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Showing posts from January, 2019

Regulation of Radio

Radio is regulated by Ofcom, there is nothing controversial to talk about in LNWH. This means that the BBC have not go to be worried about breaking any regulations. It is broadcast after the watershed, however there is nothing that would offend children on it.  Radio is not regulated as you can listen to it any time of the day through the use of digital media. This makes the regulation of Radio largely ineffective. You also have to tick if you are 13 or over, so anyone can lie about their age to access material that is inappropriate. In the most conversional episode The Sun reported they used: 4 Fucks 2 Shits 2 Asses 2 Bastards Plurality: Where a media product needs to give a voice to a wide range of ideological perspectives.

How We Listen To Radio

How we listen to radio - Online Through BBC Sounds - Podcasting (You can skip to the bits you want to hear) - You no longer have to listen to it live - you can listen to it whenever - You can watch the presenter talking live. - Gives audiences direct address - Archiving the shows - Social media allows audience to interact with it - Radio Shows have interact apps that give a better user experience for the audience - Some cars have digital radio - You can download podcasts in advance - You can access radio absolutely anywhere e.g. on the bus - Digital technologies give the audience a visual aspect (Thumbnails) DIGITAL CONVERGENCE -Audio streaming -Digital Audio Broadcasting (DAB) -Podcasts -Cross-Platform

Criticisms of Late Night Women's Hour and The BBC

Criticisms of Late Night Women's Hour: - Very boring - Extremely middle class focus - The topic excludes the working class - All female panel - exclusionary to men - Not relatable for most people - Acting like IKEA is too common (pretentious) - 'Only 20 books' and 'winter mugs' like it's something everyone has - Exotiscm, the danish accent will attract an audience (cultural capital) - Stereotyping by using a danish woman to talk about cute Danish things - ignoring the issues in Scandinavia - Making out that being evicted is an adventure - assumptions about the lifestyle of the audience - Food is a luxury (using a celebrity chef to talk about her cookbook) This is not the dominant reading, this is the oppositional reading. The audience are supposed to agree and relate to the show. This shows that it has a privileged middle class audience. This show promotes middle class ideology to a working class audience. The BBC sold the Great British Bake o

The Radio Industry // Late Night Women's Hour

The Radio Industry Late Night Women's Hour is a spin off of Woman's Hour, it is broadcast once a month late at night and is presented by Lauren Laverne. Each episode focuses on a particular theme relevant to it's female audience. Target Audience - Middle Age Middle Class Women Regulation - There is nothing really to regulate in it Broadcast at Friday 11pm (graveyard shift) Started in 2015 on Radio 4 -hygge - Danish design - Middle Class speakers - Discussing Ikea - Traditional Roles of women in the house - Big words - Democratisation - Sophisticated Lexis - 'I knew my marriage was over when we bought an Ikea wardrobe' A magazine discussion - a round table discussion, nobody shouts over each other and it is very professional. - Very egalitarian and snobby - Interviews a Danish woman about hygge over and over again - They got very excited about a 'winter mug' - The mode of address is extremely middle class - Square scarf co

Death Stranding (unreleased)

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Death Stranding (unreleased) Death Stranding  is an upcoming action game developed by Kojima Productions and published by Sony Interactive Entertainment for PlayStation 4. It is the first game from director Hideo Kojima and his reformed development studio after their disbandment from Konami in 2015. The game was announced at E3 2016 and has no set release date. Norman Reedus, Mads Mikkelsen, Léa Seydoux, Lindsay Wagner, Troy Baker, Tommie Earl Jenkins and Emily O'Brien are set to star in the game, with motion capture, facial scannings and vocal performances. Film director Guillermo del Toroalso contributed his likeness to another character through facial and body scanning. The game's title is a reference to the cetacean stranding phenomenon. https://www.youtube.com/watch?v=8QyElGLGrn0 - Trailer 3 Intentionally bizarre iconography, and completely lacking in genre conventions. Many invitations for active audiences to create 'fan theories' and to decided what

Key Theory 19

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Roland Barthe - "The author is dead", this means that the author can write it how they like, however it is the audience who will interpret it however they like, not always how the author intended. Clay Shirky "The audience had ended", audiences are no longer passive as they interact with media text, this makes the audience dead. 19 - ‘End of audience’ theories - Clay Shirky  (newspaper, radio, video games, online media) • New media, as in the Internet and digital technologies, have had a significant effect on the relations between media and audiences • Just thinking of audience members as passive consumers of mass media content is no longer possible in the age of the Internet. Now, media consumers have become producers who ‘speak back to’ the media in various ways, creating and sharing content with one another. • This can be accomplished through comments sections, internet forums, and creating media products such as blogs or vlogs Audience - late middle

Manifestations of Fandom

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Manifestations of Fandom   One of the main benefits of fandom is that it leads to social interaction, this destroys the stereotype that video game players are anti-social.

