Friday 28 April 2017

MEST3 Section A: revision task

MEST3 Section A: revision task



Task 1: List 10 stories/debates/examples that you could use for the Identities and the Media question. 

Everyday feminism programme

2- http://www.channel4.com/programmes/the-inbetweeners/on-demand/44002-001
The Inbetweeners

Coming of age drama set in Crete – post school holiday

 Rites of passage Pluralistic representations – a range of diverse
representations

Challenging notions of collective identity

Cultural stereotyping and issues of marginalisation

 Social commentary on ‘fitting in’ in society

3- http://www.imdb.com/title/tt1478964/
Attack the Block

MEDIATED REPRESENTATIONS THROUGH COMEDY (DILUTION) 

AUDIENCE IDENTIFICATION – URBAN SOUTH LONDON, PLUS COMING OF AGE THEMES 

NOTIONS OF THE TEENAGE STREET GANG DEFINES MEDIA AND COLLECTIVE IDENTIT Y – COMPARE WITH SHIFT Y, ILL MANORS,  KIDULTHOOD/ADULTHOOD

 BASEMENT JAXX SOUNDTRACK – AUDIENCE IDENTIFICATION 

WHO DO THE ALIENS REPRESENT?  YOUTH AS ANTI HEROES – HOODIES V ALIENS  

THEMES – RESPONSIBILIT Y, CONSEQUENCES, RESPECT AND MORALIT Y 

URBAN CULTURE – THERE ARE SCARIER THINGS OUT THERE THAN ALIENS: SURVIVAL, DRUGS, GANG CULTURE, MUGGINGS

4- https://en.wikipedia.org/wiki/Snapchat

-Photos,videos...text options available

-10 second time limit

-750 million photos/videos per day

- Intended to counteract the trend of users being compelled to manage an idealised online identity

- Flags up issues of immediacy and fragmentation

5- https://en.wikipedia.org/wiki/Web_2.0

-Web 2.0 allows users to create their own content

-In the form of blogs or youtube or various other websites

-Autonomy to audiences to create their own content and express their own identity

6- https://www.webroot.com/gb/en/home/resources/tips/ethics-and-legal/the-societal-costs-of-digital-piracy

- Internet identity has led to further moral panics of ‘youth as
threat’ – piracy, illegal downloading, hacking…

7- http://www.bfi.org.uk/sites/bfi.org.uk/files/downloads/bfi-identities-and-the-media-rob-miller-2015.pdf

- Explores youth and delinquency – hysteria

-Psychological horror but exploring a lack of morals and
ethical code – the ‘good’ are killed

-Again, as with A Clockwork Orange Brett ‘wins’

- Do the children outwit the adults? Possible social comment?

- Are Jenny and Steve ‘punished’ for their sexuality?


- Ill Manors can be linked to the identity of the youth since in it, we more often than not see representations that align with what Acland discusses of the youth represented as deviants within society. 

This can be seen with the numerous occasions in the film that we see young people being the perpetrators of a variety of crimes.

 As well as this, the music video for 'Ill Manors' shows off large groups of the youth as being harbingers for public disorder with how the way in which they're rioting in the street. 


-Laura Bates everyday sexism project-Feminism 


-Identity of working class people and usually younger people 

Thursday 27 April 2017

Ignite presentation summary

Ladan: Twitter/social media 
-Spread of hysteria
- Globalisation interconnection
- accelerating process of Americanisation
- ABC12 range of Twitter audience
- 15 million active users in the UK

Abayomi: Music streaming/Spotify
- Majority of users are Millennials
- Audiences empowered by more choice
- 75% of audience use free trials
- Artists have more autonomy over their content

Amrit: Social media/Instagram 
- 150 million users by 2013
- Main audience 18-29 59%
- Cultural barriers
- Globalisation good for advertisement

Sunny: Elections/US
- Narratives on social media
- UGC, meme generator for Trump easily spread over the internet
- Fake news dilution of information
- Russian interference hacking Democrat party
- Cambridge analytical

Katie: Documentary/ Making a murderer/Netflix
- Cost effective, no payments for distribution
- Piracy damaging to industry
- The Crown £750000 in one day for an episode
- Marxism and pluralism debate over where the power in the industry lies
- Lack of regulation

Harkiran: Film production/ Lionsgate
- Mini Major producer...21 jump street
- older cinema
- cinema admittance down 5.1%
- Marxist suggests power lies with distributors

Khadija: Netflix
- Audience C2 C1 E
- Highly Americanised
- social media promotion easy
- almost 100 million subscribers

