Wednesday, 13 December 2017

Effects on audience (GTA V) essay pt 2

Moral panic essay

‘Identify the potential impact of a media product you have studied on the audience’


The product I have studied is Grand Theft Auto V. Grand Theft Auto V is an action-adventure video game developed by Rockstar North. The regulatory body Pegi gave the game a rating of 18+.Its audiences ranges from 15-35+, 10% female 90% male and is played mostly by the Abc1 classification. 

All 3 playable characters are morally corrupt and are anti-heroes. You play as the protagonists. The game has an unconventional structure. Many role play games with a classic ‘good’ versus ‘evil’ storyline has the player controlling the central ‘hero’ figure. This is reversed in GTA and the player takes the actions of a corrupt character into their own hands whose decisions will have consequences throughout the gameplay. This can lead to morally corrupt decision making by the player. The game offers an opportunity for a player to play the villain that doesn’t play by the rules of normal society.  This can offer the player a great amount of escapism from rules and decisions of everyday life.

Unusually for this sort of game there is a significant back story to each character. The impact of this on the audience is that the player will seek to identify with some of the characteristics of the character and through personal identification with the character, it helps to justify the actions taken. For example, the central protagonist Michael is dealing with a midlife crisis and has trouble communicating with his son and daughter and has a marriage that is on the rocks. Michael (AB) is a wealthy man that lives in luxury. He attends counselling and relationships with his family are falling apart due to him being selfish. This lifestyle may represent the audience of GTA V and have an impact on the consumer base; this is represented in the statistics stated in the introduction. These sorts of personal relationships in the story line may be the main impact on the audiences age range. GTA V’s characters backstory connote common characteristics and scenarios that people throughout the social grade classification system can relate to (AB,C1,C2,DE). The character is deeply flawed and struggling with normal life scenarios but deals with them in extraordinary ways, which the player can only fantasise about in real life.

 Franklin (C2) grows up in the ghetto of ‘Los Santos’, an ex-gang member and is a product of social violence and deprivation. Therefore, he has a desire to ‘hustle’ his way out by getting a job at a car dealership. Consumers in the social class grade C2DE may interact and see Franklin as a personal relationship within the game due to him trying to steer away from gangs. He sees Michael as an ideal self.


Trevor (DE) is a sleazy, trailer park criminal, and Michael's best friend. Trevor is seen to be the worst of the bunch, as a psychotic maniac and also is a fan favourite due to the dark humour, toxic communication/ voice lines and having anger issues. The impact Trevor has on the audience is that he acts as an outlet of rage. One positive interpretation of this is that the game is seen as therapeutic for people that are not violent, toxic or objectifying in real life. The normal human urges that are controlled in everyday life can be displaced into a virtual character. Rage and violence can be visualised on screen with no real consequences to a ‘living’ person. It is made safe through the game.

The characters in GTA V heavily impact the gameplay and the audience and this is backed up by Anderson's (2007) theory of high exposure to games like GTA. Opposite to the view given above, Anderson says that these ultra-violent games dampen emotional responses to real violence and desensitises the human brain. This can lead to some incidents in the media where crimes have been blamed/ influenced by this block buster title. Due to pre-18 year olds getting a hold of this game; the media/ Pegi may think the content of this game may easily influence adolescent children. However, the vast majority of people that play this title can differentiate fantasy from real life and will experience nothing more than a vicarious thrill.

In conclusion GTA V has many potential impacts on the user; good or bad. I have highlighted the ones that have been most apparent to me and have identified the strength of escapism this game provides and the weaknesses/ negative effects it may have on human brain chemistry.




LO6 Peer assesment

Peer marker : Maddie Dyson
Level: 3
Mark: 14/20
























I agree with my mark because I could have made a more balanced debate. 

The regulatory body for my chosen product would be Pegi.


Wednesday, 6 December 2017

LO6 active audience theory

b) Active audience theory
Other school of thought- we are able to filter and adapt to content in media (Gauntlett, 1995) - backwards...

We have uses and graficications ( McQuail, 1972) theory- people use media for their own purposes?

Provides a more positive outlook on the effects of media.


  • Hall (1980) - encoding/ decoding model.
  • Preferred reading- by audiences depending on their background but accepts the dominant viewpoint/ story.
  • Negotiated reading- particularly agrees with meaning
  • Oppositional reading- meaning understood but don't agree and think opposite.
  • Aberrant- gets the completely wrong meaning entirely.


There is a moral panic on how social media having a negative impact on the new generation.
Celebrities sell themselves as brands this encourages young girls/boys idolise them.

