UNIT01 – A04

A0 4 Discuss the effect of representation in the media products on target audiences

Judith Butler’s Performativity

Performativity as “…that reiterative power of discourse to produce the phenomena that it regulates and constrains” (Butler 1993).

Identity is a performance (that includes the daily behaviour of individuals) which is based on social norms or habits.

We can obviously see this in terms of gender of the cover stars of Total Film as they presents dominant representations of gender.

MEN ONLY

WOMEN AND MEN

WOMEN ONLY

Total Film: Representations of men:

Men only covers are the most common type of total type of total film cover, The colours feature dark blues, washed out colours. The covers are mainly serious, classic, imposing, iconic. The props used in the cover are guns, phallic symbol which represents power, danger, aggression, control.

The clothes used are smart, business like, conservative, quality.

The composition features mid shots from knees upwards and mainly focuses on face.

The facial expressions consist of direct eye contact and serious expressions which controls dominance and confidence. The body language shows upright, confident and straight on.

Representations of masculinity:

  • Successful
  • Dominant
  • Powerful
  • Material Goods
  • In control of emotions / situations
  • Strong
  • Confident
  • Heroic
  • Able
  • Dangerous
  • Iconic

These representations idealized views towards the opposite sex.

Representations of Men and Women:

Colours – Lighter tones (mainly reds for women)

Composition – Men either central, a head or dominant

Body position – Woman is either shielded or led

The clothes stereotypically for women is that they wear dresses or much lighter colours to men.

The men wearing a suit and darker colors

The facial expressions show women in peril and the man to be determined and purposeful.

Representation of masculinity:

  • Men – Strong
  • Women – Weak
  • Men – in control, women needs to be saved
  • Men – leaders
  • Women – Followers

Representations of women:

Megan Fox:

  • Composition – full body showing legs
  • Clothes – revealing, sexually alluring, sexualized ideas of teenage girl
  • Colours – bright and friendly
  • Body language – powerful in control of sexuality

Representation of femimity:

  • Sexually Alluring
  • Subservient
  • Objectified
  • Classically beautiful
  • Dressed for mens pleasure rather practicality
  • Uses sex as power

E.g. Angelina Jolie – SALT

  • Conservatively dressed
  • Dark tones
  • Gun power control
  • Eye contact
  • Emotionless
  • Fiery tones
  • Non sexually explicit

All these qualities are masculine.

EFFECT OF REPRESENTATION FOR  TOTAL FILM
Butler believes that identity is not a fixed state of being but a free-flowing,constantly changing performance. It is about what you do rather than what you are.
Eg. Different ‘performances ‘of gender.

This means the audiences can use their consumption of media to create identity and affect their own representation. This can be seen in the different market segmentations of the Total Film and Little White Lies audiences.

Confirms gender stereotypes:

Men belive they have to be successful and powerful and in control to be a “real man”

Women believe they have to use sexuality or adopt masculine traits to be successful.

Ideal body is protected – which could effect own body image, this could lead to low self self esteem or aspiration for improvement.

Violence is represented as solution – consumes believe direct action is the best way to solve a situation.

Consumers could reject conventional gender qualities and subvert them. Confirms ideas of heroes and villains – male often heroes. There is only one female hero (SALT) the other lead is a villain (Jennifer’s Body ) the women’s sexuality is there to me feared.

Construction of the reader
While magazines are created to satisfy and existing audience and so will reflect their wants, magazines also attempt construct an ideal reader (think Nuts lad, Cosmo young woman, GQ man). With this in mind we have identified how both Total Film and Little White Lies construct an ideal readership through content and branding.

RICHARD BARTLE’S GAMER DEMOGRAPHIC FOR HOLLYWOOD TOWER HOTEL

After completing Richard Bartle’s gamer demographic What Gamer Am I ? I then thought about what gamer type would play Hollywood Tower Hotel. I think the gamer type most attracted to my game is and Explorer, The reason for this is because my game involves the player having to search and explore the hotel to find a way out. I think there is also smaller elements of Socialisers as the gamer can interact with character is the game.

I think the best marketing campaign suited for the explorers would be to have advertisements out in public such as billboards, bus stops etc, the reasons for this is because explorers would be seeing these adverts if they were out commuting places. Another Marketing campaign could be forn online explorers where adverts could be set up on various networking sites as they could search and explore various things on the internet.

UNIT 4 – AO1 UNIT 4 – AO2 What gamer am I ?

ImageImage

I took this quiz which was created by Richard Bartle in which we would find out what type of gamer I was. After doing the quiz, the type of gamer I was, was an adventurer. I think this type of gamer suits me as when I play a game, I very much enjoy free roaming around the environment and seeing what there is to explore and interact with.

Achievers : Fun comes from the hunt – driven by concrete measurements of success (points, stats etc)

Explorer : Fun comes from discovery and gaining information – prove to experiment with the laws of the game.

