Tuesday 28 March 2017

Murdoch is no longer the big man of this multimedia age #56

Murdoch is no longer the big man of this multimedia age


Rupert Murdoch, with Jerry Hal

This article talks about  Ofcom having other considerations on its plate, once – after submissions this week – Karen Bradley confirms her ministerial inclination to call in the regulators to consider the bid to buy the whole of something already effectively (39.1%) controlled. It’s five yearssince Ofcom recommended five-yearly reviews of the criteria by which it judges media plurality – and plurality (aka diversity) is really at the heart of its task now. The hard bit isn’t having an opinion on Murdoch Inc. The hard bit is working logically through an uncertain rulebook.

-The Guardian and Telegraph combined produce 44 million readers. The Daily Star boasts more than the Times
In 2011, with the phone-hacking crisis at its height, the Sun sold 2,815,991 copies a day.

-Today you can make that 1,666,715

-If you add the latest National Readership Survey figures (print plus digital) for the Sun and the Times together, they reach 31.9 million UK readers a month.

I believe it's a good thing that one man isn't so dominant in the media industry as many would see it as undemocratic. With this there is more competition and less sense of bias among newspapers and other news related industries which is essential for democracy.

Facebook and Twitter should do more to combat fake news, says GCHQ #55

Facebook and Twitter should do more to combat fake news, says GCHQ


Fake news is increasingly visible on social media sites such as Facebook.

Social networks such as Twitter and Facebook should be doing more to combat the emerging threat of fake news, a director of the government’s new National Cyber Security Centre has said. Paul Chichester, the director for operations at the GCHQ-controlled body, said the companies must recognise their “social responsibility” and help tackle misinformation spread by state-backed groups.
I believe that this is something long over-due and fake news is a problem that should have been dealt with a while ago and should not have been left to be this much of a concern. Also, noticing that the Government are growing concerned over the matter it adds a certain urgency to it and importance. However many articles talk about eradicating fake news so far it still seems to be a consistent problem with no realistic goals in-sight. 

NDM independent case study: Media magazine/factsheet research

NDM independent case study: Media Magazine/Factsheet research

MM40: Dangerous games...why people play games

-Direct Effect Theory

When looking at some of the responses to controversial media texts it’s possible to see the general acceptance of an idea that is based on a largely discredited audience theory – the hypodermic syringe theory. This theory claims that the media ‘injects’ its passive audience members with ideas, values and attitudes that can directly influence behaviour. This simple cause and effect perspective of media influence fails to address the complexities that make up the collective audience and indeed its individual members. To assume that people are susceptible to the extent that they can be directly influence in this way does not give people any credit for personal moral and behavioural decision-making.

- Gaming

The violence of computer/console games has led to bans, restriction of sales through classification, censorship and hundreds (indeed, probably thousands) of panicked articles on the negative influence games have on their audience. Amongst other things, games are accused of reducing attention spans, desensitising young people to violent imagery, stunting social development and creating ‘anti-
social’ desires.

 A shooting in Holland in April 2011 was linked to Call of Duty: Modern Warfare 2 and a French man retaliated against an in-game stabbing by actually stabbing his gaming opponent.

-Ferguson’s study

 in the area states that media texts have a weaker level of influence than the other factors cited whereas Kooijmanns gives more credence to the direct influence of gaming on behaviour.

Some see gaming quite differently; and there is an argument that violent games can relieve stress and dilute violent impulses as the player acts them out in a safe, non-destructive environment.

Conventional media theory such as Blumler &

Katz’s uses and gratifications theory provide rather broad ideas about how fictional texts offer escapism for their audiences, transporting them to a different emotional place and diverting them from the mundanity of their real lives.

Richard

Dyer’s utopian solution theory.

This has a relatively simple premise: entertainment texts offer audiences a utopian or perfect ideal that they can access through media consumption. This ‘utopia’ is in contrast to the imperfections and difficulties audiences face in their own social lives.

 The Hays Code

 Was in place in Hollywood between the 1930s and 1960s and, even though it was a voluntary code, it managed to restrict filmmaking in ensuring that specific representations were avoided and certain moral values upheld. The representation of ‘ministers of religion’ could not be comic or villainous and ‘excessive and lustful’ kissing could not be shown. In Britain we still have the British Board of Film Classification (BBFC) which classifies films and often suggests cuts to keep films within certain certification classifications.

