Thursday, 25 June 2020

David Gauntlet on how to apply his theory of identity in A-level media studies



David Gauntlett's  theory of identity broadly describes the ways in which audiences do not simply have to consume the dominant ideological perspective of the producer, but can instead use media products to construct their own identity. 

This theory is sometimes referred to as the 'pick & mix' theory, as it allows audiences to pick which aspects of a text they want to construct their identity, whole leaving other bits well alone. A good example of this can be found in Woman magazine, and other women's lifestyle magazines of the 1960's, where working class female audiences may reject sexist stereotypes that the magazine includes, but may use the fashion and beauty tips to construct their own look and identity. 

Gauntlett's theory is a little tricky, in the sense that it is clearly a theory of audience, but it is also a theory of representation. So how does this work? 

KA4 - mark scheme and indicative content


Mark scheme


We have used a simplified mark scheme to provide you with a grade. This is in order to reflect the fact that this is an open book exam with unlimited time allowed

A* - Exceptional theory, textual analysis and clear arguments or points of view
A - Excellent theory, textual analysis and clear arguments or points of view
B - Good  theory and textual analysis
C - Satisfactory use of media language, perhaps some attempt at applying theory
D - Less than satisfactory use of media language
E - Poor response, eg no media language used
U - Not worth credit eg too short

This is an overall grade, based on all four responses, so if there is variation in quality, a best fit grade will be be applied (so two excellent and two satisfactory answers would even out as a Good response, or a B grade)

A grade has been removed for every question not attempted. For example, if a student has completed two good (B grade) answers but not attempted the other two questions, then the overall grade would be moved down two to a 'D' grade.

Got it? Nice.

Indicative content


This is the stuff you could have written about in your response! Remember, there are loads of ways to approach a question, and mark schemes are always written to allow as much flexibility as possible, while still making reference to key media concepts, terms and theory. Your point of view might be the opposite of the examiner, but this is completely OK!

Music videos - MEDIA LANGUAGE


Explore how the combination of media language creates meaning for the audience in the video to Riptide [15]


  • Media language refers to shot types, editing, camera angles, mise-en-scene... so this is your perfect opportunity to show off your knowledge and understanding!
  • This is a broad question with loads of different possible answers and examples possible
  • Close up of female performer in the master shot creates and uncomfortable mode of address
  • Frequent close ups and shock zooms on female anatomy construct an ideological perspective on objectification, sexism and sexualisation
  • Polysemic reading: the video can be seen as either a criticism of sexism, or a fairly extreme example of sexualisation!
  • Paradigmatic features of horror films include coloured lighting, mise-en-scene and graveyard setting, providing audiences the pleasure of intertextuality
  • Specific intertextual references may include Suspria, Un Chien Andalou and The Texas Chainsaw Massacre
  • Deliberately confusing, non-linear narrative structure reinforces that the preferred reading of this video is to confuse and to alienate the audience! This is highly atypical for the soft and cuddly indie-pop genre...
  • Rapid fire editing emphasises spacial and temporal discontinuity: the video is set in no particular time or place
  • Use of on screen graphics, such as subtitles and the flashing LEFT once more deliberately confuse and upset audience members
  • Symbolic codes of knives, dental equipment and rope connote sexual threat, while technically not breaking any YouTube regulatory guidelines
  • Voyeuristic mode of address constructed through zoom lens photography



Video Game industry - INDUSTRY


In what ways has ownership shaped the media products you have studied? Make reference to the Assassin’s Creed franchise [15]


  • Ownership here refers to Ubisoft, the organisation that owns the franchise
  • Shaping is how something has been made the way it is
  • Ubisoft are a big, multinational conglomerate
  • They make big, AAA videogames with high production values
  • So, when you list the ways that ownership has shaped the Assassin's Creed franchise, you will need to list the ways in which they are big budget games that appeal to mass audiences
  • Because these games are expensive, they need to sell as many copies as possible, and even selling just a few million copies can lead to a financial loss. 
  • So how does Ubisoft ensure these games sell as many copies as possible?
  • High production values, including realistic graphics, high frame rates and a range of content
  • Clearly identifiable narrative
  • A range of different play styles are encourages, from stealth to all out action
  • A range of different target audience, from 'typical' teenage male action fans, to secondary, older history fans interested in the history mode
  • Extremely expensive games to produce
  • Long development cycles
  • Games teased and promoted at huge trade shows such as E3
  • Lack of offensive or challenging content
  • Can contrast mainstream Assassin's Creed with a more obscure, challenging and controversial independent like Doki Doki Literature Club! or The Silver Case
  • Assassin's Creed games use the conventions of big budget films, allowing them to target massive pre-existing/'pre-sold' audience

Advertising - AUDIENCE


Explore how the WaterAid advert you have studied appeals to its target audience(s) [15]


  • You must identify the target audience
  • The target audience is most probably working class, British white people
  • We know the target audience is working class, as this group contributes significantly more to charity 
  • 'Africa' (not Zambia) is represented as an exotic, generalised utopia
  • Use of direct mode of address: onscreen graphic invites audience to donate now
  • Subversion of typical charity advertising conventions: a positive message demonstrating the value of donating
  • Subversion of stereotypical representations of African people? 
  • A positive representation of a hardworking and capable young black woman? 
  • Tracking shot leads audience through African undergrowth, positioning audience with  Claudia
  • Mise en scene of overflowing buckets a stark binary opposition to conventional charity adverts with scenes of desperate poverty
  • English language pop song allows British target audience to identify with Claudia
  • Post-colonial reading: yet another stereotypical representation of a black African in need of help from a white audience?