John: Streaming/Apple Music
- Globalisation, available in more than 100 countries worldwide
- On demand streaming rose 76% in US
- Drake having more than 89 million streams
- Streaming revenue rose 56% in the US

 

Tuesday 25 April 2017

FIRST EVER CALL OF DUTY WORLD LEAGUE'S (CWL) GLOBAL PRO LEAGUE PRESENTED BY PLAYSTATION® 4, KICKS OFF TOMORROW IN COLUMBUS, OH #66

FIRST EVER CALL OF DUTY WORLD LEAGUE'S (CWL) GLOBAL PRO LEAGUE PRESENTED BY PLAYSTATION® 4, KICKS OFF TOMORROW IN COLUMBUS, OH


Image result for call of duty world championship

This article talks about The first-ever Call of Duty World League Global Pro League starts tomorrow. And how over the next 10 weeks the top 16 Call of Duty professional teams from around the globe will face off across two stages of competition, each offering $700,000 in prize purses. Placements in the Global Pro League will dictate seeding in the grand finale of the Call of Duty year, the Call of Duty World League Championship, where another $1.5M will be on the line, bringing the total CWL prizing to $4M for the year.

- $700,000 in prize purses

- $4M for the year

I believe that the esports industry especially with call  of duty is growing significantly. This is evident with the increasing prize pot for winning these events, currently it is at $4million. When the tournaments first began the prize pot would have been below $100k but now as the tournaments and call of duty has been exposed to globalisation the rest of the world can now get involved and this has meant the size of the events have increased but also the prize pot. 

Shelly Palmer: TV May Actually Die Soon #65

Shelly Palmer: TV May Actually Die Soon

TV networks don't have the same access to crucial data as players such as Facebook, Amazon, Netflix and Google, writes Shelly Palmer.

This article talks about FANG (Facebook, Amazon, Netflix, Google/YouTube) and how it is about to take a huge bite out of traditional network TV (ABC, NBC, CBS and Fox), and the media business will never be the same. To understand the profound implications of the recently announced NFL on Amazon Prime or YouTube TV, it may help to understand the economic engine that drives traditional commercial television.

I believe what this article is saying is true to an extent as TV is a slowly declining medium. FANG, is an increasingly important medium especially amongst millennials and is even more important for companies as the data collection possibilities are great. As a result the amount of companies not approaching TV companies and going online or to FANG instead the industry is slowly deteriorating. And although the article suggests it will die sooner i believe it could last slightly longer as TV news especially can be credited more than online news at the moment.  

Monday 24 April 2017

Treyarch Teasing ‘Call of Duty: Black Ops 3’ with Snapchat #64

Treyarch Teasing ‘Call of Duty: Black Ops 3’ with Snapchat


Treyarch Teasing ‘Call of Duty: Black Ops 3’ with Snapchat

This article talks about how call of duty used there already existing game and snapchat to promote their next game. A game update for Black ops 2 (The current Treyarch game at the time) had an update which put scan-able images of the snapchat logo in some of the multiplayer maps which people soon found. This was then scanned and took them to Treyarchs new snapchat which revealed several 10 second teasers of blurry designs which sure enough got fans hyped. And although not everybody got to see the teasers on snapchat they were widely shared on other social media like facebook instagram and twitter. Moreover, youtubers who's channels are directly linked to call of duty content shared it to their millions of subscribers which generated further hype for the game, despite not being released for many many months.

I believe that this was an interesting strategy as typically we only see the use of twitter but the use of snapchat in this instance set off a chain reaction for other social media. Also, the use of an older call of duty also generated smaller amounts of hype for that game and could potentially have boosted sales in the short term. It would have also meant people pre-ordering the game based on this small amount of footage.

Google 'may build an adblocker into Chrome #63

Google 'may build an adblocker into Chrome


Google may outsource the definition of unacceptable adverts to the Coalition for Better Ads.

This article talks about A future version of Google Chrome may include a built-in adblocker, designed to prevent the most intrusive online adverts from being displayed on users’ computers and smartphones by default. According to the Wall Street Journal, Google could announce the feature within weeks, but the specifics are not yet set in stone, and the company may yet scrap the entire plan.

-  Google, which makes 86% of its revenue from advertising

-On mobile “pop-up ads, prestitial ads, ads with density greater than 30%

- Its standards were set in place after “comprehensive research” involving more than 25,000 participants.

I believe to an extent this is useful as it would make peoples online experience a lot smoother. Although, much of google's revenue comes from advertisement and this would be blocking that. Nonetheless, it is a better alternative than the 'hardcore' adblockers already available online which are severely affecting Apples profits.  

