Thursday, 22 November 2012


Working title

How do video games such as 'call of duty' and 'grand theft auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

Angle

What effect do these types of games have on an individual in society?

Hypothesis

On-screen violence may cause individuals to behave differently to the norm that is expected

Linked production piece

Either a video game trailer such as call of duty, showing on-screen violence or a music video similar to the sour patch kids rapping about the game

M (media language) –On a visual level, Modern Warfare 2 has one of the best graphics for an fps in this generation Key It's visually stunning and looks incredible in high-definition. The weapons look pretty slick, as you'd expect in a war-based shooter. Certain camera angles were shown to convey soldier’s emotions; angles such as close-ups were shown to focus on the soldier’s facial expressions. Music by Hans Zimmer -> very well known composer, major work for big time movies such as inception and the dark knight. The soldier’s uniform within the game plays a big role; shemagh scarf’s were worn by the enemies and the traditional desert uniforms were worn by the American armed forces, this uniform, this gave them an identity, from the good to the bad.  There was a mix between low key lighting and high, between scenes as low key was used to create the suspense, and high key was used to show the action which took place. Although the characters were computerised, they played a convincing role in making audiences believe they were real from their movement’s right down to their dialogue. Camouflaged make up was used on those soldiers with snipers so that they could blend in with their surroundings, guerrilla warfare tactics.

I (Institution) not only did infinity ward and activation enhance the graphics, weapons and game modes but added a unique touch by distributing the game in packages such as standard, hardened, veteran and prestige, this enhanced sales as each package came with the game and an add on. Infinity ward and Activision may have played a big role in the release of the game, as it was released around early November, purposely targeting those buyers around the Christmas time as the game could be seen as a present to give to someone, therefore targeting both genders as an audience.  

G (Genre) - Call Of Duty falls under the category of an FPS shooter as you play one of the characters from the game, this gives audiences a sense of diversion as they distracted from the events surround their life and put into the shoes of this character which they control which offers users and audiences  pleasure.
Conventions -> younger target audience, convergence and synergy, cgi and fx’s, Hypereality, Positive narrative outcomes (good guy always wins), narrations, Binary Opposition

R (Representation) - Some elements of the game are a fair and accurate representation as it shows what a war would be like through the deaths and killings, weapons and vehicles. However it can be argued that the game isn’t a fair and accurate representation as there are women soldiers which isn’t shown within any of the trailers seen, also doesn’t depict the soldiers feelings, just shows a patriotic one. Also inaccurate as the game allows players to have as many lives as they want as they respawn after they die, this is an inaccurate representation of war in real life.

A (Audience) - Although the game is rated at an audience of 18, This type of game appeals to a much younger audience around the age of 14-18, groups E, D, C (unemployed/students), main reason for this is because it allows social interaction between teens as they can play competitively against each other online or offline

I (Ideologies) – Although being a very violent game, modern warfare 2 does portray some positive values as it promotes/encourages some teens/adults to become soldiers and fight for their country as the game shows this through the launch trailer, where American flags were shown when soldiers were at war. However the game may portray negative values as it encourages violence, which has been a major issue regarding problems within society, such as the Norway shootings as Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks.

N (Narrative) - The audience are positioned it the POV of the character, Sound played a major role within the narrative as it helped audiences get a better/clear understanding of what was happening in each of the different missions, for example in the first mission the sound of screaming civilians were played to help identify that they were in danger. Close up shots were used to identify each of the characters as small titles were shown when looking at the character

S (Social) – Some people may argue that video games such as call of duty are bad for society as many of its member may not be socialised properly which may cause problems for them later in life, also it can be argued that video games such as call of duty are the reason why teens of today’s day and age are obese, however it can be argued that video games improve hand eye co-ordination, and interpersonal skills as they communicate with people across the world.

H (Historical) - The Call of Duty franchise has been about for 6 years, the first game within the sequence was realised on November 7, 2006, ever since the game has a wide fan base due to globalisation and UGC content which has been upload on social media such as ‘YouTube’.  Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks.