Socialisers : Fun comes from interaction with people – what they have to say Interpersonal relationship – empathy shared experiences.

Killers : Fun comes from the competitive game of dominance. Winning causing distress to other gamers.

A04 – Behaviour

Videogames are often seen as more ‘powerful’ or persuasive in terms of messages and representation and the effect they have on the audiences. This is because the experience is more interactive and immersive than other types of media – the audience has to take an active role in the experience and assume an identity.
This is why they are many Behaviourist theories used to understand games – the idea that the audience learn behaviours through imitation.

If we look at Bandura’s 1961 Bobo Doll behaviourist theory we can see why representations of violence, happiness or behaviour could have effect on the audience. Bandura believed there was four steps to learning from others behaviour.

Bandura – observing and imitating others

attention – to absorb the knowledge

retention – being able to remember

reproduction – duplicating the action

motivation – Positive (being rewarded)

Negative (fear of punishment)

If we take this theory and apply is to the representation violence in GTA we can see how it could potential effect the audience. For example, In the game the player is taught how to pick up prostitutes in a car and then take bake their money either by shooting them or running them over.

The effect the aggression may have in real life could be to solve situations

Unit 01 – AO4

Audience Theories

Hypodemic Needle theory – Information from texts passes into the masses conciousness of the audience unmediated the experience and intelligance of the audience is irrelevent/not relevant.

Uses and gratifications

Audience are active and approach/use media for different reasons.

e.g

  • Youtube – escapism, entertainment
  • Facebook, Twitter – Socialise

– Entertainment

– Personal Identity – comparing yourself with identities in the media

– Personal relationships/interaction – Identification with character consume meaida to discuss with others.

– Information/education

Lara Croft 

 

Positive

  • Hyper sexualised
  • Objectified
  • ideal
  • role model – Strong – very capable
  • aspire to – Male roles
  • goodie – Independant to men

Negative

  • Aspiration – Might not be appropriate.
  • Negative body image
  • Ideal idea of women
  • Still sexualised despite capability

UNIT 01 – AO4: Discuss the effect of representation in media products on target audiences/consumers

Semiotics

Study of signs:

  • Signifier – The form that you can see
  • Signified – The idea or mental constructs created by the thing or form

e.g. A male toilet door. The male toilet door generates ideas to what could be behind the door being sterotypical things you would expect to see behind the toilet door.

  • Denotaion – What you can litteraly see
  • Connataion – The cultiral or emotional association

Representation

Cage of identity:

  • Gender
  • sexuality
  • Age
  • Class
  • Disability/Ability
  • Region
  • Ethnicity

Representaion is a process:

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Stuart Hall, an academic said, “Texts are encoded with meaning by the creators. The audience and then decodes the menaing “

  • Preffered or dominant reading which is closest to producers inteded meaningly.
  • Negotiated reading – The audience agree with some meaning but regrets some parts.
  • Oppositional reading – The audience is in conflict with the text itself and its meaning.

Stereotypes

An example of a stereotype could be a negative stereotype “A widly held but fixed and over simplified image or idea of type of person, froup or thing”

Objectification

  • Seeing a person as a thing disregarding their personallity, self capability.

Sexual Objectification:

  • An instrument of sexual pleasure.
  • Negative  body image

Sandbox games Male and Female characters

Elizabeta Torres (Grand Theft Auto IV)

Gta4-elizabeta-torres

 

Elizabeta “Liz” is a charcater in Grand Theft Auto IV (2008) and The Lost And Damned (2009). Elizabeta’s role within the game is a high end drug dealer in Bohan in Liberty City. Elizabeta is very successfull and well connected, She has employed both Niko Belik and and Johnny Klebitz. She has a very strong and threatning appearence. She likes to wear clothes that could be considered to be indecent and lower class as she likes to wear animal printed tops and fur coats. The way she moves and speaks in the game makes her out to be threatening and dominating, She uses a lot of hand gestures and movements when she talks. Elizabeta was born in 1977 in Puerto Rico though the LCPD thinks she was born in Bohan Liberty City. She claimed that she killed a man who tried to rape her when she was less than 14 years old. When Elizabeta was 14 years of age, she moved to Bohan, Liberty City, during this time, she started her drug dealing business, shortly becoming very wealthy and successfull. Elizabeta’s has good gun skills as she often involved in gang wars and makes a strong leader. Elizabeta appears to be one of the strongest and threating females compared to others in GTA IV who are usually the damsels in distress or prostetutes which are just seen as an instrument of sexual pleasure.

