." 

Memento (Practice Research Project)


1)

The opening scene of Memento prepares the audience for the kind of challenging and perhaps even confusing narrative flow in which the rest of the film follows. The opening shot is over a minute in length, immediately introducing the polaroid photograph element and also the film's backwards structure, demonstrated literally in this scene by the use of slow-motion camerawork and a literal rewind of events, rather than events out of sequence yet still moving forwards individually, as in the rest of the film. This photograph and a hand are all we are given as far as story information in this first shot and are our first cues in understanding where we are in time and space in the narrative:


"We create the story in our minds on the basis of cues in the plot."   
                   (Thompson/Bordwell, Film Art: An Introduction, p77)


The first cue in the plot of Memento we are given is a photograph, the polaroid mentioned earlier featuring an unidentifiable blue figure off-centre on a floor and blood spatter upon a tiled wall above the figure. The image of this blood in such a vicious and even gritty or realistic sense immediately prompts questions from the audience, this image is an enigma code. The connotations of the blood in this context (a photograph) connotes a crime scene, and the very presence of blood is suggestive of the realistic and violent tone of the film going forward; or, more appropriately, backward. 

The audience also question who the hand holding the photograph belongs to and if they themselves have perpetrated the crime or are simply, like the audience, observing it. These questions are immediately significant, as there will be many times during the narrative in which the audience are placed in an unrecognisable place as far as time and space is concerned and must construct the story on the basis of cues in the first shot, e.g. a room, a bed, a car-seat. These cues tell the audience where they are, as they will often latch onto what they are given in order to find meaning, such as this polaroid. 

2)

Memento constantly alternates between our access to story information which Leonard knows and, as the film continues backwards in time, information which Leonard does not know. The first true sequence in the film, regardless of the first scene involving Teddy's murder by Leonard, features the same character in a cheery mood and very much alive. So, in this sense, the audience is above Leonard in the supposed 'hierarchy of knowledge' and again questioning why this character must die when he appears on good terms with Leonard. However, when the audience meets a new character they haven't met before, this character is also new to Leonard, aligning both in these moments. This shows that as the film progresses, our knowledge of future events inform our approach to Leonard and other characters' actions, determining whether these actions will act as a possible cause for a later effect. 

"...the agents of cause and effect are characters."
(Thompson/Bordwell, Film Art: An Introduction, p77)

The film alternates between a restricted and unrestricted narrative, although across many films there is always something we are not told. The audience always knows more than Leonard, having previously seen what he is going to do next e.g. kill Teddy and take a photograph. However, there are a few instances in which Leonard knows more than the audience, as we are sometimes dropped right into a scene with characters we have never met before. The characters in the film, therefore, will always know much more than Leonard, due to his condition. This means we can never truly know everything or understand each character's motivations in the narrative, demonstrated in the scene featuring the reveal of Natalie's true intentions. As in the quote, characters are the agents of cause and effect in Memento, often manipulating Leonard into furthering his self-inflicted 'romantic' detective story by opening up various avenues of investigation.

3)

Memento is certainly a film centred around a mystery, particularly in regards to how the characters and events in the narrative are associated with John G, as if there were some vast conspiracy surrounding Leonard's wife's supposed murder and rape. This turns out to be false, however, suggesting that Leonard is merely looking for things that aren't there, such as this vast conspiracy and actual reasoning behind such a heinous crime. Although, if we as the audience were looking for instant causal relations between events, we would not be watching a film firmly within the mystery sub-genre.

"...whenever any film creates a mystery, it suppresses certain story causes and presents only effects in the plot."
                                                                           (Thompson/Bordwell, Film Art: An Introduction, p79)

This quote has certain precedence in the scene in the film which features Leonard introducing how his notes work, and how they could potentially be used to manipulate him. The note on Leonard's leg reading "SHAVE HERE" is an instant reminder to the audience that these notes could be manipulated easily, because they have no context, assumedly so that they remain simple in their instruction to someone with his condition. The plot withholds why certain notes are written until later, some not at all, in order to arouse our curiosity and promote the audience's job in assembling plot threads to eventually form the story. This is a key component of Memento's mystery, and the often non-linear approach to telling this story contributes to the confusion felt by both the main character and the audience in investigating such a mystery.