Tuesday, 5 December 2017

LO6 Moral panic Homework


GTA V Moral Panic

The product I have chosen that has been a subject to moral panic is Grand Theft Auto V. Grand Theft Auto V is an action-adventure video game developed by Rockstar North. Pegi gave the game a rating of 18+.Its audiences rangers from 15-35+, 10%female 90%male and is played mostly by the Abc1 classification. 

The large age range means it is exposed to a wide male audience. Due to the young age range the game may be played by minors; like myself. By pre 18 year olds getting a hold of this game the media/ Pegi may think the content of this game may easily influence adolescent children. Anderson's (2007) theory of high exposure to games like GTA, dampen emotional responses to violence and desensitises the human brain. This can lead to some incidents in the media where crimes have been blamed/ influenced by this block buster title. For example; a 14-year-old boy from Idaho, Coeur d'Alene reportedly confessed to murdering his Dad and younger brother after idolising a violent, unstable character from the video game called 'Trevor'. The boy said it was pre-planned and 'inspired' by Trevor. This story fed into the moral panic surrounding this game title. This copycat crime supports the surrounding negative impacts this game has on adolescents and Anderson's theory. GTA 5 could have dampened the young boys emotional responses towards violence leading him to think murdering was socially acceptable.

By my own experience owning a copy and playing GTA V makes me fall into the common stereo type I previously explained. I'd like to talk about my personal gaming experience and how I played the game compared to how others may do it differently. Although I thoroughly enjoyed the action packed lives of the 3 main characters Micheal, Franklin and Trevor in the campaign story. I took full advantage of the online mode with friends where it is a free roam game with limitless car/vehicle modifications and custom fan made racers. My experience of GTA V was to escape into a world where me and my friends could do anything from set up businesses, cartels, Heists, BMX races to jet bikes etc. Escapism is where this game thrives. This is why I think it appeals to young adults- adults. 


While my aim when playing this  game may be different to someone else's; moral panic still occurs. My brain chemistry  will be different to other consumers of this game, whether 18+ or not some people are easily influenced by actions by other figures. By 'idolising'  the characters in this game may result in socially unacceptable behaviour and could lead to crime and female discrimination that the consumer may partake whilst playing this game. 

Tuesday, 28 November 2017

LO3 Theories of representation

Representation- How the media shows us things about the media

How the media shows us things about society- but this is through carful medication. This is called re-presentation

Stranger things 2- Group of 5 children from different ethnicities. A girl saves the day

Key theory 1: Tim O'Sullivan et al. (1998)
Media texts only give a partial representation of real life
This applies in stranger things 2 because it shows a powerful being that dominates the children.

Key theory 2: Laura Mulvey (1975)
Male gaze
Women are objectified in media texts and passive objects.

Key theory 3: Stuart Hall (1995), Alvardo (1987)
western/ white cultures continue to misrepresent ethnic minorities as in the media due to underlying racist tendencies.
In stranger things the monsters and roots are black this represents darkness. the main consumers of this programme are white western, this backs up this theory.

Key theory 4: Earp and Katz (1999)
men are often represented as having tendencies of pathological control and violence.
To the character 11 this theory is true. in the series her 'papa' appears to have pathological control over her this makes her afraid of him. To show this it uses the production technique of flashbacks.

Essay

'Discuss how representation and narrative is constructed in a media product you have studied'

The media product I studied was Stranger Things 2.  Narrative theories apply to this television show such as Tzvetan Todorov's (1977). Stage 1- A point of stable equilibrium. This is shown through the scene where the boys cycling to the arcade with exhilaration. (A medium long shot is used to show the key characters and there props). The diegetic sounds of the 80's arcade games creates a safe joyful setting to show the state of stable equilibrium. Stage 2- This stability is disrupted by some kind of force, which creates a state of disequilibrium.  A panning shot then shows the character Will in distress; non-diagetic drum sounds start to play as Will has is flashed into the 'upside down'. This disrupts the state of equilibrium and creates a state of disequilibrium. Stage 3- Action directed against the disruption. Following this the characters go on a mission to destroy the thing that is possessing Will and to do this they gather information surrounding information from the last series. This is to counter the disruption. Stage 4- Restoration of a state of new equilibrium. Because of the events that occur, throughout the story equilibrium can not be fully restored; a new state of equilibrium occurs this is rounded off in the end sequence at the 'Snow ball'. The viewer is shown equilibrium through the slow, smooth panning shots of the ball room from left to right. A Non-diegetic sound track plays; 'Every breath you take' by The Police. Fitting the 1980's narrative and also connoting that the monster they thought was gone is in fact watching them and to their horror leads them into a third series.  