-Maslow’s Hierarchy

A second theory that offers insight into the needs of video game audiences is the consideration of the human needs of the audience as outlined by Abraham Maslow’s hierarchy of human needs.

However, 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. As we explore each genre of games in turn, we will see how computer games offer audiences ways to  access these needs easily through play.

FPS-first person shooter


According to Dyer, the predominantly male audience is offered an energetic escape from the sedentary lifestyles that most males are involved in their place of education or work. Likewise this allows male audiences a means of asserting dominance upon a virtual battlefield with their tactical movement and skill in handling virtual weaponry. The rewarding of this dominant and physically capable behaviour is a means of the audience becoming the most masculine male they can be. This is a form of masculine self-actualisation.

This is for titles such as Call of Duty which is produced by Activision, other titles include the Battlefield series and Halo.

The uproar surrounding Call Of Duty: Modern Warfare 2, and the Newsnight edition where journalist Paul Morley levelled the charge of bloodthirst without consequence at the game and its players.

NDM independent case study: Media Factsheet research

Media factsheet 56

Hypodermic syringe theory (sometimes called the magic bullet theory
or the hypodermic needle model) claims that access to media texts
can directly influence the actions or attitudes of the audience. The
idea is that by seeing violent images the audience will be encouraged
to act violently. This theory has been largely rejected in media studies
for its overly simple ‘cause and effect’ model of media influence. It
does not take into account the fact that different audience members
may react differently to media images and it implies that audiences
are rather simplistic and not able to make choices for themselves.

This is suggesting that audiences are passive and blindly follow what they see in the video games such as the 'violent' games produced by activision.

Several high profile violent events have been linked to gaming
including the Columbine High School Massacre, The Interstate 40
Shootings and The Virginia Tech murders. In each of these cases
much publicity was given to the perpetrators being known to have
played on Doom, Grand Theft Auto III and Counter-Strike

respectively.

Tabloid newspapers
and some politicians have made these simple connections when
calling for the banning of titles such as Grand Theft Auto, Hitman.
Carmageddon and, more recently, Saw and Call of Duty: Modern
Warfare 2. Reports that the US military use computer games to train
and desensitise soldiers in preparation for battle has added to the
concerns held about the impact of the violent nature of some games.

These games are often scapegoated for atrocities such as these which only fuels the fire for people already having a negative view on video games. Despite there being deeper underlying mental health and other issues with the people responsible for the attacks the media points the finger towards video games like call of duty.

Media factsheet 68

The massive and rapid changes in technology that have occurred
in the last decade have given rise to what Marwick (2008) calls
‘technopanics’. Technopanics are moral panics that are a response
to fears around new media technologies and they tend to make
young people’s use of the media seem abnormal or unhealthy. For
example, teenage boys’ proclivity for violent console games is seen
as a cause for concern due to the supposed effect upon the user.

The console game Call of Duty: Modern Warfare 2 caused a minor technopanic in its own right for featuring, amongst the violence, a scene in an airport where the player is an undercover CIA agent who accompanies a terrorist as he shoots civllians at an airport terminal.
Video game publisher Activision Blizzard's shares leaped Friday after unexpectedly strong fourth quarter results and a share buyback announcement.
The Santa Monica, California-based company reported adjusted earnings of 92 cents a share for the fourth quarter, 19 cents above estimates, while revenue of $2.45 billion also topped expectations. The company said it had 447 million monthly active users in the quarter, including a record number of monthly active users in the Blizzard division.
The firm also announced a two-year buyback program of $1 billion in outstanding common stock, beginning Feb. 13, 2017.

Shares gained more than 18 percent in Friday trade. With Friday's gains, the stock has surged 30 percent so far this year.
In 2010, Call of Duty: Black Ops became the top-selling game of all time, a title which has since been claimed by Grand Theft Auto V, which took just three days to generate $1bn (£620m) in revenue after being released on 17 September 2013.
Call of Duty: Modern Warfare 3 made nearly £500m in sales globally during the first five days of its release in 2011.
All Call of Duty games are about killing people, but usually the people you kill are armed soldiers who are also trying to kill you. Not so in the “No Russian” mission in Call of Duty: Modern Warfare 2. In this mission, you play an undercover agent embedded in a terrorist group whose mission is to open fire on innocent civilians at an airport.