Bonnie MacFarlane (Red Dead Redemption)

Rdr-bonnie-macfarlane

Bonnie MacFarlane is a major charcter In Red Dead Redemption. Her role within the game is a primary ally of John Marston. She is forst seen on the train from Blackwater where she is visiting her one surviving brother. Bonnie rescues John by the road after he is seriously wounded. Bonnie pays for him to seek medical attention and then provides a lodging for him whilt he recovers. Bonnie is the owner of MacFarlans ranch. She had six brothers but five of them died from illness or foolish choices. Bonnie is a very independant women as she manages the ranch herself, She is equipt with two weapons, a reveolver and the Repeater Carbine which she uses to defend her territory. Bonnie has a very working class life, she wears working clothes which include a very plain dress with a blouse and a waistcoat. She has her hair tied back and looks as though it is not looked after, She also does not wear makeup. Bonnie is very skilled at her working life as well as defending her territory. Compared to other women in the game who are mainly showgirls for the mens sexual plesure, Bonnie is very strong and proactive and will hold out well if she were being attacked.

Niko Bellic (Grand Theft Auto)

Niko Bellic is the main protagonist in GTA IV. Niko spent seven months on a cargo ship from eastern Europe which eventually smuggled Niko into Liberty City. Niko grew up in Yigoslavia, present day Serbia, where he fought in the Yugoslav wars. He later worked for organized crime sydicates in Liberty City. Niko moved to Liberty City beacuse he wanted a new life by living the american dream with his cousin Roman Bellic. Niko assisted Roman with his gritty taxi depot where he then went into organised crime for various mafia bosses. Niko is very protective over his faily and friends. He is withdrawn among strangers but has good manners and shows a softer side with with various love interests. Niko’s overall appearence is a scruffy with his shaved head and unshaven stubble, He has a very basic dress sense consisting of tracksuit bottoms with a turtle neck sweater and plain brown or greay coat. His animtion gives off a threatening appearence bu the way he walks and talks. He is a very strong character who can easily fend for himself in any situation. Compared to other charcters such as Bruce Kibbutz who likes to live in luxury, Niko doesnt mind ‘Slumming’ it in various safehouses across the city and living rough.

Yusuf Amir (Grand Theft Auto – The Ballad Of Gay Tony)

Yusif Amir is a billionaire real estate developer in Grand Theft Auto The Ballad Of Gay Tony (2009) Yusif was born in 1977 in Dubai to Abdul Amir, an extemely wealthy real estate developer. Throughout his life, Yusuf seeks to impress his father, a highly conservative businessman who frowns upon Yusuf’s life a reckless orgy of sex, drugs and spending. Yusuf was born wealthy as he claims to have a golden train which was given to him as a child. Yusuf is very relaxed and carefree man. He almost never worries about the problems in his life. Yusuf is also very cheerful and hyperactive. Yusuf Is a very skilled businessman and always gets his own way even if it means buying it. His only weakness would be his father who he always tries to impress and seeks gratification from. Compared to other male characters in the game, he is very strong because of his wealth.

Grand Theft Auto represents crime and violence as a positive thing. It is what the game thrives on and if there were no crime or violence it would not demonstrate what makes Grand Theft Auto what it is. Even the title of the game is about stealing cars. The crime in GTA is glamorised to give the character happines as they are rewarded. In the game, you are asked by gang leaders to kill another gang in which the character will be awarded with luxury items including cars, boats and houses as well as money and the character kills many gang members without any hessitants or worry about the law.

Audience Theories

Hypodemic Needle theory – Information from texts passes into the masses conciousness of the audience unmediated the experience and intelligance of the audience is irrelevent/not relevant.

Uses and gratifications

Audience are active and approach/use media for different reasons.

e.g

  • Youtube – escapism, entertainment
  • Facebook, Twitter – Socialise

– Entertainment

– Personal Identity – comparing yourself with identities in the media

– Personal relationships/interaction – Identification with character consume meaida to discuss with others.

– Information/education

Lara Croft

 

Positive

  • Hyper sexualised
  • Objectified
  • ideal
  • role model – Strong – very capable
  • aspire to – Male roles
  • goodie – Independant to men

Negative

  • Aspiration – Might not be appropriate.
  • Negative body image
  • Ideal idea of women
  • Still sexualised despite capability

Behaviour

Videogames are often seen as more ‘powerful’ or persuasive in terms of messages and representation and the effect they have on the audiences. This is because the experience is more interactive and immersive than other types of media – the audience has to take an active role in the experience and assume an identity.
This is why they are many Behaviourist theories used to understand games – the idea that the audience learn behaviours through imitation.

If we look at Bandura’s 1961 Bobo Doll behaviourist theory we can see why representations of violence, happiness or behaviour could have effect on the audience. Bandura believed there was four steps to learning from others behaviour.

Bandura – observing and imitating others

attention – to absorb the knowledge

retention – being able to remember

reproduction – duplicating the action

motivation – Positive (being rewarded)

Negative (fear of punishment)

If we take this theory and apply is to the representation violence in GTA we can see how it could potential effect the audience. For example, In the game the player is taught how to pick up prostitutes in a car and then take bake their money either by shooting them or running them over.

The effect the aggression may have in real life could be to solve situations