      

The Great(est) Escape Why audiences REALLY play video games (Research)



The article is written by Steve Kennedy and appeared in a 2012 edition of Media Magazine.

The article examines the reasons why audiences play video games and how specific genres are used by these audiences to fulfil certain needs, while applying different audience theories to these genres.

The article seeks to answer the following questions:


  • Why are video games so massively popular?
  • What is it that video games offer their audience? 

Kennedy begins by describing Richard Dyer's utopian solution theory, which he uses to suggest that video games offer the player a "utopian or perfect ideal" which the audience can access through their own media consumption. This utopia is in contrast to the imperfections and difficulties they may find in their own lives. In an escapist text, Kennedy says, reward is quicker and easier to come by, while in real life "clear rewards are rare and much harder fought for".

An example of this escapist 'ideal', from The Legend of Zelda series:




He also uses the puzzle game Tetris to describe how video games which test our ability to "manage a chaotic situation, creating ordered rows with measurable reward", comparable to real-life situations where management of multiple responsibilities is key. It offers the utopian ideal of "order over chaos", according to Kennedy.

An example:




Kennedy says the first-person shooter genre is a form of "masculine self-actualisation", allowing the predominantly male audience to exert their dominance and actualise their masculinity on a virtual battlefield armed with military training and weaponry. They become the most masculine they can be. When take online, this becomes "real-world dominance" and acts as a communal activity deemed safer than playing outside for many parents. This is also possible in third-person shooters, where the player is positioned behind the protagonist.

An example of this masculine self-actualisation from third-person shooter Gears of War 3:




The sports or 'sports simulation' genre is appealing to audiences because it allows the player to be professionals in football, golf or even tennis, which in real-life may take over 10,000 hours to learn the skills needed. The "physical mastery" of the real thing, according to Kennedy, is replaced with a simple combination of buttons, removing the need for thousands of man-hours in training. Again, this is a quick and easy alternative to the real thing, with reward much simpler to achieve. Sports games boost self-esteem and allow the male-audience to "self-actualise their potential"; affirming their gender identity.  




Newspapers


Daily Mail



One possible audience for this front cover is the 4Cs' Mainstreamer, identified by the headline 'Britain Chokes On Toxic Smog'. This audience type lives in the world of the everyday and live by a daily routine which is fundamental to their lives and this 'toxic' smog is an abnormality in this routine, throwing off the sense that the Mainstreamer will repeat this fundamental routine unabated. It poses a threat to the Mainstreamer's way of life and affects the whole of Britain, making the Mainstreamer the perfect audience for this cover because of their status as the largest group of people within the 4Cs. The 1.7 million Daily Mail papers in circulation means that the Mainstreamer is also targeted by its status as a big-name and established brand. Their core need for security is met through the repeated use of the word 'Britain', establishing a sense of inclusion and community between the paper, the reader and the rest of the country in order to reinforce the Mail's ideologies of patriotism and their stance as 'representatives' of Britain; their views are self-confessed to be the consensus view. 

There is definitely room for the appeal of personal identification on this front page, in the aforementioned headline as the reader is forced to relate with the story on 'toxic smog' in Britain. This story affects them, the predominantly British audience, and may force them to consider the ideologies of the paper and reconsider their own. The use of the words 'toxic' and 'choke' affects the Mainstreamer's need for comfort and security, making them anxious and even scared for their own wellbeing. This all revolves around the reader's own placement of themselves within the story. If it affects them, then they will pay attention and be shocked; as is the intention of this headline. 

Values

The headline 'Britain Chokes On Toxic Smog' has a value of recency, using the present tense to present a news event that is ongoing and 'new' to the audience. It also has the value of closeness to home, using Britain as the location of this event and scaring the audience in its proximity to their everyday lives. There is an element of uniqueness to this headline as well, a story that even if this smog happened similarly in the past is unusual and different yet affective to the lives of the Mail's audience. The scale of such an event, covering the whole of Britain as suggested by the headlines, ties into the paper's value of size. 