Ignite presentation

Tuesday 18 April 2017

News Corp Australia sacks most of its photographers and subeditors to cut costs #62


News Corp Australia sacks most of its photographers and subeditors to cut costs

https://www.theguardian.com/media/2017/apr/11/news-corp-australia-sacks-most-of-its-photographers-and-subeditors-to-cut-costs

News Corp mastheads.

This article talks about Rupert Murdoch’s Australian tabloids are making the majority of their photographers and subeditors redundant in a radical cost-cutting move designed to keep the ailing newspaper business afloat. The director of editorial management, Campbell Reid, said the restructure of the traditional newsroom was needed to “preserve in print and excel in digital”. The Daily Telegraph, the Herald Sun and the Courier-Mail are set to lose dozens of staff each – the Queensland masthead alone will cut 45 – although the company is not revealing the total number of job losses.

The demise of the print stage is simply something that we'll proceed and keep on seeing later on. Simply a week ago, Fairfax Media excessively declared cuts that'll make many writers and picture takers lose their business to help shave off $30m from the yearly publication spending plan. While these moves will help the enterprises that attempt them to remain above water, something we can anticipate that at any rate will some level is decreases in the nature of the media we're getting. 'Publication ability' is something that'll be significantly more hard to show which could conceivably reduce a key mainstay of news itself.

UK internet ad spend passes £10bn as Google faces YouTube row #61

UK internet ad spend passes £10bn as Google faces YouTube row


Google logo

This article talks about the Internet advertising spending surged above £10bn in the UK last year as companies more than doubled the amount they spent on mobile video ads.The year-on-year increase of 17% on 2015 comes as many advertisers have pulled campaigns from Google and youtube after it emerged that some ads have been running around inappropriate content such as extremist videos. Hundreds of advertisers have “paused” spending on Youtube – where 400 hours of videos are uploaded every minute – which has pledged to tighten controls on where ads appear, such as by banning them running on accounts with fewer than 10,000 viewers.

  • Internet advertising spend surged above £10bn in the UK last year
  • Year-on-year increase of 17% on 2015
  • 400 hours of videos uploaded every minute on YouTube
  • Last year’s increase, the biggest since 2007, was fuelled by a boom in mobile ad spend, which rose by 51% to £3.9bn

 With web promotion spending/outperforming £10bn, proceeding with the pattern of development found as of late, it's apparent that the web is the place the "eyeballs" are. It'll be fascinating to check whether this proceeds throughout the following couple of years and furthermore what advancements will be ensured things like improper substance can't be spread by sponsors

MEST3 Independent case study: New/Digital Media

MEST3 Independent case study: New/Digital Media


Audience

1) How has new and digital media changed the audience experience in your chosen industry?

It has overall increased and improved their experience. New and digital media greatly increases attention for a game which means more players and an overall better experience.

2) Has new and digital media changed the way the audience consume your chosen product?

New and digital media just means new generations of consoles developed from an already existing machine, and each game has began to get more futuristic although this has angered much of the community. Enhanced graphics and general quality of games are improved each year for the consumption of the product. 

3) Has the size of the audience changed as a result of new and digital media?

Yes. 20million+ players registered to Destiny alone. Just one of activisions titles (research current COD numbers)

4) What are the positive changes new and digital media have brought to the audience of your case study? (E.g. greater choice, easier access etc.)

More platforms to consume the product on, larger player bases=more profit...development of microtransactions...esports mlg 

5) What are the negative changes new and digital media have had on your chosen audience? (E.g. quality of product etc.)

often we see an increase in the price of games and micro transactions become increasingly expensive. To some people the quality of the product has decreased but to others in-terms of online connectivity and server quality it has greatly increased.

6) What about audience pleasures - have these changed as a result of new and digital media? 

Audience pleasures have changed slightly as it is no longer just used for entertainment purposes, some of the titles are factually accurate and considered educational but also an increase in the competitiveness of gamers has prompted esports development. 


7) What is the target audience for your chosen case study? Write a demographic/psychographic profile.

Activision offers such a variety of games but typically the target audience would be males from 18-44 roughly with the focus being on North America and then Europe.

Institution

1) How has new and digital media had an impact on ownership or control in your chosen industry?

Merge with vivendi in 2008 becoming Activision-Blizzard


3) How has new and digital media changed the way institutions produce texts?

It happens in generally the same way just with updated technology.

4) How has new and digital media changed the way institutions distribute their product?

There are now more distribution methods as a result of new and digital media, in-store distribution remains prominent but online and digital copies of games is on the rise. Online platforms like steam have developed as well as playstation-plus which allows for online connectivity with the game and is an important way of distributing games as there are often discounts which entice more people.

5) How might new and digital media threaten your chosen industry?