The pace of the mission is slow and methodical as you and three terrorists walk through the terminal, using automatic weapons to mow down crowds of unarmed travelers. You don’t have to participate in the killing, but there’s nothing stopping you, either.
You don’t normally assassinate actual people in video games, but the opening mission in Black Ops has you attempt to do just that. You start in a bar in Santa Maria, Cuba in 1961, where you gear up to find and kill Fidel Castro.
Squads of police units stand between you and your target, but you take them out as you make your way to Castro’s plantation and into his bedroom. Castro takes a woman hostage, but a well-aimed bullet finds its way to his forehead, and your mission is accomplished. Unfortunately for you, it turns out the man you killed was a body double. As you can probably imagine, the people of Cuba weren’t thrilled to see this mission in the game
Other killers have been hooked on violent video games too and have a warped sense of what's real and what's not, thinking that real life is just like a video game.

‘Numerous studies have linked violent behavior to consumption of violence in video games’.

Recently, researchers at Ohio State University conducted a study and concluded that, "People who have a steady diet of playing these violent video games may come to see the world as a hostile and violent place." Brad Bushman, professor of communication and psychology at OSU, continues, "These results suggest there could be a cumulative effect" in making video game players more aggressive and violent over the long term as well as over the short term.
Stud1. Adam Lanza, Sandy Hook Elementary, was a frequent player of violent first-person shooter video games. It was said his existence largely involved playing violent computer video games in a bedroom.

2. James Holmes, went on a rampage in a movie theater showing The Dark Knight Rises in Aurora, Colorado in July 2012, He was a frequent player of violent video games including World of Warcraft, an infamously addictive role-playing game.

3 Jared Lee Loughner, Tucson, who shot Rep. Gabrielle Giffords and killed six others in Tucson in January 2011, was both mentally ill and a video gamer.

4. Eric Harris, based on his journal, a panel of psychologists, psychiatrists and FBI agents point to Harris' contempt for others and his total lack of empathy and conscience as evidence of his psychopathic tendencies. He also enjoyed violent video games.

5. Elliot Rodger, killed seven young men and women, including himself. He was hooked on violent video games from a young age from his own admission, hiding himself in World of Warcraft, where he felt comfortable and secure.

6. Nehemiah Griego, killed five, including his mother, father and his three younger siblings. He loved playing violent video games and even enjoyed talking about them to crime investigators.

7. Jacob Tyler Roberts, played violent video games (his rampage enacted a violent scene in Grand Theft Auto)

8. Anders Behring Breivik shot 68 people dead at a youth camp of the Norwegian Labor party, another nine in a bombing of government buildings According to the judgment rendered against him, he liked playing violent games. He actually used the video game Call of Duty to train for his shooting massacre.

9. Michael Carneal shot girls as they prayed in a prayer group. Carneal never moved his feet during his shootings, and never fired far to the left or right, but instead fired only once at each target that appeared, just as a player of video games maximizes his game score by shooting only once at each victim, in order to hit as many targets as possible.

10. Jose Reyes, a 12-year-old boy who opened fire with a semiautomatic handgun at Sparks Middle School last October, killing a teacher and wounding two students before turning the gun on himself, had watched violent video games for months.

11. Dylann Storm Roof, spent much of his time playing violent video games.

12. Jeff Weise, a 16-year-old, shot dead nine people at and near his high school in Red Lake, Minnesota, had an obsession with violent animation.

13. Chris Harper-Mercer, shot dead nine people and another seven injured in a community college in southern Oregon.

14. Evan Ramsey, snuck a shot gun into his high school and shot a student and the principal and wounded two others. He claims that a video game, Doom, distorted his version of reality: "I did not understand that if I pull out a gun and shoot you ... you're not getting back up. You shoot a guy in Doom, and he gets back up. You have got to shoot the things in Doom eight or nine times before it dies."ies like these have also attempted to link these to some mass killings, here are a list.
Call of Duty WW2's release date may have been revealed as part of another major leak. One Twitter user has posted an image of an alleged promotional poster for Call of Duty: WWII. If the promotional poster is to be believed, then the Call of Duty WW2 release date has been set for November 3. With November 3 falling on a Friday, the release date is plausible, especially based on previous Call of Duty games. Call of Duty: Infinite Warfare launched on Friday, November 4, while Black Ops 3 made its debut on Friday, November 6. According to the poster, DLC will be released on PS4 30 days before other platforms.
Call of Duty WW2 leaks may have all but confirmed the direction of the new title, but fans are still waiting for Activision to make it official.

