Showing posts with label Videogames. Show all posts
Showing posts with label Videogames. Show all posts

Thursday, 20 October 2022

How to get in to game design talk

 Check out this awesome opportunity to hear a talk from a game industry veteran and ask questions too! For everyone even slightly interested in game design, this is a no-brainer/ To be honest, this is going to be fascinating just from a general media studies and sound design perspective. I can't wait!

Friday, 4 February 2022

Assassins Creed: active audience theory examples

Sure, why not? I've got nothing better to do...


In this video, YouTube channel Gameology use professional parkour experts to recrate moves from various Assassin's Creed games. This is clearly very professional stuff, with high production values and high quality editing, and therefore is an excellent example of Shirky's notion of audience members producing professional quality content, in this case clearly for financial gain 

This video is way more an example of fandom, and how fans can focus on one particular aspect of a videogame. Some language/cryptography enthusiast has actually translated the various runic written aspects of Assassin's Creed: Valhalla. And, even more crazily, it actually makes sense! This is a clear example of Ubisoft putting a ridiculous amount of work in to a game, that will be overlooked by 99% of people, simply to appeal to the 1% of hardcore fans that will REALLY get in to this!

Here's some examples of Assassin's Creed fanart, or perhaps it would be better to describe it as concept art. It's really high quality stuff! I hope that the fan is able to become a professional artist!

This fan film clearly took a ridiculous amount of work. While an actual AC game set in Nazi occupied France might be a little offensive to some audiences, it clearly has captured many fans attentions

This video shows off an actual working retractable blade, as seen in the AC franchise. Suffice to say, it's not a good idea to carry one of these around! But for the ultra fan, it provides an excellent way to show allegiance to the series, and to the weapon smith, it probably provides a steady stream of income

This is an example of a fan edit; footage from an existing franchise edited over an existing pop song. Clearly the editing here is very effective, and since it has 4million views, it's also extremely popular!

Finally, this isn't AC related, but since we played Dark Souls III in class, it's a good example to include. While DS3 may seem to be free of story, it actually has a very complicated and in-depth narrative, which is told through environmental storytelling and item descriptions. This 'lore video' goes in to significant depth on the boss none of you could beat so I had to step in and beat for you :)

Why don't Ubisoft clamp down on these fans for copywrite infringement?

While some studios (like Nintendo...) will do everything possible to stop fans using their IP (or 'intellectual property'), Ubisoft clearly realise that there are mutual benefits involved in allowing fans to create derivative work. Not only is it 'free advertising', it also encourages active fanbases, and active and happy fan bases are more likely to buy the next Assassin's Creed game, year after year!

But why do fans do these things?

Let's face it: even if you can edit, draw, act or make props, the media industries are difficult to get in to. So, if you want to make stuff, and make stuff that people want to watch, then basing your art on an existing franchise is often the best way to do this!

Incidentally, lots of commercial products actually started life as fan products. The hugely successful (if slightly dubious) 50 Shades Of Grey started as Twilight fanfic. And the crazy popular indie RPG Undertale started life a long time ago as an Earthbound fan game. And if we stretch things slightly, the Star Wars franchise is a ripoff of the cinema of Akira Kurosawa. And why not?

As somebody said, "good artists copy, great artists steal"! 

Ubisoft: controversies and issues with production

While we have been discussing the Assassin's Creed series, and how it is an example of a AAA, major videogame production, we have so far omitted perhaps the most important and troubling aspect of Ubisoft; the many serious allegations which have been made against the company. It is important to be aware of this, as from Curran and Seaton's perspective, this is a symptom of aggressive and monopolistic media practices. When an organisation are based solely around profit and power, and the establishment of aggressive hierarchies, bullying, sexual assault and exploitation unfortunately become more commonplace.

Despite the severity of these accusations, Ubisoft still are able to exist as a family friendly company. This is testament to the power clout they wield in the videogame industry, and is a depressing reminder that as long as media industries continue to become aggressively conglomerated, we will see those in power exploit those beneath them, to establish power and to maintain profit.