E (Economical) – The Call of Duty franchise has sold over 100 million copies, with Modern warfare 2 selling over 14 Million which brought the company almost £665m in revenue.

P (Political) – Within the game there is political conflict between two rival countries, America and Russia, which Is shown within the game. Coop Norway, a chain of retail stores in Norway, removed this video game from its shelves as a result of the Norway attacks.

Issues and debates

Media technology and the digital revolution – media technology and the digital revolution has allowed consoles such PlayStation and Xbox to come about, however there is an issue to  as  whether these consoles are hindering the youth of today’s society.

The effect of globalisation on the media – Globalisation has allowed games such as Grand theft auto and Call of duty to spread worldwide, not just on consoles but as User generated content as well.

Regulation and censorship‘The British Board of Film Classification (BBFC) have classified this game as suitable for people aged 18 or over. The government now wants to tighten up the regulation, classification and censorship of videogames.

Baudrillard’s concept of hyperrealism - time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation.

Theories/Theorists

Blumler & Katz’s uses and gratifications theory- offers escapism for  audiences, transporting them to a different emotional place and diverting them from problems within their life.

Hypodermic theory: the idea that audiences consume media passively, and are ‘injected’ with information or ideas

Baudrillard’s concept of hyperrealism - The hyperrealism of Call of Duty allows us to become someone different

Contempary Media Landscape -> My topic fits into the contempary media landscape as it’s a current event that can be related to teenagers in today’s society, i.e. me 

Main Texts
Grand Theft Auto

Call of Duty

Other Texts
Battlefield

Tekken/ Mortal Kombat

TV Documentaries

BBC One - Panorama, Addicted to Games? http://www.bbc.co.uk/programmes/b00wlmj0

Virtual Reality – A documentary on Violent Video Games - http://www.youtube.com/watch?v=DglEODhZknY&noredirect=1

GAME OVER- Gender, Race & Violence in Video Games http://www.mediaed.org/cgi-bin/commerce.cgi?preadd=action&key=205

Academic Texts

How Fantasy Becomes Reality: Seeing Through Media Influence – by Karen E. Dill

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy - by Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckle

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do - By 
Lawrence Kutner, Cheryl Olson

The Link between Video Games and Violence By Rahul Massey

The Effects of Video Games on Children: The Myth Unmasked - By Professor Barrie Gunter

Trait Aggression and Style of Video Game Play: The Effects of Violent Video Game Play on Aggressive Thoughts by Angela Paradise

Internet Links




Thursday, 15 November 2012

Books

Research

Violent Video Game Effects on Children and Adolescents:Theory, Research, and Public Policy - by Craig A. AndersonDouglas A. GentileKatherine E. Buckle

'US Government has created and distributes violent video games to youths, and does so without checking the ages to whom it distributes the game'


Grand Theft Childhood: 

The Surprising Truth About Violent Video Games and What Parents Can Do - By Lawrence KutnerCheryl Olson

'Video game popularity and real world youth violence have been moving in opposite directions' Page 8

The Link Between Video Games and Violence By Rahul Massey

'Grand Theft Auto used as the rationale behind the fatal shootings of three police officers at the hands of 18 year old devin moore in june 2003

The Effects of Video Games on Children: 

The Myth Unmasked -  By Professor Barrie Gunter

'Video games provide extremely powerful symbols that can be used to mold a youth subculture'

Trait Aggression and Style of Video Game Play: The Effects of Violent Video Game Play on Aggressive Thoughts by Angela Paradise

'Players of this infamous action game series take on the role of a criminal who can roam around  the city freely, carrying out bank robberies, assassinations and other crimes' page 9

Friday, 9 November 2012

Media Theories

Marxism and Hegemony

Keywords

Antonio Gramsci 
Capitalism 
Karl Marx 
Louis Althusser
Stuart Hall
The Frankfurt School
Superstructure
Mediation 
Friedrich Engels
Raymond Williams 

Red Herrings 

Hybrid
Influence Model
Katz & Lazarsfeld
Hazel Gaudet
Stanley Cohen

Hegemony -> refers to the ways in which the media encourage people to consent to status quo power structures. A term that came from the writings of Karl Marx


The term "Marxism" refers to the ideas and policies of German philosopher Karl Marx. It deals closely with class struggles and socialism, but encompasses many other societal principles.