Stranger Thing's viewership is majority western white; Stuart Hall (1995), Alvardo (1987) said 'western white cultures can misrepresent ethnic minorities ... have underlying racist tendencies. Audiences often associate colours to certain feelings. In Stranger Things 2  the antagonist is an all black surreal monster that is represented as intimidating and scary. The producers may have mis-intentionally associated black  dark and evil. To some ethical groups this may seems like the show is being dicrimative.  However the monster is also surrounded with a lot of red. Red also connotes blood, fire and alarming feelings to an individual this may combat this theory and drain any discriminative thoughts out the picture.

In conclusion representation and narrative are well constructed throughout this media product. Without various production techniques and theories, Stranger Things 2 wouldn't provide the element of escapism which allows the viewer to feel involved in the story line.






Wednesday, 8 November 2017

Editing techniques & Use of sound

Continuity

  • Crosscutting
  • Action match 
  • Eyeline match
  • Establishing shot
  • Shot/ reverse shot

Non- continuity

  • Montage
  • Flash back
  • Flash forward
  • slow motion
  • Jump cut
Use of sound
  • Diegesis is the 'story world' / world of the narrative
  • How real the diegesis appears is linked to the level of 'verisimilitude' (which means the appearance of being real).
Diegetic sounds
  • Diegetic sound is the sound that appears that is coming from the world of the story.
  • Dialog (tone-how calm or harsh words are spoken , accent- how different people pronounce words, dialect- the words that are associated with a certain place)
  • Sound effect (includes foley sound) - off screen sounds - WILD TRACK - sounds gathered on location ...
  • A foley artist creates all the sounds
  • Off screen sound it when you hear sounds off screen (background noise) to add to the diegesis.
  • These are added during production and post-production to create meaning.
Non-Diegetic sound

-Non-diegetic sound that is clearly not coming from within the story world.
  • Incidental music
  • Non- diegetic sound effect
  • sound motifs
  • These are added at the stage of post-production to create meaning for the audience.
Stranger things 2
  • Stranger things 2 comic con   - It’s 1984 and the citizens of Hawkin←
  • Character 'Will's, ecstatic American accent when playing with his friends at the arcade turns quickly to tones of distress and uncomfort when faced alone with the monster.
  • An additional diegetic sound effect is the iconic 1980's arcade sounds.
  • Non-Diegetic incidental music is used in this trailer through Micheal Jackson's 'Thriller' to create anticipation for the audience since it fits the time of release.

Wednesday, 4 October 2017

Advertising & Distribution: Overwatch + Feedback

Overwatch

The creators of Overwatch are Blizzard Entertainment. Blizzard is a subsidiary of Blizzard Activition, this conglomerate own some of the biggest video game names. For example: Treyarch, King and MLG and many more.
Blizzard uses horizontal integration to advertise Overwatch through there other  huge game titles. They did a free to play weekend of Hearth Stone. In addition to this, if you played for a certain amount of time with a team you got additional game cosmetics and items for Overwatch. This is a clever strategy because it uses duel promotion. Advertising an old game to a new audience that is drawn in by a new release is an act of cross promotion.

An example of Overwatch's traditional method of marketing is this hand-painted artwork they did in Sydney and Melbourne. Its in celebration of the game reaching over 100 game of the year awards. As a reward to the fan base they made the game free to play for 27-30th of May 2017. In addition to the billboards they featured in magazines and posters in supermarkets, game stores and hosted events promoting the game.

Overwatch used traditional distribution channels via wholesalers and retailers.

Overwatch's new media marketing is exceptional. The franchise put out frequent comics and cinematic sequences to show the audience up and coming content, and in-depth story line. Developing a relationship with the audience and the characters. Thus making it a more engrossing experience for the consumers leading to a more solid fan base. (The link below is to the first cinematic Overwatch ever released)
                                                   
                                                       https://youtu.be/FqnKB22pOC0

Since it is a video game modern distribution channels make it very easy for the consumer to buy and download the game from the comfort of their own home. Overwatch can be played on PC, PS4 and Xbox One. To access and buy the game Blizzard.net, Steam, Xbox market place and PlayStation Network  are all legitimate market places to buy the game online. However hard copies can be accesses through online retailers such as Amazon and Game.

8. What services do this and are they owned by the conglomerate or is it a joint venture?

9. What elements of synergy are evident across all platforms (e.g. logos, branding, house style, images etc).

Feedback