Showing posts with label Ryan Kelley. Show all posts
Showing posts with label Ryan Kelley. Show all posts

Slumdog Millionaire: Marketing and Promotion

Slumdog Millionaire's marketing and promotion was handled by Warner Independent pictures who outbid Fox Searchlight, for the rights and Pathe distributed the film in Europe.. However, although Fox and Warner are two of the biggest studios in the world, it was their indie branched that were interested in the film. Slumdog Millionaire was considered an "indie" film for these reasons. Firstly, as films go, its budget was relatively small at only $15 Million (£9.5 Million). This immediately tells us that the film isn't the expensive, and glamorous blockbuster that most Hollywood films are. Secondly, the film itself isn't set in the western world we are used to seeing depicted in film. It is set in India, which already people might view as uninteresting since they may not identify with the characters or the situations they are in, this is because India is a very different place from America or the UK. Next, we have the language barrier, since this movie is set in India, it is bound to have the Indian language in the film. It is worth noting that director Danny Boyle actually lied about the ratio of Indian to English in the film, in order to procure a deal. This immediately would turn off fans of generic films as the language barrier would ruin the experience for them. Another key factor of this is the fact that the majority of the cast is Indian, they're are no western stars in the film, unless you count Dev Patel, who played the lead role of Jamal, he is British of Indian descent, but was not a big film star anywhere  Again for the majority of film goers, this would put them off seeing the film due to them not recognising anyone in the film, Anil Kapoor is the most recognised actor in the film, however is only famous in India, meaning that western audiences would not recognise him. As well as this Boyle's previous work were not box office hits either, granted he's had some cult classics under his belt such as Trainspotting, but no major box office hits. Before Slumdog, he was accustomed to making smaller releases, made for a UK audience, it could be argued that Boyle's lack of experience with bigger films was a factor in how the film was Marketed and promoted. Finally the company that funded the film was Film 4, a British film production company, The majority of Boyle's work has been funded by Film 4, since they are a smaller studio than the likes of Fox or Warner Bros. and thus are used to working with smaller directors such as Boyle.

Despite the success that Slumdog Millionaire achieved, it almost never saw a cinema release, due to the global recession of 2008, Warner Independent pictures was shut down, this could of had massive effects on the films success for these reasons. First, since the film would of been released on DVD, it would not of been viewed by as many critics or even regular audiences, due to this the film would not as received the attention and awards that it earned following the films cinematic release. Another factor in this is that what attention it did get would of regarded it as an Art House film, or even a foreign language film, as most of the marketing revolved around how mainstream the film is, which is arguably why the film received the attention it did. Thirdly the film would of never been viewed in the way that director Danny Boyle would of intended, it was made specifically for a cinematic release, meaning that a DVD version would of diminished the quality of the film potentially harming it's reception with audiences. As a result of the low sales, the box office return would of been much lower than it was. This could lead into uncertain futures for both the cast and crew, it could be argued that Dev Patel would of not got any other major film to act in. In addition to this this could of damaged Danny Boyle's chances of running the opening ceremony for the 2012 Olympics.

Eventually Fox Searchlight bought the rights to the film after they bought a 50% share of Warner Independent Pictures. meaning that the film could go on as intended. However it should be noted that the marketing of the film, most notably in the UK, gave a very different impression of the film than the film itself, it was portrayed as a conventional romantic drama film but was much more than that in both content and story. However other marketing campaigns tried to celebrate the "Indie" elements of the film.

Textual Analysis of MGS4 Opening scene

In the opening sequence to Metal Gear Solid 4: Guns Of The Patriots. We first hear middle eastern music before the camera give us a shot of the sky before tracking left to reveal a small middle eastern town in ruins. This is a generic convention of the stealth action genre of video games. The city, we assume has been ravaged by war. The theme of war is a key theme in this genre of video game and is often used as a key plot device.
As the camera tracks further and further left. We see a discarded gun on the floor directly in front of us, this again is another connotation of violence and war. However as we see a mid shot of the gun from a different angle, we see a pair of legs on the floor next to it. The legs obviously belong to someone who has died as we hear flies and see a crow pecking at them. It is important to note at this point that the camera is made to look like we're looking at the scene from the point of view of someone who is there, the dead body, guns and ruined town signify that the person's POV that we are looking through is a survivor of a battle that took place.