Magazines - REPRESENTATION


Liesbet van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15]


  • There are a few different ways to approach this question. 
  • The first is that woman magazine uses sexist and reductive representations of women to position it's target audience in such a way that it hegemonically reinforces stereotypes that exist about women, and cultivates an ideology that women are the inferior gender, and are only interested in stereotypical pursuits such as makeup and childcare. This keeps women in their place, and reinforces patriarchal hegemony
  • The second is that woman magazine is surprisingly progressive, shows women out of the house, and presents an empowering representation of women (this one is a bit trickier to argue!)
  • The third way is the bit of both approach. Yes, woman is pretty sexist, but it's also surprisingly progressive in some ways!
  • Images of hegemonically unattractive Alfred Hitchcock presented next to hegemonically attractive and glamorous Grace Kelly, reinforcing a patriarchal hegemonic binary
  • Highly sexualised and demeaning representation of women in Breeze Soap advert reinforces perspective that women exist only to be objects of sexual desire for heterosexual men
  • "Because you're a woman" imparts direct and condescending mode of address, positioning audience in a childish and condescending perspective
  • Front cover also presents a direct mode of address. Proairetic code created by models nervous face reinforces stereotype that women should be meek and timid
  • 'Extra special... on men!' feature reinforces gender binary, and the notion that men and women are almost completely different species
  • Exclusively white models construct a post-colonial ideology of racial superiority through symbolic annihilation (check the bonus theory section!) 
  • And there's loads, loads more you could talk about... 
  • Remember the magazine topic is huge, so you'll have to consider what you're going to leave out rather than put in! 
  • The Hitchcock interview, Front cover and soap advert would be my top three picks, but there's also: 
  • The 'a present for your kitchen' spread, 
  • The 'are you an A-level beauty?' makeup tutorial (which is very complicated...), 
  • The creme puff advert (excellent example of voyeurism and more than a little creepy!)
  • And many more examples, all of which are as good as each other!


Exemplar answers


Below you will find one student exemplar answer for each question, apart from magazines, which is a bigger topic, and provokes more varied answers. There were loads more great answers, so if yours didn't make the cut, it was purely due to space issues. 

Music videos - Explore how the combination of media language creates meaning for the audience in the video to Riptide [15] 


Plan : 

Media language – shot types, camera angles, mise-en-scene 

Audience positioning – in scene of long shot woman in a swimsuit, audience positioned as voyeuristic 

Music video of Riptide – highly unconventional e.g. Vance Joy is not in the video at all 

Performer – as the music video progresses the performer’s costume changes 

Intertextual and stereotypical reference to horror genre 

Literal interpretation of lyrics 

 Contrary to previous thoughts on audiences, both theorists and producers now agree that audiences are complex, and have a variety of different needs, tastes and ways of using media texts, due to this idea producers therefore seek to intrigue audiences, which is clearly seen in the pop music video, Riptide by Vance Joy. Riptide is very different to a typical pop music video, one reason is that Vance Joy is not in the music video at all; this is highly unconventional for music videos and is hardly ever seen. Throughout this essay I shall be arguing that due to the use of a variety of media techniques and media language, Riptide creates a confusing but enticing ideological perspective that the audience are virtually forced into reflecting upon.  

 One way this is done is through the way the music video interprets the lyrics of the song. For example, the music video is seen to be almost mimicking the lyrics. One place this can found is near the beginning of the music video when the lyrics “I was scared of pretty girls and starting conversations” are sung. In this scene we see a patriarchally hegemonic and stereotypically attractive woman who appears to be taking the straps off of her swim suit. This positions the audience as being voyeuristic as this woman does not know she is being looked at, which then creates confusion for the audience as it is unclear as to why this situation has been forced upon us. Furthermore, this idea of the music video mimicking the lyrics is seen during the chorus whenever the noun “Riptide” is sung. We see a high-angled long-shot of the ocean and waves crashing, the connotations of the noun “Riptide” present aggressive or dangerous themes. This creates a proairetic code and entices the audience which then, however, leads to confusion as this theme of aggression is not followed up and the music video continues. Due to this, we as the audience are then lead to replaying the music video in order to find some sort of answer to our confusion.  

 The idea of confusion and enticement is seen throughout the music video time after time again. For example, towards the beginning of the music video we see intertextual and stereotypical references. Most clearly the horror genre is seen when “Taken to the dark side” is sung. In this scene during the chorus, we see an actor get dragged by their feet into darkness creating a hermeneutic code. This is a clear reference to the horror genre due to the mise-en-scene of the gritty tiled flooring and the almost dead like hands that are centre image. Moreover, there is another reference to the horror genre due to there being a scene of a group playing an Ouija board; this is an intertextual reference to the famous horror films. Furthermore, this idea of confusion is seen again towards the end of the chorus when “You're gonna sing the words wrong” is sung. During this scene we see a woman ‘singing’ Riptide. The mise-en-scene of her dress, make-up and her hair down leads the audience to believe she is a performer. However, as the music video continues and each chorus is sung we see the performer’s costume begins to change. The mise-en-scene of the blood on the performer’s neck, the smeared make-up and the out synced lip-syncing, presents a proairetic code and it is clear to the audience that this woman is in danger and need of help and that some sort of abuse has taken place. This therefore confuses the audience as there has been no context as to why this has happened. We as the audience feel helpless as we watch this performer and we are unable to do anything. 

 In conclusion, due to the many ideas I have presented, it is clear that the music video to Riptide by Vance Joy, through media language and media techniques, presents a confusing but enticing theme for the audience as there are many scenes throughout that make the audience think which is reinforced by the literal interpretation of the lyrics that the music video takes. 


 Magazines - Liesbet van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15] 


PLAN:                                    

-van Zoonen                                              -women hegemonically attractive  

-representation of female beauty      -patriarchal hegemony  

-ideology                                                   -stereotypical representation 


Liesbet van Zoonen is a feminist theorist that argues gender is constructed through codes and conventions of media products. He states women are used in media products in order to attract a heterosexual male audience. Representation is defined as the ways in which the media presents the world and aspects in it. ‘Woman’ is a weekly lifestyle women’s magazine which started in the 1930s and is still running today. This essay will study the set edition of the magazine from the 1960s which includes stereotypical representations of women from the time.  

The women in Woman magazine have been represented sexually. In the Breeze advert, there is a mid-shot of a woman in the bath with bubbles covering her naked body. The woman has been sexualised through this voyeuristic shot as the audience can see the vast majority of her body, however, the bath is not included in the shot making the audience focus on the woman. The lifestyle that is being sold to the audience is that buying Breeze will make you sexually attractive. This is reinforced by the mise-en-scene of her perfect hair and make-up. This shot links to van Zoonen’s theory; that women only appear in media products to be looked at by a heterosexual male audience. They find her attractive as she is stereotypically hegemonically beautiful. This is further anchored by the lexis at the bottom of the advert. It uses a seductive mode of address, emphasised by the ellipses, creating a sexual atmosphere. The polysemic lexis of ‘darling’ suggest women are empowering but could also attract male attention, as this noun is often used by men when speaking to their woman. The representation in this advert can also make a female audience feel inadequate as this woman in the bath has an aspirational body. Due to male sexual preferences, the female audience aspire to look like the model so they will be deemed attractive by men.  