The Silver Case: The 25th Ward

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The Silver Case: The 25th Ward The series is based on visual novels or text based games. This is completely atypical of the video game industry. It is a sequel to 'The Silver Case', and is an intertextual reference to the Pokemon games. There is a lack of any structure and gameplay - this is not even a real video game, there is no continuity and the dialogue between the characters is unrealistic. The inability to switch off the typewriter soundtrack assumes the audience really doesn't care, even though this was heavily critiqued in the first game. There is no set ending, and there are over 100 choices for the user to choose. It uses excessive strong language, and the content is very mature. Key Theory 18 - Fandom - Henry Jenkins Fandom refers to a particularly organised and motivated audience of a certain media producer franchise. Fans appropriate texts and read them in ways that are not fully intended by the media producers - 'Textual Poaching'.

Assassins Creed Lesson 3

Assassins Creed The message/Ideology of Assassins Creed: - Violence solves problems - Anti-Slavery - Women's Liberation/Gender Equality - Good vs Evil - Violence is acceptable  - In life there are good guys and bad guys (Binary opposition) - A celebration of French history and culture - Slavery needs to be challenged with violent means Oppositional readings: - Violence isn't okay to solve problems (Possibly a parent reading) - The gameplay is not enjoyable as it is confusing Negotiated Readings: - To find the game boring/confusing but to agree with the anti-slavery messages - They enjoy the gameplay but find the narrative boring Video games allow audiences interactivity, they give them multiple experiences and ways to play. Lore - Video games that have a deeper story that is not apparent Environmental Storytelling - Getting the story through the description of objects instead of using cut scenes.

Assassin's Creed

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Assassin's Creed Marketing Material   ASSASSINS CREED DEMOGRAPHIC: Name: David Age: 14-20 Gender: Male Nationality: White British Sexuality: Heterosexual Some items of merchandise will only appeal to a niche audience, the products have subtle branding to appeal to others that may just like the style. When you play too many video games your attitude towards things changes, for example if you play too much GTA you will become violent. You will also become antisocial and have an inability to act around people. - This is the Hypodermic Needle model. Video games cultivate an audience -they present violence as the one real way to solve your problems. Amplification is when the media pushes something out of all proportion.

The Video Game Industry

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The Video Game Industry Assassins Creed III - Liberation How does this trailer target a specialised and a generalised audience? "It is essential for industries to minimise risk and maximise profit" - David Hesmonhalgh The black female protagonists subverts the expectation that the target audience are white young males. She is the main avatar.The new HD version releases new missions of which is advertising towards pre-existing fans that have already played the original version of the game (Double Dipping). It is common industry practise to re-release games on other consoles in order to make the game more popular. The game tackles big ideological issues about race slavery and colonialism of that time period. It is not common for issues of post-colonialism to be dealt with in a Triple A game - this is because it is a touchy subject for the audience, therefore increasing word of mouth sales. This film trailer is reminiscent of the Quentin Tarintino film Django U

Video games

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This advert targets young, immature men through the use of crude masturbation jokes. It does not try to target any other audiences.  What is a videogame? In order to play a videogame you must have the correct console. Videogames tend to target a niche audience, which is less common within other forms of media such as film. Videogames are interactive and generally played by younger audiences. The hypodermic needle model is relevant here - if you play too many violent video games you will become violent. They have vastly more complicated narratives , every one can be different. They constantly have disequilibriums and endings. You may never get the restoration of equilibrium. The videogame industry is a specialised industry. The first videogame was released in 1962, called 'Space War' developed in America to be used in the military. Some of the first games were roleplaying games based on the popular board game called 'Dungeons and Dragons'. Space Invaders

Explore how codes and conventions create meaning in this film poster. [15]

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Question 2 is based on an unseen film poster for Let Me In, released in 2010. Study the film poster carefully before answering the question. 2. Explore how codes and conventions create meaning in this film poster. [15] This film poster suggests that the movie is a supernatural horror, the mise-en-scene of the blood running down the girl's lips has connotations of vampires and other supernatural beings, this is anchored by the review stated from 'Bloodydisgusting.com' that states 'The new standard for vampire movies'. The monotone colour scheme of the focal image creates a binary opposition between that and the red stars of the reviews of which could further symbolise blood, gore and death.  The serif font used for the title of the film has connotations of old text and Latin, of which the topic of supernatural beings was regularly written about, This could be a hermenutic code to suggest the movie is about something ungodly and beyond the power of human bei

Option 1: Woman and Adbusters 4. How significant are economic factors in the magazine industry? Refer to Woman and Adbusters in your answer. [30]

Option 1: Woman and Adbusters 4. How significant are economic factors in the magazine industry ? Refer to Woman and Adbusters in your answer. [30] Woman magazine was established in 1964 as an exclusively Womans lifestyle magazine. Adbusters magazine is an independent magazine that has a genre of which can only be descrived as 'culture jamming' and is dedicated to criticizing consumerism.  Women magazine was sold at a low price of 7p, of which is equivalent to around 80p in modern day, of which implies that it was marketed at a middle class audience who had the spare money to spend on a luxury such as a magazine. This means that it would've been difficult for a magazine like this to market the working class as the average salary in 1964 was £915,20, the working class would most likely not of had a spare 7p per week for magazine as it is not an essential. The advertisements inside Woman magazine would have brought down the cost of the magazine as the advertisers would