  The camera then focuses on a convoy or trucks moving into the town, we see the trucks approach closer through the dusty landscape. The landscape itself, looks barren and totally devoid of life adding to the tense and almost melancholy atmosphere created by the scene.
After this we are treated to another POV shot of the trucks passing by. However it no longer looks like our POV is the same as a survivor of a battle, it looks more like we're spying on the trucks, due to our POV being partially obstructed by a wall. We should note at this point that almost the entire sequence is shot through POV shots. After this we are then positioned inside of the truck, almost as if we're now one of the soldiers waiting to be delivered to war. All of the men in the truck have their faces covered. This visual code connotes that soldiers in a war are seen as a faceless mass, with no definable personality or look. It also connotes hostility due to the fact that no one is talking, and they all appear to be staring at the ground, as if they're nervous or in anticipation of something.

As this is going on, we then begin to hear the voiceover of a man who states "War. War has changed". This single line meets the audience expectation of the game being set in a hostile war environment. The voice itself, is stereotypical of the hardened veteran soldier typical of 80's action films, with a dark husky voice that sounds like its seen one too many cigars.

Meaningful Choice in Games: Practical Guide and Case Studies

Link: http://www.gamasutra.com/blogs/BriceMorrison/20131119/204733/Meaningful_Choice_in_Games_Practical_Guide__Case_Studies.php

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:
 Awareness - The player must be somewhat aware they are making a choice (perceive options)
Gameplay Consequences – The choice must have consequences that are both gameplay and aesthetically oriented
Reminders – The player must be reminded of the choice they made after they made it
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."

Film Structure: Narrative and Narration by Warren Buckland.

17. ‘A narrative does not consist of a random series of events, but a series of events related to one another in terms of cause and effect’ interesting because this can relate to a majority of game narratives, especially heavy rain.


18. ‘although the chronology of pulp fiction is an extreme example, its complexity evidently did not detract from the film’s huge popularity’ interesting because, even though narrative is everything in forms of the game having a purpose, it can be twisted and distorted so the film still has quality. This is similar to games as other elements other than  narrative (Gameplay) can contribute to a better game.

Aesthetic Theory and The Video Game by Graeme Kirkpatrick

DEFINITIONS:
Ludology - study of games and types of play
Narratology - study of narrative, narrative structure and how are perspective is affected.
Ergodicity - derived from the fusion of the greek words, 'ergon' meaning work and 'hodos' meaning path. "in ergodic literature, nontrivial effort is required to allow the reader to traverse the text."
Noematic - of or relating to the understanding.





QUOTES:
"The overall argument is that ludology correctly identifies what is essential to the video game as a cultural object, namely, its character as a form of structured play."

"...the discussion here acknowledges the importance of meaning-oriented video game analyses, which have forced ludology to reflect on the differences between traditional games and their modern, digital variant."

"Scholars who emphasize the story element in games jump the gun when they assert that attention to meaning and to the story telling dimension of video games is the correct way to address the deficit in ludology's approach."

"...the way they structure the temporality of gameplay - its rhythms - opens up the possibility of a formal aesthetic method of video game criticism that does not re-centre analysis on the meanings of play as projected by the game's ostensible narrative content."

Source 2: Black and White: Making moral choices in video games - why are moral choices in video games so black and white?

Site: www.gamespot.com

Date accessed: 9th June 2015
Written:November 17th 2009

"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"


"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)

"...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."

"...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)



The Art of Video Games: Narrative exhibition video

By: The Smithsonian Art Museum

Published: March 9th, 2012


"I think games offer a unique opportunity as a medium to create experiences that only exist between the player and the work itself" - Kellee Santiago - Video Game producer

"...to really invite the player to bring their own experience and therefore their own interpretation from the game" - Kellee Santiago on the minimalistic story of "Flower" (2009)


"Planting little seeds and seeing which ones grow" (because) "You have to have a lot of people thinking about the idea and working on the idea for it to really thrive". - Robin Hunicke - Video Game producer on what the game making process is about

"we hone in on core values, the core thing, the one piece of meaning that we really need to communicate over this work of art" - Robin Hunicke


"The simple games, give you a complete experience, without really causing you to be submerged in the environment" - RJ Mical - Video game pioneer

"It's like playing a movie, it's what we used to dream about 20 years ago, becoming a reality". - RJ Mical

"It's getting so close now, where you get actual emotional involvement with the characters and the way that the plot is developing really matters" - RJ Mical


"I guess what is really unique about games is the fact that they put you in the shoes of the main character and you make choices that will have consequences" - David Cage - Video game designer.