Representations of female beauty have also been encoded through media language. Woman magazine plays a significant role in constructing cultural ideas of female beauty. This shows the audience that physical appearance is a defining aspect of female identity. In Woman magazine, the article ‘Are you an A-level beauty’ promotes dominant patriarchal values that women should wear make-up to make themselves attractive. The close-up shots of the women’s faces encourage the audience to evaluate their appearance against these beauty standards as they are hegemonically and stereotypically attractive. The advert also only shows white women, showing an ethnocentric view of beauty that is culturally passed down by society. The ‘How to score’ section, makes the audience feel as if they must conform to these stereotypes otherwise they won’t be viewed by society as beautiful and most importantly won’t win the attention of a man. 

Woman magazine also constructs patriarchal ideas that it is the woman’s ‘duty’ to provide for men. The article ‘A present for your kitchen’ reinforces a hierarchy which is constructed through patriarchal and hegemonic ideology. It reinforces the idea that it is the women’s job to stay at home and she shouldn’t be working. The use of personification suggests to a female audience that the kitchen is the ‘heart of the home’. The simple format and the use of serval images assumes the audience are less educated as they are women, showing this gender divide. The mid-shot of the woman smiling showing off her kitchen reinforces the idea that women enjoy housework such as washing up. This representation of women is stereotypical and reflects the cultural norms of the 60s. This cultivates the dominant ideology that women should always provide for the man practically and sexually. This links to Gerbner’s theory of cultivation. He states that being exposed to patterns of representation over long periods of time shape the way in which people perceive the world. These representations of woman in the 60s were normal and accepted.  

In conclusion, representations of gender have been constructed by media language in order to reinforce the dominant hegemonic norms in society from the 60s.  


Advertising - Explore how the WaterAid advert you have studied appeals to its target audience(s) [15] 

 
The charity Water Aid was established in 1981 as a response to a United Nations campaign for clean water, sanitation, and water hygiene education. This advert (titled Rain for Good) stars 16-year-old Zambian student Claudia and aims to show how communities' benefit from clean water by depicting everyday chores such as farming and laundry. In this essay, I will be exploring how this WaterAid advert appeals to their target audience of British, middle-aged, middle-class people. 
 
The producer of this advert is targeting a British audience using elements that are common to British culture and history. The use of the pound sign, in the textual information, is one of the symbols that connote that this is targeted at a British audience, in addition to this at the very beginning of the advert the mise en scene in the establishing shot represents a very stereotypical England - the rainy environment and the strong British accent that comes from the person speaking in the radio are clearly designed for a British audience. 
 
Furthermore, Claudia singing “Sunshine on A Rainy Day” appeals to an audience who’s around the age of 30-50 as they’re likely to remember the original. This intertextual reference used by the producer appeals to the target audience as they are likely to get pleasure from the nostalgic value of hearing a song with which they’re familiar. Claudia herself appeals to a middle-aged audience, the producer by using someone that has an age that the target audience has already surpassed expects the audience to personally identify with the character by imagining themselves in her position at the age of 16 and feeling, therefore, empathy towards her. Another way in which the producer appeals the intended target audience is with the tracking shot following the kids playing; this appeals to parents as they might imagine those kids as their children's leading to them feeling a sense of empathy which is going to increase their will to donate money. 
 
The unconventionally positive visual codes, audio codes, and representations used by the producers give the advert unique selling points compared to other charity appeals and therefore make the audience more likely to donate. The shots showed before the clean water shot, that capture a happy atmosphere could be interpreted as people being happy because of what they are going to get. Which as shown in the end, is the water that they gained through donations made by the British (who are the target audience for this WaterAid advert). This makes the audience, that has previously donated feel satisfied/good about themselves and it makes the audience that hasn't donated, to donate. Additionally, the last mid shot showing Claudia with a bucket of water on her head and walking towards a beautiful sunset shows a different way to see difficulties. Claudia holding the bucket on her head is binary opposite to the sunset. The sunset symbolises nice things whereas the bucket of water symbolises how hard life can be. 
 
The use of the text number, the hashtag, and the website details allow the producer to aim this advert at an audience that is reasonably comfortable with technology. The advert appeals to an audience who is more socially aware and perhaps more educated through the marketed distribution of this campaign - in fact it was published on YouTube, Twitter and other social media with hashtags that increase its shareability. The distribution of this advert on social media not only appeals to a younger audience, who is likely to feel more sympathy but also targets an audience who through their normal use of social media is likely to be more socially aware of the difficulties that people in this world have to go through and therefore more likely to sympathies and understand the character of Claudia and consequently more likely to donate. 
 
Their target audience’s likely liberal political perspectives will have been shaped by exposure to previous, generically similar adverts, shaping their world view that the suffering of people less fortunate than themselves can be alleviated by charitable donations. Therefore this WaterAid advert appeals to this audience by the use of statistics that encourage the audience to feel that they can trust WaterAid and that this is a really important campaign - the use of statistics is also there to make the charity seem trustworthy and reliable. Furthermore, the use of imperatives within the advert in the sentence: “Donate money today. Text this number” it's a good way of trying to persuade and encourage their audience to take that preferred reading and to try and donate their money. 
 
In conclusion, the WaterAid advert “Rain for Good” appeals to its target audience through the choice of song, the setting, and the shots capturing what the audience's donation can lead to ( e.g children being happy ). The producers of this advert appeal their target audience through a direct mode of address and through the distribution of the media product on platforms used by socially aware people. The subvert representation of Africa works as a unique selling point of this campaign that appeals to its intended audience. 
 

Magazines - Liesbet Van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15] 

 
Media representations are the ways in which the media portrays groups, communities, experiences, ideas, or topics from an ideological or value perspective. Woman magazine was published in 1937, and it's still going – in the 1964 edition published on the 9th of August producers of Woman use representations to position their audiences, and, in this essay, I'm going to explore in what ways they did so. 
 