Call of Duty 2017 cover art and promotional material was leaked on the weekend, while a follow up report claimed that Call of Duty: WWII would be the full name of the new PS4, Xbox One and PC shooter.

Fans are now waiting for official details to be revealed and for the announcement trailer to drop.

And while it's possible that Activision will pull the trigger early to combat leaks, history suggests that Call of Duty: WWII will be unveiled in full towards the end of April or early May.

Call of Duty: Infinite Warfare was unveiled on May 2, Call of Duty: Black Ops III was announced on April 26, while Call of Duty: Advanced Warfare was planned for May 4, but ended up being unveiled on May 1. Prior to this, Call of Duty: Ghosts was announced on May 1, but the full gameplay reveal took place during the Xbox One conference on May 21. Then there was Call of Duty: Black Ops II on May 1, while Call of Duty: Modern Warfare 3 was saved until May 23. And with the full Destiny 2 reveal taking place later today, Activision may want to let dust settle before revealing another one of its big franchises.


Release strategies/development
In marketing terms, it's tempting to think of Call of Duty as basically a film franchise, but that's wrong. It is true that, much like a movie studio, Activision manages the campaigns leading up to the latest release of the game each November (this year, Nov. 4) with teasers starting six months out, the rollout of a big launch trailer, and integrations across everything from last year's Eminem album to this year's partnership with Vice Media (a documentary sponsored by Activision about the leaders of the mercenary industry upon whom Spacey's character is modelled).

But it is a year-round enterprise, with new maps, add-ons and fun stuff made available for purchase every few weeks between game launches. For each marketing blowout–whose centrepiece is a flashy trailer from 72andSunny–there are four smaller, targeted campaigns.
The series' hallmark has always been realism down to the last detail (Activision likes to play up the Pentagon's input into the games), but the new guns and tanks look more like they're on loan from the R&D division than the armoury. In all honesty, the ripped-from-the-headlines thing doesn't always pay off.

CoD: Black Ops 2 created a certain amount of controversy when Activision brought on Iran-Contra planner Oliver North as a consultant, and Manuel Noriega was less than thrilled with his cameo in Ghosts and is now suing the company. (Activision's official line, from none other than Rudy Giuliani, who represented the firm: "Manuel Noriega had no more than an inconsequential appearance in Call of Duty and isn't entitled to anything for his role as a brutal dictator.")
Call of duty games and games in general are usually shrouded In controversies and problems and sometimes legal ones. Another example would be the GTA franchise which was sued (unsuccessfully) by Lindsay Lohan on more than one occasion.

Theories
Blumler &Katz’s , fictional texts offer escapism for their audiences

 Richard Dyer’s utopian solution theory, Offering audiences a perfect idea in contrast to ordinary life

The influence of popular violent video games, such as the Call of Duty series, has penetrated into the global consciousness and culture as an example of the media psychology. Last year Call of Duty: Black Ops 2 grossed $1 billion dollars in sales within 15 days of its release and $500 million dollars in the first 24 hours (LeJacq, 2012). Averaging $60 per game, that’s more than 1.5 million copies sold in 15 days. Its predecessor, Call of Duty: Modern Warfare sold 8.8 million units in the United States alone in its first month (LeJacq, 2012).

Two recent examples seem to point to it becoming a cross-cultural phenomenon. The first example being of an Agence France-Presse (AFP) photo of a French soldier during combat operations sporting a facemask that resembles a character in the game known as “Ghost” to protect himself from dust.
Fear and propaganda have always been psychological components of war, going back as far as the Greeks and Romans (Taylor, 2003). This inadvertent piece of propaganda reminds us, the public, that war is about death and dying at the hands of others, but further it’s a common part of today’s video games and considered “cool” by soldiers of various nationalities. Having “gone viral” on the internet, the French government is now trying to mitigate the damage by trying to identify the soldier in the picture for a reason as yet disclosed.

