Posts

Showing posts from June, 2020

Videogames 8 - Assassin's Creed and reception theory

Reception Theory - Stuart Hall Otherwise known as the encoding and decoding model The ideological perspective of the producer is encoded in every media product, through media language. Every media product therefore demonstrates a mediated perspective - Bias According to Stuart Hall audience's don't just stop at encoding a media product, it goes a lot further because audiences can decode the media messages. -Preferred Reading/Dominant reading The audience agrees with the dominant ideological perspectives encoded by the producer - Oppositional reading The audience disagrees with the ideological pperpectives encoded by the producer - Negotiated reading The audience agrees with certain ideological aspects of the media product, while dismissing and disagreeing with others. This is by far the most common reading. Assassin's Creed  One of the biggest dominant ideological perspectives of Assassins creed is that violence can be justified if it is used to further a...

Videogames 7 - videogames and the effects model

Effects Model  Proposed by Albert Bandura, it stipulates that media has a direct effect on us. Representations of violence can 'model' or demonstrate violent behavior, and audiences 'copy' violet and socially unacceptable behavior they see in a media product.  The bobo doll experiment only showed that children are easily manipulated and they will copy what an adult does, this does not mean they will copy what is happening in a videogame and no correlation between them has been proved.  There are many issues with the effects model and is possibly one of the most controversial theory's in the media. Videogames are defiantly violent, however, there is arguably no evidence that media products have such a direct effect on audiences.  Alternative theory's Stuart Hall - Reception Theory - audiences negotiate media products based on their own culture, background, and understanding  George Gurbner - Cultivation theory - audiences are manipulated thro...

Key Assessment 4

Question 1 : Explore how the combination of media language creates meaning for the audience in the video to Riptide [15 ] Plan: Media language Textual analysis – codes and conventions, camera and editing, continuity or montage, structure/narrative, intertextuality, sound, mise-se-scene Introduction: DAC, Definition, Argument, Context Use words from question Theorists: Roland barths semiotic codes. Claude levi-strauss structuralism Some of the Iconography heavily references the horror genre Riptide is sang by Vance Joy singersongwriter. His music is indie folk-pop genre. Released 2013 Riptide is sung by Vance Joy, an Australian singer-songwriter. The song was released in 2013 along with the music video. His music generally is categorized as indie folk-pop genre. The music video uses intertextuality to convey meaning to the audience. There are many intertextual references to a horror film, shots of woman being tortured and in distress appear regularly with fast ...

Exam preparation 1 - DAC introductions

Introductory Paragraphs DAC  Definition  Argument  Context To what extent is the regulation of the videogame industry effective? Make reference to the  Assassin's Creed  franchise Regulation is the rules and guidelines an industry has to follow when making a media product. There are two main reasons for regulation; to protect intellectual property or copyright and to prevent harm. In the videogame industry regulation is largely ineffective this is primarily because of digital convergent technologies where regulations can now be by-passed through digital streaming services. PEGI is the Pan European Game Information system but this is only an advisory system rather than legal. This means shops don't have to follow this guidance, audiences have a choice about what they buy because normally there would be labels on the front with an age rating and warnings for drugs, sex, gambling, bad language etc... But the problem is these restrictions are ...

Videogames 5 - the regulation of the videogame industry

Image
The regulation of the videogame industry is largely ineffective, thanks to digitally convergent technologies.  It means that it is impossible to impose regulations, as digital technologies have made it so easy to sidestep regulations. For example if you can't watch an 18 rated film at the cinema you could just watch it on Netflix or download it. We need regulation for at least 2 main reasons: 1- To protect intellectual property or copyright  2- To prevent harm Audiences can make choices about what they buy because there are labels on the front of videogames with age rating's but also specific labels which tells you what is seen in the videogame like, sex, gambling, bad language, fear, and violence.  ELSPA was the regulation association in 1989 but it wasn't very good and they are only guidelines. In 2003 PEGI system came in which stands for Pan European Game Information. This is still only advisory and is not legal so shops don't actually have to fo...