In this edition there is a clear stereotypical representation of women in fact, the main messages encoded in this magazine are that women are housewives and their purpose is to please men. Even the pictures of the women in the magazine are constructed to appeal to a male secondary audience – this representation supports the idea that women in media products are there to be looked at from men and therefore are objectified. 
 
The elements on the front cover position the audience as a white middle-aged woman. From the main image to the cover line when looking at the magazine the producer has constructed a stereotypical representation of women that is directed at women. The fact that it is directed at women it’s explicitly shown in the coverline on the top right where the producers state that this is the world's best weekly “for women”. It is also connoted through the pastel pink / purple background which stereotypically are feminine colours. The main image in the front cover is a woman with a possibly forced smile, that has maternal features and that is looking directly at the audience who is positioned as a housewife. This not famous woman conforms to the hegemonical beauty standards and allows the audience to see themselves in her position as just like them, she is not famous but is instead a “normal” woman that executes her stereotypical role in society. The cover line “seven-star improvement for your kitchen” emphasises the producers' ideology of what a woman should be like and it emphasises his representation of women. Not only does the cover line presents women with a stereotypical housewife role but it also directly addresses the audience with the use of the pronoun “you” - this implies that the target audience for this magazine is a middle-aged woman and therefore it positions the audience reading the cover line in such position. 
 
The producer constructs women as superficial and caring a lot about what they look like; this can be seen in the cover line “Are you an A level beauty?”. As mentioned before, by using the pronoun “you” and directly referring to the audience the producer is positioning the audience as a perhaps, superficial woman who cares a lot about her physical appearance. Additionally, A level stands for advanced level meaning that the producer is associating high school level with middle-aged women, therefore, representing them as clever as a high school student. This cover line not only reinforces patriarchal hegemony and dominant values but the fact that they are asking such questions puts the woman reading them in an awkward situation, where they have to reflect on whether they are what the magazine classifies as an “ A level beauty”. If we consider the cultivation theory it also affects their self-esteem which is likely to lower if they don’t get the points needed, according to the producer, to classify as an A level beauty. When answering these questions and reading what the results boxes one after the other women will start believing that they are not beautiful and therefore they will fall into believing that to be an “A level beauty” they need to respect hegemonical beauty standards set in this patriarchal society and to so they will buy the products advised in the magazine. 
 
This magazine manipulates its audience by showing their ideology repeatedly and creating a self-fulfilling prophecy that helps maintain patriarchal hegemony, however it could also be argued that the reason for such a stereotypical representation of woman is that if this wasn’t portrayed the magazine wouldn’t sell. Values and beliefs and the women's roles in society in 1964 were different to now consequently It could be argued that the ideology presented by the producer in the representation of woman was to satisfy the needs of the consumers and therefore make a profit. If the producer was to construct a representation of women that subverted their stereotypical roles it is very likely that the magazine wouldn’t have sold many copies. This may also be the reason why there is a lack in the representation of women from other ethnicities in the magazine.  
 
Another way in which the producer has used representation to position its audience can be seen in the breeze advert. The producer of this advert has represented women in having to be feminine and kind this is explicitly said in the lines “to be sure you’re all over feminine” you need Breeze, “you need a soap that will show your kindness”, through these sentences the advert is selling femininity and a lifestyle where you the audience (positioned as a woman) are sexually attractive. The direct address in these sentences is positioning the audience as a woman who needs to buy this product to be feminine. The magazine doesn’t even question whether a woman wants to be feminine, the ideology presented shows a representation of women where they want to and must be feminine and gentle. The main image in this advert is a woman covered in soap, however, she’s not in a bath – this is to allow their readership to see the curve of her body. Linking this to Van Zoonen’s theory the producer is positioning the audience as a heterosexual man that is likely to find the way she is posing attractive. This image should conventionally be in a girl mag. The hand gesture and the way her lips are positioned suggest that she is blowing a kiss, this acts as a proairetic code that supports the idea of her having to look sexually attractive. 
 
In conclusion, the producers of woman represent women in a stereotypical way that allows their target audience who’s positioned as a woman to relate to the females shown in the magazine, making it therefore likely for them to keep buying this magazine and buying things from the adverts. 

Videogames - In what ways has ownership shaped the media products you have studied? Make reference to the Assassin’s Creed franchise [15]: 


 Plan:  

 Ubisoft 

Assassin’s Creed Unity – 11th of November 2014 

Development costs of $100,000,000 

Development teams of 1,000 people 

10,000,000 copies sold within the first year of release 

£25.99RRP on release 

66% positive feedback and 44% negative feedback 

Xbox One, PlayStation 4 and Windows 

 Ownership is referring to the large companies behind videogames and how the companies might affect the games they produce. Ownership has shaped the media products within the video game industry in multiple different ways, for the purpose of constructing a larger target audience or for raising the amount of profits produced. In order for a game to be successful, it must appeal to a mass audience, helping to maximize profits produced. To explore this aspect, I shall be discussing the video game publisher and developer Ubisoft, while making reference to one of their most successful game franchises called Assassin’s Creed, looking closely at Assassin’s Creed Unity which was released on the 11th of November in 2014.  

 I believe that ownership within the video game industry has caused a video game’s quality to increase, and it is only going to keep rising. There are a lot of major development game companies within the specialized industry of video games, which means that there is a lot of competition with companies trying to produce a much better product than the last. Ubisoft being one of the biggest video game development companies in the world, with an estimated net worth of over $2 billion, are expected to release a high-quality content packed masterpiece with every release being better than the last. The Assassin’s Creed franchise is a perfect example of how a video game’s quality is improved as time goes on and development companies continue to expand. Assassin’s Creed was released on the 13th of November in 2007, and it was the first installment in the Assassin’s Creed series. Assassin’s Creed was an instant success with Ubisoft selling over 8 million copies within almost 2 years of release, however with the limitation of hardware and a budget of $20,000,000 the game’s quality was nothing special compared with today, but for the time this game was a masterpiece for gamers all around the globe. Moving on towards late 2014, Ubisoft released the 11th instalment of the Assassin’s Creed franchise, Assassin’s Creed Unity (ACU) was released on the 11th of November in 2014. By this time, Ubisoft had expanded into a much bigger development company, meaning they had higher budgets and a larger target audience. This is evident with ACU reaching over 10,000,000 copies sold within the first year of release, which makes it one of the most successful games within the franchise, but costing Ubisoft $20,000,000 to develop. 