Exclusivity is another of this cover's values, using an exclusive story on the potential for another royal engagement. This story also has a human interest angle, using a love story and the family at the heart of it to tie into the value of personality, allowing us to empathise with and relate to the couple. It positions Cressida as the sole character of this story, suggesting that she is the only one who must prove herself worthy because she is a new character in the ongoing narrative of the royal family and its affairs. 

The headline 'Airports Secretly Searching Luggage' adds to the paper's value of closeness to home and meaningfulness, suggesting that the luggage being searched could be your own and you are protective of your privacy, meaning that this headline is intended to shock and worry. 



  





Representations of Nation: Britain


Hovis television advertisement

The city streets of past Britain are the setting for major events in British history in this advert, associating the country with history, nostalgia and patriotism. The baker’s shop from far in the past is used to represent Britain as a traditional and natural place.
One low-angle shot is used in the WW2-era Blitz section of the advert, as the boy looks up from the devastation at a spitfire plane. This shot suggests that Britain is optimistic and hopeful in the face of destruction, looking up to heroism at the time of need for security. Alongside this, the use of the street party emphasises that the country is a community and will join together in celebration, as in the Second World War and Queen Elizabeth II’s coronation.
The advertisement’s target audience is the mainstream, because it reinforces the ideologies of the British people about their own country; this provides the mainstream audience security and safety in their values, alongside the Traditionalist audience type’s view of Britain as being steeped in history and relevance through the years. The slogan “As good today as it’s always been” reinforces this view that Britain is still as relevant and traditional as ever in its history.
The dominant ideology in society is that history has relevance and should inform the future of such a society, this advert may suggest that Britain is always moving forward and improving – while maintaining its status as a traditional and historic country. The constant changes may represent a changing prominence in priorities depending on generation, such as the importance of wealth and of heroism/bravery. This text also represents Britain as chameleonic, moving forward and adapting yet remaining untouched in its values – such as family, represented in the advert through the boy retrieving a loaf of bread for his mother.

RESEARCH POINT

  • Downton Abbey
  • Songs of Praise
  • Antiques Roadshow
  • Chitty Chitty Bang Bang
  • James Bond series


Stereotypes
·        
      Appearance – what they look like, wear, how they speak
·         
      Behaviour – the things they do and say

RESEARCH POINT

  • Mr. Bean
  • Miranda
  • Fawlty Towers
  • The Inbetweeners
  • Bridget Jones' Diary


‘Parklife’ – Blur

Parklife stereotypes Britain as an urban country, consisting of rows of terraced houses, industrial fences and zany characters. It also features some stereotypical British iconography, like zebra-crossings, red busses, red letterboxes and ice-cream vans – all part of growing up in Britain and recognisable to those who have.

The two travelling salesmen wear cheap suits and one carries an example window fitting around with him, suggesting that they’re looking for someone to fit windows for. This usually means that they are ‘dodgy’ salesmen, looking to make quick and easy money, associated with door-to-door salesmen. The overweight character wearing suspenders and sporting an odd moustache is poking fun at the British patriarch stereotype, particularly of the 1970s and 80s, meaning that the character is strict and set in his ways. The youngest characters, perhaps late teens or early 20 years olds, are stereotypes of the British lad culture – one sporting a tracksuit and peculiar haircut, while his friends dress particularly quirky and different with one wearing a pair of orange-tinted glasses. This suggests about Britain and the youth of the country that they are individual and different, with their own style. Another character, the stereotypical jogger, wears a bright blue tracksuit and is humiliated by the two salesmen. From his appearance, it’s suggested that the jogger has overdone it in terms of his exercise-wear, looking garish and weird. These stereotypes are used for comic effect and are exaggerated, so to make them look strange but recognisable; fitting the consensus about certain types of people.