For an industry that thrives and lives online it is difficult to find a way that it would threaten it but if they don't make a sufficient amount of sales based off of poor advertising or other flaws then the industry could be threatened.

UGC

1) What examples of user-generated content can you find in your case study?

Activison in some games like call of duty- Black ops series has developed technology that allows people to design their own maps and modes to be able to play on PC.

Sometimes, the company notices what people think of the game and suggested content via youtube or reddit and can implement this.

2) How has UGC changed things for audiences or institutions in your chosen case study?

UGC isn't that prominent in this industry so it hasn't really changed things as the professional develop the game and its quite difficult for ordinary players to change aspects of it by themseleves.


Marxism, Pluralism and Hegemony

1) What would be a Marxist perspective of the impact of new and digital media on your chosen case study?

Marxist may critique video games produced by Activision like the Call of Duty series which it would suggest is too violent and doesn't encourage and healthy and sociable lifestyle.

2) How would a pluralist view the impact of new and digital media in your chosen industry?

A Pluralist would generally accept Activison as they strive to make a profit and have succeeded as a result of new and digital media

3) Are there any examples of hegemony in your chosen industry or case study?


Globalisation

1) How has globalisation impacted on your chosen industry or case study?


Globalisation has meant

2) In your opinion, has globalisation had a positive or negative impact on your chosen industry and case study? Why?


Global market- expected to grow to $118.6 bn by 2019 this is suggesting globalisation has had a positive imapct on the gaming industry.

3) Can you find examples of cultural imperialism in your case study or industry? (The 'Americanisation' of the world)

In the call of duty games americanisation is abundantly evident... Shows off american military might and almost all of the characters are American. Black ops 1 shows america winning fight against enemy-Cuba.

Social media

1) How has your industry or case study used social media to promote its products?


Black ops 3 teasers on snapchat

Twitter daily updates

2) Provide examples of how your case study has used social media and explain the impact this would have on audiences.



3) Is social media an opportunity or a threat to your industry and case study?


It can be both as fake news and leaks over new games can be a threat to the industry as it spreads quickly online and video are difficult to take down. Although, it can be an opportunity as 100% confirmed news can also spread quickly and generate a lot of hype.




Theories

1) What media theories can you apply to your chosen industry and case study? Select THREE media theories and explain how they are relevant to your case study. Note: these can be ANY of the theories we have learned over the whole of Year 12 and 13.


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 

Hypodermic needle model 

 Consumers directly influenced 

 passive 

 violence learnt 

 Marwick (2008)  ‘technopanics’ 




Issues/debates

1) What media issues and debates can you apply to your chosen industry and case study? Select THREE media issues/debates and explain how they are relevant to your case study.


No Russian- mw2 mission where civilians are killed in a terrorist attack

Black ops 1 mission  Fidel Castro (body double) killed by US soldiers-  Cuba angered 

Anders Behring Breivik

Norway terror attacks 2011

Call of Duty training 

Psych evaluation to reveal deeper underlying issues  


Online advertisers struggling in todays environment #60

Online advertisers struggling in todays environment



Image result for online ads

 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?


Friday 7 April 2017

ARE YOU GAME? #59

ARE
YOU
GAME?
http://adage.com/article/news/rise-esports-means-brands/308447/

Image result for destiny


tHIS ARTICLE TALKS ABOUT THE RAPID GROWTH OF THE E-SPORTS INDUSTRY. AND WITH the  explosive growth has started catching the eye of big-spending marketers including Arby's, Audi, Coca-Cola, PepsiCo, Gillette and Bud Light. They are among the brands putting money into esports in hopes of reaching the sport's demographic sweet spot: males between the ages of 21 to 35 who are increasingly hard to reach via traditional advertising. For marketers able to navigate the nascent esports landscape, which one analyst group compared to the Wild West, the paybacks can be huge because gamers have shown loyalty to brands that do it right.





ESPORTS REVENUE GROWTH
GLOBAL | 2015, 2016, 2017, 2020

$325M$493M$696M$1488M$230M$350M$517M$1220MTotal RevenueBrand Investment Revenue20152016 Total Revenue +51.7%YoY2017 Total Revenue +41.3%YoY2020 Total Revenue +35.6%CAGR 2015-2020









GLOBAL | 2017
17%
14%
22%
38%
9%
2017 TOTAL
$696M
+41.3%
YEAR ON YEAR
GAME PUBLISHER FEES
$115.8M
+17.9%
MEDIA RIGHTS
$95.2M
+81.5%
ADVERTISING
$155.3M
+21.0%
SPONSORSHIP
$266.3M
+57.7%
MERCHANDISE & TICKETS
$63.7M
+42.4%