Accusations made against Ubisoft

  • Hascoët, head of Ubisoft's editorial team had been accused of misogyny, homophobia, and attempting to drug teammates.
  • Many employees have stated the work culture is 'Mafia like'. Key members are protected and employees that try to file complaints are forced out - but Ubisoft say departures are voluntary.
  • Apparently, at least five of the top 25-credited people on Far Cry 6 have left the company, with the game only having just been released on October 7, 2021.
  • In the anonymous survey of nearly 14,000 employees, one in four respondents said that they had either witnessed or experienced workplace misconduct themselves in the past two years, and one in five said that they didn’t feel “fully respected or safe in the work environment.” 
  • The results also noted that women and non-binary employees witnessed or were more likely to experience or witness harassment than men.
  • Employees feel like since initial controversies Ubisoft haven't done anything to resolve issues within the company. 
  • Ubisoft claim that they are working to create a safer and better workforce, and revising company code of conduct and giving diversity training across the company. 
  • In 2020, amidst a worldwide call for racial equality, the company incited controversy for misusing racial symbols. The game's trailer used the raised fist symbol synonymous with the Black Lives Matter movement as the fictional Umbra's emblem. The community's reaction was swift, and Ubisoft apologised on Twitter, admitting that the symbol's inclusion was "insensitive and harmful." Ubisoft removed the content from all versions of the game two days later.

Criticisms of Ubisoft games

impossible unlocks - one Reddit user discovered that unlocking every cosmetic in 'For Honour' would take a casual player two and a half years — or $800. Ubisoft responded by stating that it was never the intention for players to unlock everything
misuse of BLM imagery - despite having diverse portfolio and character features, criticism of misusing racial symbols in  promotional materials for Tom Clancy's Elite Squad, admitting that the symbol's inclusion was "insensitive and harmful." Ubisoft removed the content from all versions of the game two days later. When the company first released promotional art for Far Cry 4, the art depicted a light-skinned, blonde-haired man in a throne with his hand on a kneeling character with an Asian appearance. While the developers released more information about the ethnicity of the featured individuals and their relationships, it still shocked consumers.
assassins creed unity - Bugs and glitches plagued the game at its release, including an unsettling missing face error and rampant collision detection problems. promised female characters available for co-op, with creative director stating that including them was simply too much work.
yearly releases - fans accused them of publishing unfinished games. While this schedule put a lot of content in fans' hands, it can dilute the franchise. In fact, after Ubisoft took a year off from the Assassin's Creed franchise for the first time in seven years, the next title was praised as one of the series' best. Ubisoft has stated that they intend to back away from annual releases to pursue a games as a service strategy 
misleading trailers - trailers that seemed to represent gameplay but did not (for 'watch dogs'), featured next-generation lighting, weather effects, and animation however when next trailers were released visual quality was dramatically reduced. When questioned about it, Ubisoft admitted that the trailer, rendered on a high-end PC, showed graphics far beyond what customers would find on consoles - or most PCs. 
Lack of server support - 'Rainbow Six Siege' when the game launched, its critical multiplayer component suffered from a lack of server support. launched without dedicated servers for some of its most popular modes, instead opting for peer-to-peer connections with player-hosted servers. Players also experienced frequent server outages that kept them from connecting to the game at all. Ubisoft launched Operation: Health to improve server performance. Players of the game since its launch were confused as to why this hadn't been a priority since the beginning.

Thursday, 3 February 2022

Alternatives to the effects model - how could videogames influence their audiences?

Assassin's Creed: Unity has been given an '18' rating by PEGI. But don't worry, we didn't commit any crimes by playing it, as the PEGI ratings system is purely advisory. In fact, even the BBFC ratings system mainly refers to restriction at the point of sale (which is why we can occasionally watch 18 rated products with no restrictions being breeched). Quite frankly, the regulation of the videogame industry (and EVERY media industry) is totally ineffective!


Assassins Creed franchise: what material does this game include which may cause harm and/or offense?