Sites Used
http://www.smirnov.demon.co.uk/socialism/overview/media.htm
http://dl.dropbox.com/u/3686063/A2%20Revision%20Media/Media%20A-Z%20Keywords.pdf
http://suite101.com/article/hegemony-and-media-studies-a52278


Thursday, 8 November 2012

Gender and Ethnicity


Gender and Ethnicity

Laura Mulvey -> Male gaze -> Visuals pleasures for men, seeing women from the mens point of view 

Ethnography -> A form of research where the researcher attempts to understand the culture by becoming a part of it

Representation -> the media construct versions of people, places etc., through media texts -> representations of gender increasingly challenge traditional concepts of masculinity and femininity 

Gendered consumption -> The way that gender affects our consumption of media texts

Almy et al -> media representations of gender are important because they enter the collective social conscience and reinforce culturally dominant (hegemonic) ideas about gender which represent males as dominant and females as subordinate.

Judith Butler -> gender roles are socially constructed 

Stuart Hall -> Negative representation of black people in period films -> negative stereotypes as reinforcing dominant ideologies

Sexism -> Discrimination on the basis of sex -> especially against women -> patriarchy is the main cause

Howard Becker -> Self fulfilling prophecy living up to label attached to you

David Gauntlet 

Red Herrings

BFI -> British Film Industry

Folk Devil -> Groups in society, that are targeted or demonised by the media

Hybrid -> Cross between one film genre and another 

Media Dependency Theory -> Audiences depend on media information to meet needs and reach goals, social institutions and media systems interact with audiences to create needs, interests, and motives in the person

Pixar -> Digital animation company 




Websites used




New Proposed Critical Investigation

Critical Investigation - How do video games such as 'call of duty' and 'grand theft auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

Linked Production - Either a video game trailer, showing on-screen violence or a music video similar to the sour patch kids rapping about a video game

Wednesday, 7 November 2012

Year 13 Critical Investigation Proposal


Year 13 Critical Investigation Proposal 

Working Title

How and why have Teenagers been represented as delinquents across platforms such as Broadcast and print? 

Angle

How are the representations/stereotypes portrayed by the media affecting teens across the UK and has it affected their image?

Hypothesis

Negative representations by the media has led to delinquent behaviour as seen by some teenagers who resort to violent means-> self fulfilling prophecy (Living up to label)

Linked Production Piece

Music video similar to ill manors expressing feelings about the negative representation received / label that has been attached

M (media language) – Low key lighting/high key represent status, baggy clothes -> tend to be branded, close up shots and with panning, quick cuts/fade effect 

I (Institution) – Channel Aka -> British digital satellite TV channel It is a music channel (supports the UK urban movement), focusing on playing upcoming UK urban/grime/hip-hop music and has helped the breakthrough for acts such as Tinchy Stryder, Tinie Tempah, Chipmunk, Wretch 32, Devlin etc

R (Representation) – Tend to be represented as trouble makers who participate in anti social behaviour, unfair representation as not all teens are delinquents, Figures show more than half of the stories about teenage boys in national and regional newspapers in the past year (4,374 out of 8,629) were about crime. The word most commonly used to describe them was "yobs" (591 times), followed by "thugs" (254 times), "sick" (119 times) and "feral" (96 times).