Video games need to appeal to as many people as possible, because this will impact the game’s popularity and the amount of profits the game has produced. One of the easiest ways to attract more customers is to appeal to that mass audience. The Assassin’s Creed franchise is enormously popular with critics and gamers all around the globe, with all the instalments in the series making an estimated total profit of $140,000,000 for Ubisoft, which makes it one of Ubisoft’s most successful game franchises. The Assassin’s Creed franchise uses intertextuality within its games, as the combat is generally focused more towards the historical warfare aspect. This usage of intertextuality is not uncommon, as many different games have used this technique such as Mordhau, World of Warcraft and many others which makes a game genre. However, developers decided to also include some aspects from different genres in order to attract to a mass audience, which leads to higher sales and more profits being generated.  

Ubisoft have a tendency to use a similar scheme when it comes to creating Assassin’s Creed games, which might have been done to reference other games from the franchise. This can be seen right from the game’s cover, each cover from the franchise uses a similar layout which includes the Assassin from the game in the center with some sort of weapon. Ubisoft also include their brand identity on each cover with the game’s title alongside, background appears to change depending on the historical time period. This is indicated using stereotypical landmarks like the pyramids, marble statues and pirate ships. All these elements of similarity are not purely there because the Ubisoft developers are unoriginal, as these similarities can help attract a mass audience of followers. I believe this because carrying over design elements from game to game allows a brand identity to be created, which helps to attract fans to new instalments through the series, which therefore produces more profits for Ubisoft. 

 Ubisoft have been known to have huge production values while developing their games, which also helps in attracting a large audience. Ubisoft overtime have developed into a large-scale conglomerate, meaning they are able to specialize in Triple-A games, which are extremely popular with fans demanding and expecting a masterpiece of a game each and every release. This means that Ubisoft need to put in an extraordinary amount of money and effort to meet people’s expectations. Gamers are impressed by a game’s graphical quality, content quantity and quality and storyline, which Assassin’s Creed Unity does perfectly. It’s high production cost of $20,000,000 is clearly evident through the immersive visuals with the addition of a long action-packed story, which help appeal to the mass audience. Ubisoft also like to run existing game mechanics, with the virtual world being open which allows players to explore and roam freely. These are the types of mechanics people generally enjoy, which is why Ubisoft incorporates it into their games, as it appeals to the majority of targeted audiences. David Hesmondhalgh argues that media industries are maximizing their profits by minimizing the number of risks taken to produce a media product. Ubisoft are clearly following this rule, which allows for their Assassin’s Creed franchise to become more popular, generating more profits. 

Ubisoft also try and target the niche audiences, while also appealing to the mass audiences, which is through Assassin’s Creed franchising being very historically accurate. Believe it or not, there are some gamers out there who enjoy playing historically accurate games, which is where Assassin’s Creed excels. For example, Assassin’s Creed Unity takes place in Paris during the French Revolution in the late 18th century, with developers actually studying about what life was like during this time period for the French. This allows for game to be more historical accurate to the time period, which attracts the niche audience of historical gamers. This links to Curran and Seaton’s theory of power within the media industry, which states that media conglomerates like Ubisoft, will attempt to gain more power over the other development companies to gain a monopoly in the videogame industry, leading to bigger profits. 

In conclusion, I believe that ownership has had a huge effect on different types of products within the media industry, with Ubisoft and its Assassin’s Creed franchise being a clear example. I also believe that large conglomerates within the games industry have to appeal to mass audiences in order to maximize profits, which leads to a lack of diversity between products. 

Monday, 22 June 2020

Videogames 10 - Playing games: alternatives to the mainstream

Note: in order to fit everything in and not to give you way too much work, we've skipped a theorist (Clay Shirky). We'll be coming back to him later on, i.e after the lockdown, when we do online media, so don't worry. His theory is quite similar to Henry Jenkins. 

Catching up


If you have not done so already, please make sure you have all nine previous videogame lessons completed and published to your blogs! 


Playing games 


Mushihimesama and The Silver Case are two examples of non-mainstream and independent videogames that could not be any more different than the Assassin's Creed franchise. They would make excellent counterpoints to slot in to your exam!


For the A-level media studies exam, we have been asked to explore the Assassin's Creed franchise. Hopefully by now you should feel pretty comfortable about the prospect of talking about this game series in the exam. If that thought stresses you out, then remember if a question on the videogame industry does come up, you'll only be talking about it for 12-15 minutes!

However, it would be excellent if, in the exam, you were able to provide a counterexample to Assassins's Creed. In order to do this, you are going to have to play some games!

Task: find and play a game that isn't part of the Assassin's Creed franchise. Try and make sure that it is as different from the Assassin's Creed franchise as possible, and answer the questions below


This might be trickier for some people than other people. Right now I have four different consoles from four different eras hooked up to my TV, but I'm a massive nerd. Here are some tips and suggestions:

  • Play a game on a console you already own
  • Play a game on your phone: if you have a smart phone, you almost certainly will have a game already installed on it. If not, you can go on the App Store or whatever and download the first big selling free game you can find
  • Watch a video of someone playing a game that you don't own
  • I have uploaded two videos of me playing and talking about two of my favorite independent games, so click here to learn about The Silver Case and click here to learn about Mushihimesama
  • Ask someone in your household if you can borrow one of their games, and get them to recommend one
  • Watch someone in your household play a game. Ask lots of annoying questions

Once you have found a way to play/watch a game being played, you can have a stab at answering the following questions:

Task: find and play a game that isn't part of the Assassin's Creed franchise. Try and make sure that it is as different from the Assassin's Creed franchise as possible, and answer the questions below

  • What is the narrative style of the game? (non/linear? Equilibrium? Disruptions?)
  • What genre (s) can you identify? (paradigms, iconography, hybridity etc.)
  • How are we as an audience interacting with the game?
  • Does the game appeal to a mainstream or a niche audience? How?
  • What is the preferred reading of the game? 
Make sure that all ten videogame lessons are uploaded to your blog before the end of the week!

Wednesday, 17 June 2020

Videogames 9 - fandom and active audience theory

Examples of fandom: fan videos


Fan videos allow fans to build on an existing franchise, and to communicate with other fans, a process that Jenkins refers to as participatory culture


In the 3rd person action videogame Dark Souls 3, players are encouraged to fight through a ruined world filled with extremely difficult encounters. 