  • Stereotypical representations of countries and cultures. Stereotypes are harmful, and they can be cultivated over time
  • Aspects of cultural appropriation
  • Graphic bloody violence may be traumatic to audiences
  • Certain weapons may be demonstrative, and may encourage acquisition
  • Gory sound design: more immersive and more effective
  • Parkour: a classic example of imitable behaviour
  • Game focuses on assassins, a career criminal who murders for money.
  • Game focuses on death and organised murder
  • Stereotypical gender representations, including sexualisation of women (representation of prostitutes)
  • (Later games however present more detailed representations, including both male and female sex workers, and being able to choose female characters)
  • Inaccurate historical representations
  • Moderate bad language 
  • Themes of anti religion and anti monarchy 

The effects model, and why it sucks

The effects model AKA the hypodermic needle model: videogames have a direct and definite affect on audiences, and can easily transfer the ideology of the producer in to the mind of the audience.

Fortunately, this statement is nonsense, for a number of reasons: 

  • Banduras experimented on young children, who are clearly more naïve than adults
  • Even children could work out that punching a 'bobo doll' is not the same as committing 'real' violence. Audiences understand this
  • All audiences are different! They are not the same and react in different ways. Audiences are active: they are not passive
  • Even though newspapers tend to report on any story that presents a link between videogames and violence, these stories are rare. Which is why they are so notable!
  • A doll is not a person. It's a toy
  • Children viewed an adult roll model violently playing with the doll

A few other, potentially better alternatives

Gerbner's cultivation theory

Being exposed to violent images over and over can normalise these processes, and can even desensitise audiences to violence! Videogames are repetitive, and often we as a player are forced to kill the same characters over and over again, and to witness the death of the player. Additionally, the Assassin's Creed franchise is an exercise in repetition, with consistent reusing of generic conventions

Hall's reception theory - an assumption that there are many ways in which an audience can receive and negotiate the ideology of the producer in a variety of different way

Different audiences will decode the ideology of the producer differently. Not all audiences will see the videogame in the same way, or will accept the messages of the videogame. For example, a classic negotiated reading would be a player who detests violence, but who is able to realise that violence in videogames is fictitious and unrealistic

Assassin's Creed's ideological perspectives

  • To be successful and powerful, it is sometime necessary to kill
  • To become powerful, one must become the strongest and mist dominant (character's in the franchise can progress and become more powerful)
  • That thinking and acting fast should be rewarded
  • That violence is in fact essential 
  • Violence is sometimes acceptable, and even fun
  • Assassination (i.e killing people for money) is an acceptable occupation
  • The game sometimes takes an anti-monarchy and anti-establishment ideology
  • The story is complicated and involving and audiences can and should concentrate very hard on it to understand it

Oppositional readings:

  • Audience members may be frustrated with the lack of historical authenticity or the science fiction subplot
  • Audiences may be too disgusted with the concept of violence and bloodshed to even engage!

Negotiated reading 

  • May disagree with the extreme violence, but could instead be engrossed by the story. 
  • Audience members may even go in to the options to switch off blood and gore effects, in effect altering the game itself to their own preferences
  • Audiences may completely ignore the story, playing the game instead to muck around in the sandbox environment

Jenkins' theory of fandom

  • Some audiences potentially may take their experience of the game too far. They may become obsessed with the game, and may even attempt to re-enact things...
  • However, Jenkins would probably suggest that audiences can use Assassin's Creed as a starting point for a range of less harmful active readings, including cosplay, fanfic, fan films and so on!

Friday, 28 January 2022

How does the Assassin's Creed Valhalla trailer appeal to its audiences?

Promotional material for Assassin's Creed: Valhalla, such as this promotional image utilises the iconography and colour scheme of previous Assassin's Creed games, which allows the game to be simultaneously marketed towards a presold audience and an audience who may be curious about the game's strong narrative and immersive setting

The following is a brief analysis of this trailer. Clearly, this trailer will be an excellent example to refer to promotional material, audience appeal and the use of digital technology in the exam!

  • Dark fantasy/historical setting appeals to pre-existing fans of these genres
  • Use of conventions of the Assassin's Creed franchise, such as certain elements of MES and of course the title appeals to pre-existing fans of the franchise
  • Escapism and wish fulfilment: the opportunity for audiences to live out violent fantasies?
  • Historical references, appeals to history fans. History mode included, which allows game and series to appeal to a diverse audience
  • Intense soundtrack, dark electronic pop music which allows the game to appeal to a wider audience
  • Highly immersive, using filmic techniques such as a range of shot types and camera movement to position the audience with the Viking protagonist
  • High production values focus on pre-rendered graphics as opposed to in-engine gameplay, which presents more exciting footage to the audience
  • Game trailer strongly resembles a film trailer through the paradigmatic features such as a focus on narrative and action
  • Clear narrative features such as an antagonist delivering a monologue criticising the protagonist, and a binary opposition between what is being said, and what is being shown. A clear construction of an underdog story.