"To make the story attractive. The game should behave like a mirror to the player, there are some moral choices at some points, some things where you really wonder 'what should I do?' and the answer is not obvious" - David Cage

Practise research

Article: The Great(est) Escape: Why Audiences Really Play Video Games

Written by: Steve Kennedy

Date written: This article was first published in MediaMagazine 40, April 2012: the 'Play' issue


I chose this article as it offers an interesting insight into how and why people use video games to fulfil their need for escapism with reference to different genre's of video games, as well as applying media theory in the article.
This article was written by Steve Kennedy for the publication 'Media Magazine'. This article poses the following questions:


  • What it is that video games offer their audience 
  • What the people playing the games are "escaping from"
  • How different genres of games achieve the effect of escaping from the mundane. 

Main points of the article 

  • "escapist texts offer quick wins and rewards that fix the gaps in our social and emotional needs. In real life, clear rewards are rare and much harder fought for." When referring to Dyer's utopian solutions theory.                                                                                                        
  • "The key utopian solution that is offered in this game is the audiences' ability to maintain Order over Chaos. By contrast, individuals find themselves managing different priorities and responsibilities in their lives, their families, friends or their workload - with no easy answers." When using Tetris as an example to apply Dyer's theory.                                                 
  • "the upper two categories of self-actualisation (becoming the best we can be) and the resulting self-esteem and praise by others can only be met by individual action and achievement of socially recognised goals." When referring to the final two categories of Maslow's Hierarchy of needs.


  • "When the experience is taken online, players can take their virtual selves online and achieve real-world dominance over their friends in a virtual environment. One of the reason why computer games are popular with the parents of gamers is the safety of masculine expression it offers their children, compared to the dangers of old fashioned group play from days gone by - boys used to play 20-a-side football in the street back in the 1950s - it's nothing new. In this way, online play is offering communal activity in an increasingly fragmented society."                               
  • "These games offer an intensity of sporting experience that is in opposition to the monotony of unfocused practice that real life normally offers. As these sports are normally male-dominated in the real world, success within these games offer their predominantly male audiences an affirmation of their gender identity as they have self-actualised their potential, experiencing both visual spectacle (scoring a 30-yard volley against Barcelona), and also the self-esteem boost for success in creating it." - When referring to Sports simulation games

    • "These games offer their players an abundance of wealth as they progress and participation within the American underworld that can only otherwise be experienced remotely through Hollywood crime fiction. Masculine dominance and emotional detachment in committing crimes for the sake of personal gain is rewarded with notoriety within the story world." When referring to Grand Theft Auto as a Sandbox game.                             
    "As a physical, energetic experience, these games are used in a number of unique ways. Zumba Fitness can be used as a private motivational tool to participate in a physical activity - but without the public embarrassment of going to the gym. This is especially important for mainstream female audiences where being slim and toned reinforcing dominant ideas of feminine beauty and desirable behaviour." - When referring to motion controlled games.  

    I personally agree with these points as it shows us just how video games, even when divided into different genre's can offer unique experiences to only the individual playing the game at that time. This article also includes media theory when decoding the text and offers us a wide range of the different appeals and uses that video games possess.

    This video illustrates the above point perfectly with specific reference to narrative. It explains how important narrative is to the audience as well as showing different ways in which narrative is used in order to appeal to the audience. 




    An example of this in the video would be their explanation of Uncharted 2, published by Naughty Dog.
    it's referred to as being "What we dreamed about 20 years ago". It is then described as being "Almost like an action movie". This shows that the article's idea of the audience being involved in a story that much that they feel like they are a part of the narrative is correct, as it references the esteem and self-actualisation needs that the games fulfil.
    My overall opinion of this article is that is was very informative and not only gave me the information related to the topic I am studying but also refreshed my memory and different types of media theory which can be used in relation to video games.