The Dark Souls series is famous for it's difficulty, and hardcore fans have flocked to this niche product as it's difficulty differentiates it from other modern games. Ask a true videogame nerd what they think of Assassin's Creed, and they'll likely laugh at you: Assassin's Creed is a game for casual gamers...

But Dark Souls is also famous for it's narrative, or perhaps its apparent lack of narrative. Unlike many modern games (like Assassin's Creed) there's no attempt to explain the 'plot to its audiences. Instead the player has to piece the puzzle together themselves, if they care enough to do it!

This is an example of a double mode of address, where a media product (in this case a game) targets two different audiences at the same time. Some players (such as myself) really enjoy the Dark Souls series and its difficulty, but frankly don't care about the 'story'. They just enjoy the atmosphere and the thrill of exploration.

Other players, the hardest of the hardcore, will analyse every single aspect of the game, and even make extremely well researched fan videos explaining what is going on

Task: watch the first two-ish minutes of this video


Please note: none of this is clear in the game at all. I played the entire game and literally knew none of this stuff.

  • Why did 'Vaati Vidya' make such a technically accomplished and extremely well researched video?
  • How does this video address its audience? Think language, vocal delivery, editing...
  • Who is the target audience for this video?
  • Take a look at the number of views and answer again: who is the target audience for this video?

Henry Jenkins and fan theory


The above video is an excellent example of what the media theorist Henry Jenkins refers to as fandom.

Task: before you do anything else, check out this video introducing Henry Jenkins' theory of fandom, making notes on all the key points


A fan is different to an audience member. An audience may enjoy a media product. They might watch every new Avengers film for example. But in order to be a fan, they need to go further. Put extremely simply, a fan is somebody who actively does something with a media product. Fandom can manifest itself in lots of ways , but it can be evidenced in the following, non-exhaustive ways:

  • Attending a convention
  • Dressing up as a character from the franchise (cosplay)
  • Getting a themed tattoo (not a good idea lol)
  • Joining and contributing to an online forum on the topic
  • Buying themed merchandise, for example action figures
  • Writing fan fiction 
  • Going on holiday specifically to visit where a film was filmed
  • Wearing a band T-shirt
  • Following a band on tour
  • Etc etc etc

Fandom is fascinating, as it demonstrates ways in which audiences can truly actively engage with a media product. 

Task: complete the research task outlined in the image below




First of all, complete the task for the Assassin's Creed franchise. 

Then, as an extension task, do it again for any other videogame franchise you are interested in.

Remember, the more ridiculous examples you can find, the more likely you are to remember them in the exam!

Extension: podcasts and videogame fandom


One excellent way that fans can interact with videogames and the videogame industry is through recording and listening to podcasts. Podcasts can range from the extremely amateurish, to the professional examples that I have linked below. We're really getting in to extension and wider reading territory here, but if you want to push your knowledge of participatory culture and the videogame industry, these podcast tasks would make for an excellent example to refer to in the exam.

Extension task: listen to the following podcasts (just a minute or two each, and make notes under the following headings:


  • Target audience
  • Mode of address
  • Subject matter
  • USP (unique selling point)

Cane and Rinse

Hardcore Gaming 101

Axe of the Blood God

The Retro Hour

Videogames 8 - Assassin's Creed and reception theory

Revising the encoding/decoding model




Reception theory is often attributed to Stuart Hall. It argues that producers use media language to encode meanings within media products, which audiences can then decode and negotiate in a variety of different ways.

Audiences may agree with the preferred reading of the product, in other words they will agree with the ideology of the producer. The audience also may disagree with the producer's ideology and form an oppositional reading of the product. It is most likely, however, that the audience will negotiate the message of the producer, and will agree with certain ideological aspects while rejecting others. 

Reception theory is exciting, as it suggests that audiences have agency and can make their own decisions based on their own life experiences. Therefore reception theory is an active audience theory, and is a world away from passive audience theories like Bandura's effects model and Gerbner's cultivation theory. Maybe audiences are not mindless zombies after all!

Task - watch this video on reception theory, making detailed notes and definitions of the following:


  • Encoding
  • Decoding
  • The ideological perspective of the producer
  • Preferred reading
  • Oppositional reading
  • Negotiated reading
  • Issues with reception theory

Negotiating the Assassin's Creed franchise




So the producer will encode meaning, and the audience will decode it in lots of different ways. It might be the opposite of what the producer intended... but is this OK?

Task - watch some gameplay footage or play an Assassin's Creed game and answer the following questions



  • What is the ideological perspective of Ubisoft? What messages are they demonstrating to their audience? Hints: think.... violence...history...narrative....interactivity...
  • What is the preferred reading? How do you know?
  • What is the oppositional reading? How do you know?
  • In what ways can audiences negotiate the ideology of this game? 
  • How can audiences use this game in ways that Ubisoft may have not intended?
  • Is this gameplay video a negotiated reading? Why?

Monday, 15 June 2020

Videogames 7 - videogames and the effects model



The effects model is probably the most straightforward theory in the whole of media studies! Proposed by Albert Bandura, it stipulates that media has a direct effect on us. There's only two things you really have to know, and that's that the assumptions that

Representations of violence can 'model' or demonstrate violent behavior, and
Audiences 'copy' violent and socially unacceptable behavior they see in media products

That's it! Really! 

Task: knee jerk reaction - what is a flaw or an issue with the effects model?


Hopefully you managed to spot the fairly glaring flaw in this theory. If not, here's a hint: I (Michael) have played hundreds and possibly thousands of violent videogames, have watched thousands of violent films and listen to loads of horrible music. And yet...

The effects model and videogames


Bandura's theory is kind of limited, and is only used for the videogame industry (which is a bit harsh; cheers EDUQAS!). But in everyday life, this theory is really popular. Someone might not have a clue about who Stuart Hall or Henry Jenkins are, but they will tell you without a shadow of a doubt that violent videogames make people violent. A blanket statement like this has massive issues

Task: watch this video and make notes on


  • The effects model
  • Where it came from and why it's important 
  • Key examples
  • At least two massive flaws in the theory

The effects model and Assassin's Creed


Task: watch at least ten minutes of gameplay footage of any Assassin's Creed game



  • How might this game affect it's audience?
  • If we are to believe the effects model and to take it at face value, what behavior in this gameplay could be copied?
  • What elements from this gameplay footage may cause concern for parents, teachers and other caregivers? 
  • What positive messages might this game give?