A French spokesman, Colonel Thierry Burkhard, has labeled this as unacceptable behavior and that the “image is not representative of action by France in Mali” (Miller, 2013). War, no matter how “surgical” is about achieving an end by force while accepting that death is a normal part of an operation, collaterally or otherwise. Coverage of operations in Mali have been fairly sterile as the press was not initially allowed to accompany French or Mali soldiers in the combat zone for their own safety, but atrocities, such as lynchings, have been reported none the less (BBC, 2013). Control of who sees and reports on events, is psychological control over the audience and what they may think about (Lippmann, 1922).

BBC. (2013, Feb 2). Mali Conflict: UN ‘Deeply Disturbed’ By Army Abuse claims. Retrieved Feb 5, 2013, from BBC News: http://www.bbc.co.uk/news/world-africa-21303447


LeJacq, Y. (2012, Dec 5). Activision Breaks Own Sales Record With ‘Call of Duty: Black Ops 2,’ Grossing $1B In 15 Days. Retrieved Feb 5, 2013, from International Business Times: http://www.ibtimes.com/activision-breaks-own-sales-record-call-duty-black-ops-2-grossing-1b-15-days-921473


LeJacq, Y. (2012, Dec 10). ‘Call of Duty’ US Sales Dip 14% In First Month. Retrieved Feb 5, 2013, from International Business Times: http://www.ibtimes.com/call-duty-us-sales-dip-14-first-month-930964


Lippmann, W. (1922). Public Opinion. New York: Harcourt, Brace and Company.

Miller, D. (2013, Jan 23). Fury over French soldier pictured wearing Call of Duty-style grinning skeleton ‘Death’s Head’ facemask while serving in Mali. Retrieved Feb 5, 2013, from Mail Online: http://www.dailymail.co.uk/news/article-2267033/Mali-French-soldier-pictured-wearing-Call-Duty-grinning-skeleton-mask.html


Secondary texts

GTAV depictions of torture and grounds for controversy within this game
The mission "By the Book" generated controversy from reviewers and commentators for its depiction of torture. In the mission, protagonist Trevor Philips interrogates a man, Mr K, to extract information about an Azerbaijani fugitive who poses a threat to the FIB. Trevor uses torture equipment (such as electricity and pliers) on the restrained man, which players select from a table. Once Mr K provides the FIB with the information, Trevor is asked to kill him, but instead drives him to the airport, providing him an opportunity to escape. While driving Mr K, Trevor monologues about the ineffectiveness of torture, pointing out Mr K's readiness to supply the FIB with the information without being tortured, and expressing that torture is used as a power play "to assert ourselves".

Keith Best of Freedom from Torture said that developer Rockstar North "crossed a line" by forcing players into the role of torturer.[6] British Labour Party MP Keith Vaz said he was "astonished" by the mission's violence, and Alison Sherratt of the Association of Teachers and Lecturers said that parents should be aware of children being exposed to the game because of its realistic graphics and violence.


Independent journalist Tom Chick defended the torture sequence, and wrote that unlike the "No Russian" mission or the 2012 film Zero Dark Thirty, the underlying political commentary on torture in "By the Book" necessitated the violent content. Asked about performing the torture sequence, Trevor's actor Steven Ogg said that he treated it like "just another day at the office", and was focused more on not making mistakes during filming than the scene's ethics. In Japanese versions of the game, the torture sequence is censored.

Tuesday 14 March 2017

Ghost Recon Wildlands update: Great news for Ubisoft's new Tom Clancy game #54

Ghost Recon Wildlands update: Great news for Ubisoft's new Tom Clancy game

Ghost Recon Wildlands

This article talks about the success of Tom calncy's Ghost Recon at beta stage and its percieved success when it is out for full release. The game is ubisofts (the game developers) largest open world game and largest open beta on record. It is compared to ubisofts previous development 'the divison' which held the previous record.

-It was played by 6.83million players and broke the record for Ubisoft's biggest beta

I believe that setting up betas for games and other programmes can be a useful promotion technique as it helps to sort any bugs in the early stages to help it on release. Moreover, a beta also helps to gain early feedback on an unreleased product which can be very useful.