The behaviour of the two salesmen makes them seem unreliable and, one of the two, even bumbling. The blonde-haired salesman makes a funny face through the window fitting and is asked to stop by the other salesman, before he fixes his tie. The fixing of the tie suggests that he wants to make a good impression and is solely confident in his suit putting across a product to a customer, rather than his cockney accent ruining his sense of authority and truthfulness. This is what gives them away as ‘Only Fools and Horses’-style salesmen. Later in the video the blonde-haired salesman starts to eat sandwiches from a box and one is taken by the other salesman, but he doesn’t appear bothered and looks as if he’s thinking about something entirely different. This adds to the view that this character is quite stupid and bumbling, taking his work very casually. The younger teenage characters move with real energy and spray graffiti, adding to the stereotype that British teenagers are troublemaking. The supposed leader of the group appears rambunctious and loud, jumping and bounding in the street towards camera. This stereotype suggests that Britain’s youth are loud and noisy and can’t be controlled by authority.


A younger audience would see Blur’s video for Parklife as something to laugh at because of its exaggerated and weird characters that they themselves may recognise if British, however in other countries the humour may be lost because of the differences in behaviour and comedy. An older British audience may not laugh because of their indifference to the working-class characters featured, out of touch with such characters that they have nothing in common with.

Mediation

  • Selection
  • Organisation/Construction
  • Focus

Selection

The selection for this advert would have been through the writing of the advert, its editing and what has been used from the footage shot and specific camera angles used. The Foreign & Commonwealth Office has chosen the familiar scenario of British people abroad to show how it cannot replace the insurance or safety of its own people, especially to those in trouble.

Construction/Organisation

The consistent use of the GB symbol is to address the view that being British can help when abroad, yet in this advert it’s shown to have no effect – alongside British passports – for Brits in jail (as shown in the advert). The arrogance of the characters in the advert is used to associate believing this idea with veiled nationalism and that the government will always bail you out, when it’s the opposite in this advert. The use of “Rule, Britannia!” at the very end of this advert reinforces the ideology that Britain is great and powerful, a quintessentially British piece of music.

Focus

The focus of this advert is on the increasing number of cases pertaining to British people, especially teenagers, being violent/aggressive or unsafe abroad. It’s interested in curbing this activity. The advert represents Britain as a place full of the people featured, hardly careful and violent or aggressive towards others, reinforcing this stereotype of ‘lad culture’ in foreign countries. 

RESEARCH POINT
      



1. 

Represented as rural, largely made up of countryside and dependent on farming.
·         
      Selection

A boy-band made out of young British farmers singing a pop song. The selection process would’ve been choosing the song and the process behind it, assembling the band and arranging the shots to show off Britain’s countryside. This represents Britain as a picturesque place, largely dependent on its rural countryside and farmers, but with a spin via a pop song performed by unusually-attractive farmers in a band. The juxtaposition creates humour and exaggerates the masculinity of the band to levels of parody.
·         
      Organisation

The advert follows the well-worn conventions of a pop band music video, with sweeping shots of the countryside and the band getting stuck into hard work on the farm stressing their masculine qualities of strength and perseverance. The whole video lampoons the overly-sexualised and campy nature of band videos like Boyzone and Westlife by adding in the farming element and making its audience believe that they are actually farmers, which they are in fact. The very British self-deprecating humour is present here, with the boys taking off their shirts in slow motion and stylishly feeding calves.
·        
      Focus


The clear focus of this advert is on selling Yeo Valley yoghurts, but also on attracting people towards the product because of such a catchy song and memorable advertisement.


2.