Conclusion


Unlike every other theory we look at in media studies, the effects model is pretty much included to be criticised. So make sure you criticise it in the exam!

Monday, 8 June 2020

Lockdown mock exam: Key Assessment 4

Instructions


This exam is OPEN BOOK. You may take as long as you require to answer these questions, and are encouraged to consult any resource (for example the Toolkit for Textual Analysis)  that may help you to complete it. The minimum recommended time to complete this assignment is 120 minutes total (two hours)

Please write each response in essay format, with an introduction, several exploratory paragraphs and a conclusion.

You will be marked on your knowledge and understanding, ability to form an argument or point of view, and ability to make explicit reference to the set products using media language.

Please submit work to both Teams AND your A-level media blog. We recommend completing your answers in a program like Word or Open Office, before copying and pasting your answers.


The deadline for this assessment is Friday at 16:10. Please answer all four questions, and include your plan.

Questions


Music videos - MEDIA LANGUAGE


Explore how the combination of media language creates meaning for the audience in the video to Riptide [15]

Video Game industry - INDUSTRY


In what ways has ownership shaped the media products you have studied? Make reference to the Assassin’s Creed franchise [15]

Advertising - AUDIENCE


Explore how the WaterAid advert you have studied appeals to its target audience(s) [15]

Magazines - REPRESENTATION


Liesbet van Zoonen argues that representations of gender are encoded through media language to position audiences and to reinforce dominant ideological perspectives. In what ways do the producers of Woman use representations to position their audiences? [15]

Notes and help


Why open book?


Exams have many functions, but mainly they're an assessment of your learning. This means, arguably you actually learn very little from completing an exam: it's the revision and preparation for the exam that will see you progress! We've set up this assessment to be open book to allow students to identify what they do not yet know and to revise it. You can then take the time to look through the case studies we looked at, pick out examples, and remind yourself of how much you know. You can also ask me if you have any questions. It's very different from a standard exam, but it's going to be way more useful... as long as you take it seriously!

Remember: this exam being open book is an advantage everyone else has as well, and your responses will be marked with higher expectations than usual!

Resources


You don't need to look far for resources: everything you need is on this blog and the detailed notes you have been making.

You can use the labels bar at the top of the blog to find specific posts on any of the four industries and the four topics the exam covers.

The toolkit for textual analysis remains the most important page on the whole blog!

There are loads of videos on the A-level media studies YouTube channel for both the videogame industry and the music video industry.

Remember this video from last week that goes through exam technique from planning to conclusion!

Thursday, 4 June 2020

Videogames 6 - Repetition and difference: How will Ubisoft ensure that Assassin's Creed Valhalla minimises risk and maximises profit?

Repetition and difference, and the importance of genre


"genres are instances of repetition and difference...difference is absolutely essential to the economy of genre" (Steve Neale, Genre, 1980)

Task: watch this video, making notes on how Ubisoft have used generic conventions and production contexts to maximise profit while minimising risk


You can use the following headings:

1 - It makes intertextual links to other successful games
2 - It demonstrates generic fluidity
3 - It will repeat what made previous Assassin's Creed games popular
4 - It will come out on the next generation consoles and current generation consoles

Wednesday, 3 June 2020

Exam preparation 2: planning and paragraphs

In the last session, we looked at introductions. In this session, we will be looking at everything else.

I couldn't work out what image to use for this post, so here's a picture of a cinema audience
wearing 3D glasses for absolutely no reason in particular 


Planning and paragraphs


Task: before you do anything else, watch this video. It's pretty long, but talks you through every single part of the exam process from beginning to end!


Watching this video and making notes is the most important part of this lesson. So get watching...

The plan


Have you watched the whole of the video linked here yet? If not watch it now!


Planning an essay is essential because it allows you to demonstrate knowledge and understanding before you even start writing your introduction, getting you more marks. It also allows you to structure your thoughts and take stock in a stressful situation.

Task: Below are two questions. You are not going to answer them. You are going to write a plan for them. This is going to take you no more than two minutes for each question.


What key terms jump in to your head when you see these questions? What theories could you apply? Any big words you're desperate to use? Use them in the plan!

You can find an example of a plan by clicking here. And you will have seen an example in the YouTube video I asked you to watch at the start of this post. Have you watched it yet?

Explore how stereotypes can be used both positively and negatively in Woman magazine


How have digitally convergent media practices influenced the videogame industry? Make reference to the Assassin's Creed franchise


The paragraphs


Task: Choose one of the above questions, and write a single PEA paragraph, using everything you learned from the video to help you. Try to spend no longer than five minutes on this paragraph


Here's an example of a PEA paragraph I wrote. Remember, there's no right or wrong way to write a paragraph, as long as you stick to a structure and always answer the question set!

Compare how the Daily Mail and the Daily Mirror construct representations and reflect the ideology of the producer


[P]The Time’s front cover however take an almost binary opposite approach to constructing a complicated representation of May as a politician and as a woman. [E]The CU shot of May used on The Times, taken with a zoomed telephoto lens positions the audience in a voyeuristic code of address. A black bar; a cars wing mirror covers half of May’s face, creating a polysemic series of connotations. An image has been selected where May looks bitter, tied and defeated, but the angle and selection of image is nowhere near as unflattering as the image included in The Mirror. [A]The preferred reading of The Time’s ideological perspective is that May is a sympathetic figure who has tried her best in a difficult situation. The headline, in lower case serif font takes a more formal mode of address, yet still uses a pun (driven to despair), demonstrating the wide readership of the times.

Monday, 1 June 2020

Exam preparation 1 - DAC introductions

Please note that this session assumes you have completed all five lessons currently published on the videogame industry. 


Update - click here for a full-on video explaining how to answer any question in the exam, including planning, writing an introduction, structuring a paragraph and writing a conclusion!


Media studies and 'the hidden curriculum'


Like many subjects, the introduction in a media studies response is perhaps the most important paragraph of all! In an introduction, you set out your main argument, and then you stick to this argument for the duration of your exam response. Additionally, an exam response isn't just a shopping list demonstrating to the examiner that you 'know some stuff'. While you definitely will get marks for knowledge and understanding, you really want to be communicating to the examiner your opinions and ability to construct a convincing argument.