    Audience Responses

    The texts I am looking at can be read in many different ways by different groups of people. The first text is the British sketch comedy, Little Britain. This text will be read differently by people in the US than people from Britain. This is because of our cultural experience. People in Britain are more familiar with the stereotypes presented in these texts as they are constantly regurgitated by the media. An example of this would be the "chav" stereotype, Vicky Pollard. This group of people are often attacked in the media and Pollard defines all of the things associated with stereotypes. Tracksuits, smoking and young mums are all things that the chav is associated with. However in the US, this stereotype does not exist, or at least is not nearly as ingrained in societies conscience. For this reason, people in the US would not find this character as appealing because they could not identify the stereotype and therefore gain entertainment from seeing it presented.

    Gender is also a big factor in the way we respond to texts. The example I will be using is Mens Fitness Magazine. Males would respond to this text by having their need for personal identity fulfilled, as a  male would most likely view the muscular and attractive men as models for how they should look and act. They could also respond to this text by having their need for information fulfilled, as the magazine will include information on HOW to look like the models featured.
    However, a female audience would have a different response to this. They may completely reject the preferred reading of this text, that this is what the ideal male should look like, as their situated culture may lead them to adopt this ideology in order to fulfil the esteem needs of her male counterpart. Alternatively, they could take the preferred reading that, that IS what the ideal should look like, however they wouldn't consume the text in order to fulfil the needs of the male. They might see the muscular clad men as "eye candy" and are therefore fulfilling their needs for entertainment, rather than any esteem or personal identity needs.

    The final text I will be looking at is the video game published by Rockstar North games, Manhunt. This text will have many people who will take the preferred reading of this game and many who would take the oppositional reading. Firstly, the audience who take the preferred reading, will probably have had a cultural experience of being raised in quite a liberal household. This is because of the games subject matter and gameplay being quite disturbing and violent. The preferred reading of the text would be that it is just a game and only used for entertainment, However some audiences could decode this text in a different way, viewing the game as advocating violence and being potentially damaging to younger audiences. This is because of again their cultural experience. They will have most likely been taught that they should not go near media texts with violent or disturbing elements to them as they can affect the mind and potentially cause some of the audience to replicate the actions in the texts.

    Representation of Age

    People of different ages are each represented differently in the media. Young people especially are represented as being lazy, anti-social and generally unpleasant. This is reflected in the TV show, The Young Ones, most specifically the character Vyvvian. He is represented as being all of the above in terms of negative teenage representation. This could be due to the opinions of the encoders of this text viewing Teenagers in this way. This is done through the use of symbolic, visual, technical and written codes. In the case of Vyvvian, he is shown to be wearing strange clothes and accessories when compared to everyone else. This visual signifier sets him out as being different from what is considered the norm and also enables the audience to be positioned to view him differently. This is done to ensure that the character fits the general ideology of society, viewing him as lazy, anti-social etc.

    The next text I will be analysing is the 2006 film Kidulthood, This represents the youth in a similar way to The Young Ones except it positions the youth as more vulnerable, unlike the comedic edge of Vyvvian. However the constructionist approach will still show us that they are constructed to fit in with the ideologies of today's society.That all teenagers are carrying knifes and commiting crimes. The use of symbolic and visual codes are key in this representation. All teenage characters in this film are dressed in hoodies, attire stereotypically associated with "yobs".

    The next text I am analysing gives a different representation of teenagers. This is the magazine teen vogue. Using mediation to analyse this textThe two main elements that have gone through the selection process here are the choices regarding the model in the main image and the subject matter of the coverlines. The model is a young, healthy looking girl with feminine looks and a clear complexion. The specific image selected shows her as happy and dressed in a way that does not make her seem independent rather than provocative or too conservative. The coverlines have been selected to emphasise various aspects of a teenager’s life whilst ignoring others. These selection promote a positive view of teenage girls as healthy, happy and independent.
    The construction of this cover falls within it’s framing of the main image as well as the choice of words used in the coverlines and the overall layout of the magazine. The image is shot as a medium close- up which draws attention to the model’s smiling face and through composing the shot using the rule of thirds, encourages the audience to make eye contact with the model – making her seem friendly and approachable. The wording of some of the coverlines has a familiar and friendly tone, using shortened versions of celebrity names (Orlando) implies that every teen girl would be interested in actors like Orlando Bloom. The layout of the magazine uses many different fonts and virtually fills the cover, which represents teenage girls as having busy lives, which don’t necessarily require a strict routine or rules.
    The clear focus of this magazine cover is an interest in fashion and clothes. Nearly all of the coverlines reference something that can be connected with advice on what to wear or how to look. This focus represents teenage girls as predominantly concerned with their appearance and how to look as stylish as possible.