Thursday, 27 January 2022

Playing games

For this session, you will be playing a variety of games, mainly AAA/big budget/mainstream/major releases, but also some older, 'retro games' on the Sega Mega Drive.


Dark Souls III is an action RPG developed by FROM Software, based in Tokyo, and published by Bandai Namco, a Japanese videogame conglomerate. It is famous for its extreme difficulty. Maybe today you will discover how audiences can appreciate difficult games!


This is a fun lesson, but an important one. This session will help you to answer the following questions:

  • How does this product attract and maintain its audiences both locally and globally?
  • How exactly is this industry regulated, and who does it?
  • How does this product attract/target its audiences? How does it construct an audience?
  • How does this product use technology to maximise audience consumption?
  • How can audiences interpret this product in different ways?
  • How does this product use technology to target a specialised/niche/cult audience?
  • How do audience responses to this product demonstrate sociohistorical circumstances?
and possibly many more.

This lesson is not a doss or a throwaway or a waste or anything else you want to accuse it of. It is an essential opportunity to build explicit case studies for the final exam. The notes you make in this lesson will help you to prepare for the final exam! But we also want you to enjoy it. 

Questions to answer, notes to make... for each and every game!

Facts


Name of game
Developer
Publisher
Exclusive or multiplatform?
Year released

Experience


  • Who is the target audience for this product? Be VERY specific...
  • How does this game appeal to it's audiences? 
  • How does this game position it's audiences?
  • How does this product use elements of interactivity to immerse, challenge or otherwise position it's audiences?
  • How does this product employ mise-en-scene, setting, colour and other elements to appeal to it's target audience?
  • We are playing this game as a group. What experiences do these games offer their audiences when played as a group?
  • How can audiences interpret this product? What is the dominant ideological perspective suggested by this product (it could be as simple as 'violence is fun', but is there something more to it?
  • We've discussed how important production values are to the production and distribution of videogames. Does this game have high production values? Can you give specific examples?

Friday, 21 January 2022

What's going on this term in A-level Media Studies?

 

It's a bit late this year because I was on leave, but here's the week-by-week. Click to see full size

This term is a bit weird

It's weird because of covid. One the one hand the various measures we've had to live with are drawing to a close. Yet on the other hand, there are still certain restrictions and considerations we need to follow. 

First years

After (finally) finishing the newspaper industry, we'll be moving on to the magazine industry, which may surprise you with hat issues it raises. We'll be looking at two magazines, a stereotypical woman's lifestyle magazine published in the 1960's, and a recently published anti-capitalist, avant-garde magazine published far more recently. This topic is assessed at a much higher level than anything we've done so far, which means we're going to be going in to more detail regarding concepts such as sexism, racism, climate change, patriarchal hegemony and capitalist hegemony. It's a great opportunity to get argumentative!

Towards the end of the magazine unit, you'll also be producing your own, high end fashion magazine as a class. It's a great opportunity to practice your Photoshop and design skills before we commence the actual coursework.

After the magazine industry has finished, we'll be looking at music videos, with two very different examples of the medium in very different genres. Music videos is an assessed subject that could come up in component one, but it's also what your coursework is going to be based on, so, covid willing, we'll also be running a short practical task at the end of the short unit, where you'll remake the first 30 seconds of an 80's music video we'll give you. It's going to be silly, and it's going to be a great way to free yourself from your inhibitions before you begin planning your music video straight after Easter!

Second years

The radio industry was a very short topic, and frankly very straightforward. The videogame industry is also short, being only two week long, but it's a little more complicated. You'll be looking in particular at the Assassin's Creed franchise, but we'll also be considering videogame experiences in a variety of genres, and, yes, this means we will be playing games!

Straight after that is your final unit: online media, which is possibly the most full on and certainly the most contentious unit you will have done: there's a reason we save it until last! There's loads of stuff to talk about, from body image to hyperreality, and from conspiracy theories to LGBTQ+ representation. We hope you enjoy this one! There is a mock exam, rather inconveniently placed in the penultimate week of the unit, but you can't have everything.