A (Audience) – D, E -> Unemployed Youth, Aged 14-25, Personal Identity, Gender -> Male, escapism -> music as a way to get away from problems surrounding them

I (Ideologies) – Youth are seen as feral /Thugs, All teens share the same characteristics and share an anti-subculture, Cultivation theory

N (Narrative) - Personal Identity -> seeing yourself reflected in text, Hypodermic needle, Uses 
and Gratification -> Escapism

S (Social) – Teens represented as troublemakers in society today -> Up to no good  "The teen boys' 'brand' has become toxic

H (Historical) – The Mods and the Rockers -> working class teenagers who created moral panics in the 1960s -> Stanley Cohen -> Folk Devils and Moral Panics

E (Economical) - oppressed the youth through cuts such as community centres, benefits (ema) university fees, etc

P (Political) – Hatred towards politics and the police -> Merton -> pressure to conform to the norm can cause deviant behaviour when the opportunity to achieve by legitimate means is blocked

Issues and Debates

Moral Panics -> media have caused moral panics, by identifying a group as ‘folk’ devils and exaggerating the threat they pose, Moral panics are created through different media texts e.g. films, magazines, articles (London riots which caused widespread panic, gives an image that all teens are antisocial and troublemakers)

Representation and Stereotypes -> Delinquents, labelled either as chavs or asbos, represented to be troublemakers

Media effects -> Hypodermic needle -> feeding people the image that teens are delinquents, ‘News is not discovered but manufactured’ -> Stanley Cohen

News Values -> how the news reported it, exaggerating stats, blaming one ethnicity for moral panics such as the riots 

Theories/Theorists

Gender and ethnicity -> Howard Becker -> Self fulfilling prophecy living up to label attached to you

Moral Panics -> Jock Young and Stanley Cohen – Folk Devils and Moral Panics 

Schlesinger and Tumbler -> Found Correlation between media consumption and fear of crime, with tabloid readers and heavy users of TV expressing greater fear of becoming a victim

Merton -> pressure to conform to the norm can cause deviant behaviour when the opportunity to achieve by legitimate means is blocked

Contempary Media Landscape -> My topic fits into the contempary media landscape as it’s a current event that can be related to teenagers in today’s society, i.e. me 

Main Texts

London Riots
 Ill manors


Other texts

Kidulthood
Top Boy
Inbetweeners
4,3,2,1 

TV Documentaries 

Panorama – The Riots http://www.bbc.co.uk/programmes/b013xy9t

Sky 1/ YouTube -  Ross Kemp on gangs  http://www.youtube.com/watch?v=8tYHJtU6y74

BBC iplayer – Gang Life http://www.bbc.co.uk/iplayer/episode/b01f6kg8/Gang_Life_Seguns_Story/

Real Time: A Youth Prison Documentary (2003)

Academic texts/books

AQA A2 Sociology – Keith Trobe, Rob Webb, Hal Westergaard, Liz Steel

Youth and Crime (2004) - John Muncie

Yob Nation – Francis Gilbert

Jock Young and Stanley Cohen – Folk Devils and Moral Panics

Youth, Crime & the Media (1997 ) - Richard Hil, Judith Bessant

Internet Links

http://www.guardian.co.uk/commentisfree/2009/mar/18/asbos-youthjustice
http://www.guardian.co.uk/film/2009/nov/05/british-hoodie-films
http://www.francisgilbert.co.uk/2006/04/the-many-faces-of-british-yob-culture-an-interview-by-sheena-hastings/
http://www.economist.com/node/21528285
http://representation-media-stereotypes-of-teens.wikispaces.com/
http://www.independent.co.uk/news/uk/home-news/hoodies-louts-scum-how-media-demonises-teenagers-1643964.html
http://socialistworker.co.uk/art.php?id=13015


Wednesday, 17 October 2012

Ideas

Critical Investigation

-Music magazine -> Codes and Conventions of music magazines -> do they use sex appeal

-Gaming -> Is gaming good or bad for you? -> Pros ( improves hand eye co-ordination) Cons (causes violence)

-Army -> how soldiers the representation of soldiers have changed over time



Linked Production Piece

- 3 page spread for a music magazine, including common codes and conventions

-Documentary interviewing doctors, teachers, students, etc finding out whether games can be good or bad for you

-Documentary showing clips from the past of soldiers being deviant compared to those of today's society (patriotic, hero's) -> interviews with soldiers, how they feel, emotions