    Appeals essay

    The first text I will be looking at is the 1998 British crime film, Lock, Stock and Two smoking barrels. This text appeals mainly to fans of the British crime genre, this is due to it fitting the conventions of a stereotypical British crime film. It features: The London criminal underground, drugs, stereotypical "geezers" and plenty of violence and obscenities, which are all staples of the genre. The film could also be argues to appeal to fans of dark comedy, since it is implemented quite a lot in the film. Jokes are often being made out of things which would usually be seen as disgusting or horrible. The text itself would appeal to the mainstreamer, it is a conventional British Crime film, the genre has been around for decades at this point, so it is a genre nearly everyone has encountered as some point in their lives. Star power is also used as an appeal to the audience. The film features actors such as Jason Statham and Vinnie Jones. These actors are well known, especially in Britain and are most known for their work within the British crime genre. The text also appeal to our need for escapism, as it transports the audience to a world that is similar to their own but somewhat surreal with the situations, characters and events that take place.

         The second text that I will be analysing is the music magazine Kerrang. This text would appeal to teens/young adults due to the variety of musicians and bands featured, both in style and age, it appeals to a wide range of ages. This text would also appeal to the explorer audience type. This is because the content of the magazine is very different than mainstream music magazines such as "Q", this features more "niche" bands and therefore the mainstreamer would not be interested due to it not being mainstream. The text also appeals to the need for social interaction. This is because, like most print based texts, people will often discuss the content inside, especially with Kerrang as people who read the magazine are likely to share similar opinions on the content and therefore are able to socially interact easier. The magazine also appeals to the need for information, this is because, again like most print based texts, they give us information. It's purpose as a magazine is to inform us on the subject that the magazine covers, in this case, music. So it appeals to audiences by promising to fulfil that need.

      The third text I will be analysing is the front page of british broadsheet newspaper website, The Guardian. This text will mainly appeal to the mainstreamer, since it is a very popular newspaper in Britain, since this is a newspaper we can also apply the status and income model to see what audience that this newspaper would appeal to. I believe it appeals to people in the AB category. This means people who are either upper middle class or lower middle class. The Guardian appeals to this audience type by reporting on stories that would interest that group such as: Politics, the economy, world affairs etc. This text can also appeal to our need for affiliation, this is because the newspaper is very good at making an opinion or view seem like common sense, because of this the newspaper will often create groups with the same opinion as them. The text also appeals to our need for information, because much like Kerrang magazine, it's main purpose is to provide information on the subject it covers, therefore people will view the website in order to have that need fulfilled. It also appeals to the need for social interaction, since the content of the paper is often discussed, either positively or negatively between people who view the website. Finally the website can evoke our need to aggress. This is because the website, unlike the paper version, gives the audience the ability to post their own comments regarding the stories presented. This may evoke an emotional response from the audience, since newspapers are notorious for running stories to get a reaction from the audience. For this reason the ability gives the audience the ability to present their anger and aggress.

    Media Studies Diary Week 4

    A media text that changed my life was an album by a Punk band called Anti-Flag.
    This album was called For Blood And Empire.        



    This album changed my life as it was the first band I properly listened to and became a fan of. As well as this it determined my music taste from an early age. It also made me think more about politics in the western world due to its anti establishment themes and left wing views.
    I first consumed this text when I was 9 or 10 years old. I had began exploring different types of music when my uncle introduced me to Dead Kennedys, and so I came across this. This text makes me feel in high spirits due to its upbeat tempo in its songs and catchy lyrics. This text continues to influence me today as it continues to challenge most opinions about the government and the supposed "help" they give us, it made me research into politics more and form my own opinion on politicians based on that research (although the music itself influenced my opinion too). I believe that this album influenced other people to become more politically active as well as bringing new life to the punk genre which had been growing smaller and smaller since the early 90's.

    Media Diary Week 3

    The text I am analysing this week is Monday Night RAW. Which is a weekly episodic television show made by World Wrestling Entertainment (WWE).