·         Selection

The selection process would have been the decision on which story is put on the front page, representing Britain and its interests at all times. The image of Gaddafi’s bloodied face represents Britain as triumphant in its war on terror, connoting pride and victory in the country. ‘He begged for life’ as one of the headings suggests that his death wasn’t pleasant and that is how it should have been according to the next heading ‘Rot in hell’, reinforcing the opinion that Gaddafi deserved death.
·         
      Organisation

The headline ‘That’s for Lockerbie’ has been used to suggest that the paper itself and the country’s views it is reinforcing are to blame for his death, as if the killing blow was struck by Britain as one entity. It also brings to mind the Lockerbie bombings in the heads of the readers, reinforcing the ideology that Gaddafi deserved death after such a horrific attack previously. This anchorage is supposed to represent Britain as victorious over those who’ve wronged the country, in a consensus about who should live and who should die.
·        
      Focus

The focus of the front cover is an interest in current world affairs and politics, but also in celebrity as with the small heading at the top of the page concerning Lewis Hamilton and Nicole Scherzinger’s relationship status. It represents Britain as a country concerned with foreign affairs and vengeful against those who have harmed their own.


3.

·        Selection

The selection process of this magazine cover would have been the decision behind the wording and images used on the front cover. OK! have chosen the 2012 London Olympics, filling the entirety of the cover with sub-stories about the games as part of a commemorative issue. The image of the stadium lit up and everyone standing side by side around the display reinforces OK’s ideology of Olympic and British pride.
·         
      Organisation

Using the words ‘The country unites’ in the headline promotes the dominant ideology of pride in Britain after the Olympic opening ceremony, suggesting that there is a consensus in opinion that the ceremony was a unanimous success and pleased everyone.

 Focus

This cover is much more focused on the media and celebrity aspect of the opening ceremony as opposed to the sports side of the games, being an entertainment magazine. It focuses on a recap of the events of the ceremony and gives detail into the atmosphere, instead of going into detail on each event.

 Archetypes
      
      1.    Working-class, ‘chav’, teenage archetype
      
      2.    Upper-class, well-educated, eloquent, wealthy archetype

Using the words ‘isn’t it’ at the end of each sentence and repeating them as an older version of ‘innit’ is typical of the ‘chav’ archetype dialect such as from Little Britain’s Vicki Pollard. The use of the word ‘blood’ and ‘geezers’ when referring to someone else are more of these words.

The RAF pilots’ accents are typical of wealthy, old-fashioned British aristocrats and their haircuts and one pilot’s moustache suggests they’re archetypes of upper-class Brits.   

RESEARCH POINT

British soap opera

      1.    Becky McDonald – ‘chav’ archetype – dresses casually in tracksuits and hoodies, has hair done up, wearing long ear-rings, youth dialect
      2.    Tracy Barlow – man-eater – a manipulative, often violent, scheming character always in trouble with men and fighting with other women
      3.    Phil Mitchell – hard man – headstrong, often criminals, violent, scheming and often promiscuous

Disney Film
      
      1.    Basil the Great Mouse Detective – detective/sleuth – intelligent, witty, often unaware of their own coldness, fondness for tea
      2.    Bert (Mary Poppins) – old-fashioned cockney – working-class, witty, charming, near poverty  
      3.    Mad Hatter – eccentric – obsessive, brilliant, mad, open to new experiences

TV sit-com
      
      1.    Homer Simpson – slob – unintelligent, fat, dim-witted, drunk
      2.    Steve Urkel – the nerd/dork – smart, nervous, geeky, wears glasses
      3.    George Feeney – mentor – offers advice to characters, often older man, wise

Anchorage & Ideology

Harry Brown

The ideology of ‘Broken Britain’ is represented in the Harry Brown trailer through one of the first shots of Brown looking through his window and curtains, barely lit, down at youths in hoods on the street. Brown looks down without emotion because he is mindful but powerless against the youths below who are younger and stronger than him, reflecting the views of many people his age in real life. The trailer promises Harry will take revenge for the death of his friend at their hands, offering the audience the chance to live vicariously through his actions – making Harry a character that embodies the views of the public in the film.  

The police don’t act fast enough and Harry’s friend dies, so he takes the law into his own hands as a vigilante-style character. This film represents the police as ineffective, often mirroring the real-life views of many people when faced with youth gang-culture. The police and authority adopt the ideology of ‘Broken Britain’ because they reflect these opinions in the film, even if not entirely true. The shot of the riot police fighting against the gangs reflects the supposed divide between those in authority and the criminals living on the streets.