Fake news inquiry to review social networks' complaints procedures #53


Fake news inquiry to review social networks' complaints procedures
https://www.theguardian.com/media/2017/mar/08/fake-news-inquiry-social-networks-complaints-policy-facebook

Facebook and other apps on a mobile phone

This article talks about A parliamentary inquiry into fake news is to consider legislation forcing social networks to improve the way they handle complaints after Facebook’s failure to remove sexualised images of children.

I believe that this is overdue as fake news isn't a new concept and its surprising that it has taken these companies so long to realise that it is a big deal and affects lots of people. The report button on social media is seen by many as a useless tool as rarely are they taken seriously but i agree that more needs to be  done to take images like those mentioned in the article off of social media.

MEST3 Section A exam prep

MEST3 Section A exam prep


Question 1 Media forms - 8 marks - 10 minutes

Evaluate how the two trailers use the narrative technique of enigma to encourage the target audience to watch the films.

Enigma is used several times throughout both trailers to encourage the audience to watch the films. Firstly,the theory of enigma codes proposed by Roland Barthes can be applied to several extracts from the trailers including the opening sequence of twilight in which Bella asks questions over the plot of the film which raises the audiences suspicions, there is also an action code in the form of the word 'war' which suggests to the audience that the climax to the film will include death and destruction. Moreover, for the film 'Let the right one in' enigma codes exist in the form of editing. This is because fast cuts make the film uneasy to read and in a non-linear sequence suspense is created and the audience begins to question what is going on and this entices them to watch the film. From reviewing these two trailers the film 'Let the right one in' doesn't reveal as much information as to how the plot will unfold and leaves the audience with more unanswered questions which could make the enigma codes more significant in this trailer.

Furthermore, the narrative technique of enigma is also represented via Todorov's theory of equilibrium. Firstly,  in the Twilight trailer the sense of disequilibrium is seen throughout as signs and scenes of war are shown. This creates enigma as no signs of a new equilibrium are shown,  there are only questions which don't lead to any answers. Moreover, in Let the right one in the trailer shows signs of equilibrium when the young boy is happy but continuously changes to disequilibrium of violent scenes of the possible vampire girl. This creates enigma as it leaves the audience with many unanswered questions The twilight trailer reveals more of the plot than the other film which doesn't help create enigma as the audience knows there will be a war and the only other question left is who dies in the war. Whereas, enigma is felt more strongly through the changes in equilibrium in let the right one in.

Subsequently, Propps character theory can be used to reinforce enigma being shown in the trailer. This is shown in the Twilight trailer where the heroes and villains are clearly shown which also helps to create binary opposition, however this doesn't create enigma as the audience isn't left to guess which side of good or evil the characters are on. Whereas, in the let the right one in trailer the character roles aren't solidified and you can't be sure that the young girl is the villain as the long shots don't reveal the identity of the person doing the killing. Character theory is less significant in the narrative of enigma, nonetheless it provides some questions as to why or how the characters will develop in the rest of the film which could encourage people to watch it. 



Question 2 linked to Identity, New/Digital Media or media debates - 12 marks - 15 minutes

Why are media products that represent outsiders, such as vampire films so popular? You may also refer to other media products to support your answer.

Ill Manors is a case of a media product that represents outsiders and the adolescent. The youth, who are likewise a minimized gathering pick up group of onlookers joys from watching a film focused at them as well as speaks to them. Both movies can likewise be contended to be famous not just in light of the fact that they take into consideration gatherings of people to relate to the characters and account, but since they give an understanding into the lives of outcasts. White collar class and more seasoned gatherings of people may appreciate movies, for example, these about pariahs because of the knowledge it gives them into the lives of the common laborers or of those from ethnic minority bunches. Concerning media item 1, vampire movies that speak to outcasts might be well known in light of the fact that they take into account there to be a group made inside the specialty gathering of people, as establishment movies have a tendency to give stages via web-based networking media to their crowds to connect with which thus increment their prominence.