    Using the income and status model, I think that Monday Night RAW would mainly appeal to the C1 class and below.
    I think this because of the type of television show that RAW is, it is professional wrestling. Although it is technically a sport, many people consider it to be fake or scripted. For this reason, it wouldn't be considered a "high brow" type of programme that the upper classes would usually watch.

    Using the audience profiling model. I would say that the show would appeal to both male and female audiences, from the ages of around 7 to 35 and would appeal mainly to audiences in the western world.
    I think this because, as well as the performers being "eye candy" for the female audiences they are also seen as almost role models by most male audiences. The age group would be 7 to 35 because of the amount of time the TV show has been around, Monday Night Raw started in 1993, and the WWE have been producing content since the 1970's. Many older audience members, may watch it for the nostalgia effect and many younger audiences may watch the programme for the action, where as many younger audience members also seeing the performers as role models.
    I believe this text would appeal to audiences in the western world as the show itself is based in America, and mainly tours throughout the western world, the main language spoke by performers and other member of the show is English so for this reason mainly western audiences would consume it.

    Using Young and Rubicam's "4C's" model, I believe that the main audience types that would be interested in this text would be The Aspirer and The Struggler. I think this because The Aspirer would look up to the muscular men shown in the programme and aspire to be like them. However The Struggler would use this text as a means of escape from the normal world, the various stories happening in the same show could truly make The Struggler forget about their worries and thier life and for three hours on a Monday night, can lose themselves in this text.

    Using the Lifestyle Categories model. I would say that the audience most likely to consume this text would be Trendies. I think this mainly because of the social media following that the WWE has. There are many fan pages and twitter accounts dedicated to discussing this text. For this reason trendies watch the show in order to be a part of the social media following and thus fit in with their peer group.

    Media Diary Week 2

    Dead Island
    28/09/14
    I found this media text as it is a video game I own.
    It's Genre is horror.
    The purpose of this text is to engage the audience in an exiting first person horror survival epic.


    The institution producing this text is Deep Silver games. And its target audience would be teenagers and young adults. In other words the more "tech savvy" youth.

    My reaction to this text was that I thoroughly enjoyed it. This is because of the plot, which engaged me and really made me relate to the characters, as well as this the game play felt smooth, and realistic, it made you feel as if you were welding a weapon yourself. As well as it, it was visually stunning with sharp contrasts of colour and landscape, ranging from beach resorts, to jungle land to city slums. The "zombies" you fight in the game offered an interesting challenge, and again made it feel very realistic with even the weakest of foes posing a threat.
    Many people would consume this text as they may be fans of the horror genre. As well as this zombies have become a staple in the horror genre with many media texts containing them becoming famous or at the very least "cult classics", a prime example of this are films such as Night Of The Living Dead. The fact that this game is also a survival game too may encourage people to play it who are fans of TV shows such as LOST.


    There could be many different reactions to this text. Firstly it could have a positive effect on the audience that the text has been targeted to (the audiences that I mentioned above being a prime example) by appealing to their tastes, which in this case would be; survival horror, zombies and RPG type texts. However it could also have a very negative effect on certain people due to the graphic violence in the game. This could create a lot of controversy, other factors in this game that could effect controversy are; The use of alcohol, the killing of both humans and undead, strong language, sensitive subject matters (such as children, suicide ect.).
    Finally many people stand in the centre of this spectrum and not be bothered at all by it. By this I mean that they are not fans of the text itself but are not offended by the text. They could be in this spectrum for a number of reasons; They could be fans of a different genre of game, or they could just not be interested in consuming this piece of text.

    Audience classification


    Ryan Kelley

    The Mainstream    

     

     

    The people in this category would probably enjoy a film such as The Notebook. They would enjoy this as the film perpetuates social needs and belonging. The reason for this is that The Notebook as it entails a love story between a male and a female. As romantic relationships are a social need and give people a sense of belonging, this film would be appropriate.

     

    The Aspirer

     

    The Aspirers are a group of people who aim to be superficial and to be the ideal image portrayed by the media. For this reason they would be suited to TV shows like Project Runway. This show concentrates on modern fashion and features women who the media portray as “ideal”. This group would want to be like these women and for that reason would follow the show closely.

     

    The Succeeder

     

    This group are confident and have a strong goal orientation. For this reason they would probably want a media text that informs them of current affairs and of political issues. For this reason they would be well suited to a “highbrow” newspaper such as The Guardian. The reason for this is  that The Guardian is aimed at the more successful members of society, those which have high end jobs and a fair amount of money.