Harry’s friend Leonard represents the people who have nothing to do with gangs or youth culture, yet enter the firing line as they are humiliated or even attacked, the average OAP who cowers to go outside out of fear for their lives.  Broken Britain is represented through the characters in the film, each representing one group or another.

RESEARCH POINT


1. 

The Sun

Story: 13-year old fathers child

Describe Picture: The young dad looks up at the camera, placed at a high angle, while holding his baby’s hand on a bed.

Anchorage: DAD AT 13

Meaning: It looks as if the boy is distressed and saddened by his new-found fatherhood. It suggests he’s afraid of what’s to come and is ill-prepared to deal with later problems at such a young age.

Ideology: The ideology is that having children at such a young age isn’t a good thing and is something to be ashamed of, leading towards a broken Britain. The number 13 is the largest on the page, promoting shock at the age of the boy.


2. 

Daily Mirror

Story: Depression rising in under-10 year olds

Describe picture: A young girl has her head in her lap and her arms crossed, sat down.

Anchorage: SCANDAL OF DEPRESSED UNDER 10s

Meaning: The article says that children are becoming stressed earlier in life due to bullying and fear of failure, suggesting that kids are a priority in broken Britain. It’s implied that this is far-reaching, as thousands are being treated.  

Ideology: The ideology is that children should be more closely looked after in Britain, as they will be affected most in the coming years due to ‘Broken Britain’. There should also be a change in policy as a result, it is implied.

The Big Question

Britain, in the trailer for the film ‘Harry Brown’, is represented as lawless and its policing inefficient to deal with the fallout from ‘broken Britain’ such as youth gang-culture. The trailer features one shot of Brown, an old-aged pensioner, looking out from his dimly-lit flat onto the street where a group of youths are kicking a man on the floor. He appears restrained by his window, powerless to what’s happening outside. As a character, Harry represents the ideologies of the oppressed in Britain who are ineffectual against rising gang crime and afraid to leave their own homes. From this shot, we can see Harry as someone just like this. Britain itself is also represented as industrial, urban and dark. The character Leonard is killed in a dark tunnel by a gang and much of the trailer is set in darkness, effectively creating the impression that there are many places to hide if you are a criminal and that there are people waiting out there to prey on the innocent like Leonard and Harry. A shot of riot police mid-riot also conjures up images of Britain as an anarchic place to live in, full of violence and injury – a clear divide between the out of touch police and youth in gangs. The Britain represented in Harry Brown is a horribly dark place to live and ignores the many picturesque images associated with the country in other media.

Another representation of Britain is presented in a Hovis advert, featuring the country in many different time periods. The young boy in the advert travels through hundreds of years of historic events to reach home with a loaf of bread, representing Britain as a country steeped in history and tradition yet a forward-thinking place as shown in the changes since the beginning of the advertisement. It also represents Britain as a place of community, banding together even in times where hope seems lost such as WW2 and in times of celebration such as during Queen Elizabeth II’s royal coronation.  The slogan “As good today as it’s always been” helps to reinforce the view that Britain is still relevant yet traditional, as associated with the product itself. Britain in this advert has seen many different events happen over its long history, suggesting that the country has variety not only in its history but also in the people who it has produced over that time.

The video game Uncharted 3: Drake’s Deception also features at least one representation of Britain in the beginning of its story. The two characters Nate and Sully visit a London pub in the hopes of selling an expensive artefact, encountering dozens of bald-headed thugs inside. The bald-headed thugs give the two characters sinister looks, suggesting that the general population of people in Britain and especially cockneys are violent and rough. This opening also suggests that the stereotypical British pub exists to house criminals and shady characters, solely to defeat or stunt the progress of the protagonist. Britain, in this video games, is dark and dangerous – especially towards Americans, which Nate and Sully are. It suggests that the British view Americans as lesser people and with disdain, reinforcing the ideology that Britain comes first over other countries in terms of its values and beliefs. The villain of the game is British herself and solely interested in money and power, suggesting that the encoders of the game hold the British up as a powerful and greedy nation.