Media products appeal to outsiders tend to be films like let the right one in which doesn't appeal to a mainstream audience.   This can be introduced through the film "Gone too far" which investigates the Nigerian character and the issues a youthful youngster of Nigerian foundation may confront regarding social conflicts with the West. Accordingly, a film, for example, this would have a tendency to be famous with the Nigerian audience or west African in general as it speaks to the issue they may be confronted by. "Gone too far" additionally joins the class of parody to make a humourous tone, which can be contended to have supported the film in achieving its prevalence. 



Question 3 linked to Identity, New/Digital Media or media debates - 12 marks - 15 minutes

Do you think that official and unofficial websites contribute to a films box office success? You should refer to other media products in your answer.

Arguably, unofficial websites have more influence in promoting a film than the official website but nonetheless both are still important. For instance websites like twitter and youtube can generate huge amounts of publicity for a film and almost every new film promoted themselves on twitter or youtube. This is because an audience is already created and quite a large one. For instance Kong island has been shared by various people or opinion leaders on twitter...usually the actors who direct people to the trailer on youtube or to the official website which may receive some visitors. 

However, for films like a field in England which released all of its content on the same day, the use of its official website was crucial. This is because at the time websites like twitter werent as big and an audience for the type of film a field in england is wasn't really established on social media. The official website provided viewers with an insight into the making of the film and other exclusives clips and photos which helped to promote it. Both official and unofficial websites are significant in the success at the box office of films and new and digital media means that unofficial websites could potentially mean more people are aware of the films.

Thursday 9 March 2017

Bad news for online advertisers – you’ve been ’ad #52

Bad news for online advertisers – you’ve been ’ad




Advertisers shout, but who is listening?




 This article talks about the trouble with digital technology, though, is that for a long time it encouraged us to believe that this law of nature had been suspended. Take email as an example. In the old days, if you wanted to send a friend a postcard saying: “Just thinking of you”, you had to find a postcard and a pen, write the message, find a stamp and walk to a postbox. Two days later – if you were lucky – your card reached its destination. But with email you just type the message, press “send” and in an instant it is delivered to your friend’s inbox, sometimes at the other end of the world. No stamp, no expense, no hassle.

-And so the advertisers’ money, diverted from print and TV, cascaded into the coffers of Google and co. In 2012, Procter & Gamble announced that it would make $1bn in savings by targeting consumers through digital and social media.

I believe that While this raises the issue of protection occurring, organizations like Google can use it and determine a high measure of advantage from it. With this current it's exceptionally likely that web based promoting will proceed as opposed to stagnate. In the meantime however, the way that it's presently realized that bots are included in the business makes you doubt how valuable advertisements online really are. Is activity rolling in from real individuals, or just machines?



The Guardian view on big data: the danger is less democracy #51

The Guardian view on big data: the danger is less democracy

Facebook logo and smartphone

The Observer’s discovery that a secretive firm apparently bankrolled by a rightwing billionaire was at work in the Brexit referendum to sway voters selected on the basis of their Facebook profiles highlights the way in which the erosion of privacy can lead to an erosion of democracy – and will inevitably do so without firm, clear, principled action by governments and courts.

I believe this 'data mining' has gone a step too far as its being used to sway a political vote which is highly undemocratic. In the event that these vulnerabilities wind up being abused, then the "majority rule government" that as of now exists will disintegrate. With this current it's basic that they are controlled to such a level where they can't be gotten to, be that as it may I question this is even conceivable, particularly with the stage we're at now.

Media and collective identity

Media and collective identity


1) Read the article and summarise each section in one sentence, starting with the section 'Who are you?'

Who are you...
Regardless of whether we use aspects of our appearances like clothing, hairdos, make-up or for sure settle on a dynamic choice not  to do any of those things, we are altogether included  in developing a picture to impart  our character.

I think, therefore i am...
At one time in the not very far off past, our  personality supposedly was firm, settled and pre-  decided. How we saw ourselves and  how we introduced ourselves depended on the  social builds that characterised the interpersonal  connections inside the gatherings we found  ourselves in.

From citizen to consumer...
The consumer boom in the early 20th century saw people move from citizen to consumer but more of passive consumers which is significantly influenced by advertising.

The rise of the individual...
Towards the end of the 20th century this concept of individualism began to take place as consumers started to stray from the conformist values which were imposed on consumers for most of the 20th century. This also began to change the ways advertisers portrayed their products, in ways which would appeal to the individual and make them feel different like the apple ipod adverts.