     

     

    The Explorer

     

    The explorer is a group in society that strives for the opposite than the mainstream. For this reason they would enjoy music that is not in the charts, for example a band such as Pantera. They are not mainstream and a different type of music that the mainstream usually would listen to. For this reason, they would be ideal for this media text.

     

     

     

    B) I believe that this is an ideal way of defining audiences as it correctly identifies the features used by different groups in society. However many people fall into more than one category making it more difficult to classify the audience.

     

     

    C) I think the average listener to Pantera would be a 25 year old man named Dave, he would be single with no kids and a more relaxed outlook on life than most people his age. He would be unemployed or with a part time menial job. He would enjoy drinking and partying among other things.

     

    D) I think  

     

     

    Armani advert analysis


    The image shows David and Vicotria Beckham, two well known celebrities, advertising Amrmani underwear.
    Both models are in their underwear, this creates a sexual and romantic tone, as well as advertising the product itself. As well as this, both models are very relaxed and laid back, making it seem more casual.
    The advertising uses the rule of thirds by cocentrating our vision on both the models as well as the brand name and the name of the models, enforcing their influence on the audiences perception of the brand.

    The image is grey scaled, adding to the romantic and sexual tone seen before. This is also made by the distorted shadows creating an emphasis on certain parts of the image. for examble Victoria Beckhams shadow is cast upon the undewear worn by David Beckham, the underwear is white, which contrasts with the shadow making the underwear stand out.

    The shadows again in this advert gives the feel of a noire type film, these films would usually contain romance, once again reinforcing the fact that this is targeted at young couples. Another way in which this is shown is the fact that above the brand name it states a web address, this usally means that it is aimed at the more "tech savvy" consumers, mainly tennagers and young to middle age adults.
    The shadows could also connotate a artistic type feel, making it look sophisticated and less "candid".

    The fact that the two models represent romance and sexuality make it so it is aimed again at the age group stated above as they are the most sexually active groups of society.
    Victoria Beckham is in the foreground of the image and David is in the back, this could connotate that this is more aimed at females than males, as they are stereotypically more interested in fashion.

    Media Diary week one.

    In this media diary I will be posting a review of Sons Of Anarchy, a TV series surrounding the activities of a motorcycle club called the Sons Of Anarchy and the exploits of the series protagonist
    Jackson "Jax" Teller.

    Without revealing too much, this TV series explores a wide range of issues, making it more than just an action packed, explosions and gun filled shooter. Which I mistakenly thought of it as when I started watching it. I was not prepared for the emotional thrill ride that followed.

    Cinematography is used to great effect in this show. The camera does its job well in conveying the emotions of characters with a variety of close up shots.
    Lighting too, is used brilliant and excellently emphasises the mood of certain situations and events.
    Sound is used to an expert standard, it makes situations seem more tense and scary when the sound drowns out or sudden loud noises occur.

    The themes explored in this series include -
    - Fatherhood
    -Gang Violence
    -Drug use
    - Orginised Crime
    -Abuse
    -The IRA
    and quite a lot more.


    Below is a trailer for the first season of Sons Of Anarchy



    https://www.youtube.com/watch?v=Gr9_lvMuYrE

    Photographic Composition

    This image is a cropped image of a cat, this image is effective as we can see clearly the cats features and the fact that the cats stare is very captivating due to how close we are to it.
    I chose this image because it's quite a detailed and clear picture of the animal.

     
    This image uses the foreground and background technique.
    In the foreground we can see the bottle and the wooden planks.
    The deep blue sea in the background would be a point of interest as well as the bottle and plank, meaning our eyes drift between the two.
    I chose this image because I find it visually appealing.
     
    Light and shade are used in this photograph effectively as the shadows of the stone pillars make them stand out, the light too offers an interesting contrast making the image pleasant to view.
     
    Lines and shapes are used here by making the viewer of the image follow the curvature of the ferris wheel.
     
    This image uses the rule of thirds technique, because of this we concentrate on the building at the side of the image due to it being inside the grids used in this technique.
     
    This image uses the skewed image technique, this makes the audience feel distorted due to the angle of the image.




    Test Post

    this is a test