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Revision - regulation and the online media industries

Livingstone and Lunt have argued that it is functionally impossible to regulate the online media industries as long as there exists a conflict between the desire for unrestrained profit and the ethical need to protect those who are most vulnerable . To what extent do you agree with this theory of regulation ? Make reference to Zoella/Zoe Sugg and Attitude Online to back up your argument. Kneejerk reaction: To a large extent, it is impossible to regulate online media, because of the conflict between making profit and the need to protect vulnerable people Plan: conglomerations  regulation livingstone and lunt unrestricted access zoella top of search page attitude boys section hypersexualised  clickthrough and advertising  clickbait advertisements containing 18+ content - blurred out/censor hypermasculinity  hypersexualisation  adult themes stream media  self regulation  producer maximise profit  end of audience  reception theory ?? ho...

How to revise

  http://lr-media.blogspot.com/2022/02/how-we-revise-in-level-media-studies.html hall - representation & stereotypes van zoonen - representation of gender DAC - definition argument context - introduction paragraph D - define the key words - eg representation ; the reconstructing reality for producers to present their ideology // re - presenting of something, a group of people for example by a producer to support their ideology   A - in this essay i am going to argue ....  that media products can often present sexist, singular and straightforward representations of women  C - Context - where, when, who .... e.g. zambia for claudia sings PEA - point evidence argument - paragraphs  P - another way .....  E - language - for example.....  A - how does this relate to the argument - media language - e.g. reinforces sexist, patriarchal hegemony that suppresses the rights of women
 ((  attitude  )) -digital version of attitude targets a more working class audience  who makes, publishes and distributes attitude online? - stream media, specialised in making magazines so horizontally integrated company - also publishes rolling stone, along with a few other gay magazines (specialised industry) - lgbt and non lgbt  - attitude online is updated infrequently, suggesting it is not nearly are important as the magazine to their brand and to their success - online articles tend to be short, screenshots or images provided by other people - fairly low production values  -attitude appeals to middle class target audience, while the online attitude appeals to a working class audience - diversification  - website - extremely basic, not very colourful  - sans serif, capitals 'shouty' headlines - endless scrolling on articles, wall of ads generating over and over  pink washing -using gay-related issues in positive ways in order to distra...
 Attitude online - targeted towards mostly gay men one theme reinforced is identity being important to gay men. into arts- one heading section dedicated for theatre, and lots of articles on drag - artsy, stereotypical representation - boys heading and section - topless men, lexis of 'boys' suggesting youth and almost 'cheeky' - hypersexualisation  we live in a heteronormative society - unlikely to see images like these unless we search for them - though female bodies and sexualisation are more common and normalised to be sexualised  - represented as victims - articles on hate crime etc - stereotyping gay men as attractive and muscular - very very specific beauty standards - muscular, white or light skinned, clean shaven, young  - a hyper masculine representation of men  targeting working class - attitude online appeals to a loyal audience - not specifically gay men (potentially straight women, attracted to the sexualisation of men)

Online media 2: Zoella/Zoe Sugg and the regulation of the online media industries

 5 significant issues with proposed regulation of adult material on websites: - "the big fear among major porn sites is what happens if they comply with the law but smaller sites remain online without age checks " - the smaller, more underground and sketchier websites could potentially get away from complying with the law as they are less known about  - " if the policy was poorly enforced by Ofcom it could punish pornography websites that comply with the law." the age verification process could discourage people from using sites that comply, meaning they could find sketchier websites, meaning people can still access restricted content without age verification. - cost of age verification is 15-20p per person for a website, meaning this proposal can affect the smaller websites while benefitting the largest ones.  - wanting to age check and confirm someone is old enough to access the site without keeping a database of information would be relatively difficult to pull o...

Online media - Zoella and industry concerns

 Industry key terms - distribution - the way in which a media product is given out - online media is digital distribution - circulation - how many audience members engage with the digital product, which can be measured through view count for example - regulation - the rules media products must follow - online media is not effectively regulated  - digital convergence - the coming together of previously separate industry thanks to digital technologies - conglomeration - where an organisation becomes bigger by buying more companies - google is an excellent example - vertical integration - where an organisation buys out others in different sectors, meaning they own both distribution and production - horizontal integration - similar to vertical, but companies in the same sector  - censorship - the practice of removing content for ideological reasons  - diversification - where a producer branches out into different sectors/media/etc  - multimedia integration -  a...
Henry Jenkins - Fandom - refers to a particularly organised and motivated audience of a certain media producer franchise - fans are active participants in the construction and circulation of textual meaning - fans are dedicated and knowledgable  - they appropriate texts and read them in ways that are not fully intended by the producers (textual poaching - stealing things from products) - they construct their social and cultural identities through borrowing and utilising mass cultuare images and may use this subcultural capital to form social bonds - through online forums - write fanfiction - romance (slash fiction) - captain kirk and spock from startrek - bromance - fan art - fan edits - cosplay  Clay Shirky - end of audience theory  - there is no such thing as audience - they are no longer passive, they interact with media products in an increasingly complex variety of ways - leaving comments  - cant discount the ideology of the producer  -gameology - recreatin...

Online Media

 issues with teaching and studying online media: - online media as a medium is constantly changing - frequent radical new innovations e.g. blockchain/crypto/nfts  - radically different interests, personalities, identities etc catered for - legal and ethical issues with sharing of personal data, datamining, and potential issues with being doxxed/hacked - issues with vast conglomerates and monopolies - ethical issues in terms of removing competition, also the idea of violation of privacy within educational sphere - the huge number of advantages that online media provides for audiences often comes at a massive drawback "when something online is free, then you are the product" - there are many many things that we absolutely do not know, nor can we ever find out about how digitally convergent online media actually works - many of these systems are so vastly complicated that in actuality even the individuals who have programmed these systems do not understand how they work - media ...

weird and wonderful video games

Hades - Supergiant games  -Early access in 2018 and released in 2020. Big hit and gained many BAFTAS and games awards -Roguelite - Meta-progression with something from previous run added to the new run  - Differs from assassins creed as being a roguelite but also is more focused on story, which progresses the longer you play the game. - Quality art and music direction to be enjoyed by audience, a handful of romance interactions within the story - appeals to audiences both straight and gay as there is a gay relationship option - options to make it more challenging - right at the start (making the difficulty not optional) or after beating the game once (challenge becomes optional)

video games - audience

can be argued media can make people violent - columbine shooting, child's play, joker murders, thai gta murders  brainwashing - completely force an ideology on someone - mk ultra  people believe media affects us directly - not true - passive audience model albert vanduras  - effects model and hypodermic needle model - we have no way of resisting ideology in media  - the bobo doll experiment - shown a video of someone beating up a doll, then taken to a room with the doll and they beat it up doom (id, 1993) blamed for a few killings, specifically columbine massacre 1999 issues  - videogames are resolutely violent, in both their depiction of violence and their use of violence as a problem solving mechanic. however there is arguably no evidence that media products have such a direct effect on audience  - did it on children, easily manipulatable - and is not the same as committing real violence - audiences are active, not passive  henry jenkins, stuart hall...