Branding and lifestyle...
Branding became increasingly important in peoples lives following immediately on from the start of individualism which meant people wanted to be different. Brands like apple recognised this and have profited from it significantly. 

2) List five brands you are happy to be associated with and explain how they reflect your sense of identity.

Sony- This reflects my identity as i use their products almost everyday and have done for a long time.
Stax- This record company has produced a lot of the songs i listen to therefore a part of my identity.
Youtube- This is part of my identity as i believe it reinforces the idea of globalisation which i believe in.
Nike- This brand is part of mu identity as it pushes you to do well at all things not just sport. 

3) Do you agree with the view that modern media is all about 'style over substance'? What does this expression mean?

I believe that the media does promote style over substance as it tends to focus on 'perfect' physical performance over the content of ones character, this seen especially in advertising. 

4) Explain Baudrillard's theory of 'media saturation' in one paragraph. You may need to research it online to find out more.

Baudrillard's hypothesis of 'media immersion' states we as of now live in a general public that is 'media-soaked.' This implies media pictures both overwhelm and furthermore bend the path in which we see occasions and the world overall. This is alluded to as hyperreality in that an other reality/domain is being made as opposed to really being accounted for on.

5) Is your presence on social media an accurate reflection of who you are? Have you ever added or removed a picture from a social media site purely because of what it says about the type of person you are?

I do not believe that my presence on social media is an accurate reflection of who i am purely because i dont take it seriously and have never posted or removed a picture because of my identity.  

6) What is your opinion on 'data mining'? Are you happy for companies to sell you products based on your social media presence and online search terms? Is this an invasion of privacy?

I dont agree with it as it is an invasion of privacy and its almost impossible to opt out of as most websites or companies require you to accept the terms and conditions before using their products and most people blindly give these companies their data. 

Sunday 5 March 2017

Identity and the wider media

Identity and the wider media



1) The Factsheet discusses how identity is a complex subject. What does it suggest defines our identity?

 Our identities come from the individualised experiences we have. We create a range of identities that change depending on the context we find ourselves in and our relationships with other people. 

2) Complete the task on page 2: suggest media texts that could reinforce that someone is non-mainstream; edgy; a pleasure seeker; fashionable; witty and fun; cutting-edge.


non-mainstream- Art house films... Donnie Darko
edgy-
 a pleasure seeker-
 fashionable- Fashion magazines like Vouge
 witty and fun-
 cutting-edge-


3) What examples are suggested for a case study on urban youth?


It is present in tabloid journalism, in BBC documentaries and in chat shows like The Jeremy Kyle Show on ITV. In 2008/9 when ‘chavs’ and ‘hoodies’ became a common moral panic (Cohen) in the media. Also, in films such as Harry Brown and Eden Lake.


4) What does Hebdige argue with regards to youth culture? 


Hebdige suggests that the the youth are represented by the media as deviants as they aren't part of this group, he also suggests that they are feared by outsiders to this group.


5) What other theorists are referenced alongside Hebdige? How do they link to the issue of youth identity?


Acland, Perkins and Giroux are used to reinforce Hebdie's ideas for instance reinforcing dominant ideologies.


6) How can we link our Year 12 case study on Ill Manors to youth and identity? What specific examples from the case study could be used to discuss Hebdige’s theory that youth culture challenges mainstream culture and dominant ideologies?

When Ed skreen gives his life to go back into the burning building to save the baby this shows him being courageous and not selfish although the rest of the film tends to reinforce the dominant ideologies especially in terms of clothing.

7) What does theorist David Gauntlett suggest regarding the media’s influence over the construction of identities?


Theorist David Gauntlett claims that the media have influence on identity construction and so the way the media stereotypes groups may become part of how individuals see themselves and media institutions are able to use this to sell their products. 

8) Do you agree that Hebdige’s view that youth culture will always seek to resist mainstream culture and challenge dominant ideologies?


I can see youth culture doing both as the clothing worn by urban youth can challenge these ideologies but to some it can be seen to reinforce them by continuing to dress in clothes that associate them with deviants and criminals. Especially after those involved in the London riots wore these clothes and was portrayed all over the news.