So on the outside, media studies is all about TV shows and videogames and cinematography and sales figures. And it is absolutely about all of this. But media studies, like any subject, is also preparing you for life beyond the subject. It is specifically preparing you to think logically, to question the world around you, and to calmly and rationally present an argument. These are skills which can be used in any job, and any social situation. Teachers sometimes refer to this as 'the hidden curriculum'. This term is often used negatively; for example bell hooks is critical of the ways in which mainstream teaching reinforce hegemonic structures in society, particularly among BME students. However, by flipping this on its head, we can see how media studies in particular offers students an opportunity to question the world around them, and to develop verbal and communication skills in the process.

Rant over!

Introduction practice


This is the most important bit for now...


Read through this post on how to structure the perfect exam response, paying special attention to the section on introductions. 


^^^This post explains everything you need to know about answering an exam question! You'll find all the answers here!^^^


Task: In today's session, you are going to be writing the introductory paragraph to one of the following questions:


How have digital technologies shaped the ways in which videogames are produced and distributed? Make reference to the Assassin's Creed franchise

To what extent is the regulation of the videogame industry effective? Make reference to the Assassin's Creed franchise

How do videogames attract and maintain audiences both locally and globally? Make reference to the Assassin's Creed franchise


Exemplar DAC introductions


Here are some examples of DAC introductions that I have written over the years. Please note that none of them answer the above questions! But they will give you an indication of how to use DAC. Also please note that while I tend to say 'DAC' because it sounds funny, the definition, argument and context could come in any order in your introduction.

1


British newspapers incorporate a wide variety of ideological perspectives to their audiences to a wide variety of reasons. This may be for the purpose of constructing target audiences, the process of narrativisation, and potentially for the purpose of manipulating the ideology of the audience. In each case, ideological perspectives are encoded through a range of media language. In order to explore this aspect of ideological dissemination, I shall be drawing on the examples of The Daily Mirror, The Times, an a few other subsidiary examples. I shall conclude that ultimately, ideological perspectives are encoded for the express purpose of targeting and manipulating audiences.

2


The producers of newspapers typically incorporate a range of ideological perspectives when creating newspapers. This is for several reasons, including commercial, ideological, and audience related. Ideology itself refers to the beliefs and viewpoints of the producer. Through media language, audiences are invited to explore and negotiate a range of responses. However, typically producers will attempt to anchor these responses through techniques such as captioning. In order to explore how newspapers incorporate viewpoints and ideologies, I shall be exploring the examples of The Daily Mirror, a British tabloid newspaper catering to a working class left wing audience, and the Times, a broadsheet targeting a middle class, right wing audience. I shall also be supplementing these examples with material from The Mail Online, a particularly popular online branch of the right-wing Daily Mail that primarily targets a working-class female audience.

3


The theatrical poster for Wonder Woman presents a complex set of representations to it's target audience. Most importantly, the central image presents a midshot of Wonder Woman and her sidekick facing stage right and ready for battle. The composition of this image is important. Wonder Woman is in the foreground, and occupies significantly more space than her male sidekick. Together they form a definite binary opposition, reinforcing the differences between their archetypal roles. This challenges stereotypical representations of gender, by presenting the female Wonder Woman as the protagonist of the narrative.

3


David Gauntlett argues that audiences are not passive, but instead construct their identities through ‘picking and mixing’ the ideologies of the producer in whatever way they choose. Identity is an essential concept in media studies, as it leads to vastly different interpretations from different audiences. However, there is much potential for the producer to manipulate their target audiences through ideology. In order to explore identity, I shall use the examples of Zoella, a once popular online fashion and lifestyle vlogger who primarily shares her videos via YouTube, and Attitude Online, the online version of the long established gay lifestyle magazine. I shall conclude that both Attitude and Zoella manipulate their target audience using reductive and simple representations for the sole purpose of making a profit.

4


Every media product will, to a significant extent, reflect the ideologies and the beliefs of the producer. This is encoded through media language, and allows the producer to not only demonstrate their ideological perspective, but also potentially to manipulate the ideology of the audience. All media products exist primarily for financial gain, and must make a profit in order to continue to be produced. The newspaper industry is no different, and in order to maintain their financial stability, newspapers must demonstrate a clear and easily identifiable ideological perspective. In order to explore this idea, I shall look at how the representations of women and a particular event are constructed in The Times and The Daily Mirror. The Times is a UK broadsheet newspaper with a right of centre ideology. It is owned by News UK, a subsidiary of News International, themselves owned by the influential Murdoch family. The Daily Mirror is a UK tabloid with a left leaning ideological perspective. It is broadly critical of the conservative party, and therefore constructs a radically different perspective of reality and representation for its working class, British target audience.

5


Identity refers not only to the ways in which audiences can identify with representations in media products, but also the way in which said identities are encoded by the media producer. As Gauntlet states, these once stereotypical identities have shifted over time, and have been replaced with far more complicated, and often atypical representations of men and women, in order to appeal specifically to a range of niche audiences. In order to explore this idea, I shall be referring to Humans, a Channel 4 sci-fi/drama first broadcast in 2015 and a remake of the Swedish Real Humans, and the French horror/drama hybrid Les Revenants, first broadcast in France on Canal+ and created by Fabrice Gobert.

6


Jean Baudrillard was a postmodern media theorist, who argued that the modern world was far too confusing to make any sense of, and therefore that we were now living in a world without any meaning. This alarming statement is best summed up by his notion of hyperreality. Simply put, given that we are bombarded with so many ‘fake’ and highly constructed representations of reality, we are as a society unable to differentiate between reality and fiction. Ultimately, we choose instead to embrace the hyperreal, and to forget the confusing real which has been erased. I shall argue that we do indeed live in a world where there is more information than ever, and that media products have developed their ideological perspectives in order to reflect this confusing reality. In order to explore this thesis, I shall explore Human, a sci-fi TV show first broadcast by Channel 4 in 2005, itself a remake of the Swedish show Real Humans, and Les Revenants, a highly atypical horror show first broadcast in France by canal+ in 2012, once more a remake of a film of the same name.