Finally, for the final two weeks of the half term, we'll start revision. This is done fast and concisely. We will focus specifically on essay writing and exam technique. These lessons are a little dry, but they're essential. By Easter, we will have revised advertising, film and newspapers. 

Monday 7th February

On this day, it will be announced what changes (if any!) will be made to the assessment of A-levels, including A-level Media Studies. We do not wish to speculate, but it has been reported that elements of the final exam may be removed. Of course, we will share this information with you guys the second we have the information

Thursday 11th and Friday 12th February

These days are admission days. Next year's students will be interviewed on these days. Do not come in! And don't come in for the whole of the next week, because it's half term. Time moves quickly!

Monday 7th March

The biggest change to the timetable is that second years are having a mock exam week in the week starting 7th March. This will involve taking every student off timetable for a full week to accommodate it. It's far from ideal. The idea behind this is we may need more robust data if exams are cancelled again. But please remember that it is looking increasingly unlikely that exams will be cancelled.

Please let your teacher know if you have any questions, and remember: all this is totally subject to change at any time!

Friday, 18 December 2020

AS Media Exam May 2019

Remember: AS exams are different to A-level exams! 

AS is a shorter, 1 year version of the course with much of the content removed, and this exam should NOT be seen as indicative of your final exam! However, the kinds of questions that come up are very similar. Simply put, an A-level student should be able to complete an AS paper. So it makes for excellent exam practice! For a bit more information, check out the AS subheading on the 'past papers' section of this blog (click here)

MEDIA STUDIES – AS Component 1
Investigating the Media
1 hour 45 minutes

Answer all questions in both sections.

SECTION A: INVESTIGATING MEDIA LANGUAGE AND REPRESENTATION

  • Question 1 is based on the audio-visual resource: a television advertisement for Amazon, released in 2016.
  • You will be allowed one minute to read Question 1.
  • The advertisement will be shown twice.
  • First viewing: watch the advertisement and make notes.
  • You will then have five minutes to make further notes.
  • Second viewing: watch the advertisement and make final notes.
  • Once the second viewing has finished, you should answer Question 1.

Media Language

1) Explore how media language creates meaning in this advertisement. [10]

Representation

Question 2 is based on both of the following:

• the print resource: the front page of The Sun, published on the day of the 2016 ‘Brexit’ referendum



• the set front page of the Daily Mirror you have studied, published on the day after the 2016 US presidential election.

2) Study the print resource carefully and use this newspaper front page and the set newspaper front page you have studied when answering the question. Compare how representations of events are constructed in these two front pages.

In your answer, you must consider:

• how events are represented through selection and combination
• the similarities and differences in the representations of events
• how far the representations relate to political contexts. [25]

SECTION B: INVESTIGATING MEDIA INDUSTRIES AND AUDIENCES



3 (a) Give one example of a global video gaming publisher. [1]

3 (b) Briefly explain two ways in which gaming publishers market their games. [4]

In Question 3(c), you will be rewarded for drawing together knowledge and understanding from across your full course of study, including different areas of the theoretical framework and media contexts.

3 (c) Explain how social and cultural contexts influence video game production. Refer to Assassin’s Creed III: Liberation to support your points. [10]

4 (a) Identify two different audiences for Late Night Woman’s Hour. [2]

4 (b) How might audiences respond differently to radio? Refer to Late Night Woman’s Hour to support your points. [8]

MEDIA STUDIES – AS component 2
Investigating Media Forms and Products
2 hours

Section A: Television

Option 2: Humans

How far might audiences respond differently to representations in the set episode of Humans? Refer to Stuart Hall’s reception theory in your response. [20]

Section B: Magazines

Option 1: Woman

How important are images in communicating meaning in magazines? Explore the front cover and one article from the set edition of Woman in your response. [20]

Section C: Online Media

Option 2: Zoella

(a) Briefly explain the impact of digital technologies on media audiences. Refer to Zoella in your response. [5]

(b) Explain how digital technologies are used in the production and distribution of blogs and vlogs. Refer in detail to Zoella in your response. [15]

Thursday, 25 June 2020

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!

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