Thursday, 4 December 2014

Preliminary Exercise Evaluation

Task
The task was to create a 30 second video clip which involved filming and editing a character opening a door, crossing a room and sitting down in a chair opposite another character, with who she/he then exchanges a couple of lines of dialogue. The clip should demonstrate match on action, shot/reverse shot and the 180-degree rule. As this was a preliminary task mistakes were acceptable so we could learn from them when filming the real thing. Our video was based on a schoolgirl being pressured into undergoing a dodgy deal for a friend. She is pressurised and feels anxious when being asked to complete the task. The video clip was filmed in school and was shot in a classroom mainly. The purpose of this was to reinforce the school setting. The first few shots were all continuous shots to show the schoolgirl's journey going to the classroom – this includes shots of walking up the stairs (close up of shoes, medium shot from behind) and then she exchanges dialogue with her friend, this is where she tells her friend she has completed the secret undercover mission.

WWW

There was good use of match on action when the schoolgirl opens and closes the door. The timing is well and it flows together when watching it in time. The clip met with the brief perfectly - showing a character opening a door (a schoolgirl opening the door to enter the classroom), crossing a room and sitting down in a chair opposite another character and then exchanging dialogue. The clip was high quality so brightness wasn’t an issue despite the focus going out for a few shots.  The dialogue which was exchanged between the characters was clear. The narrative was a good idea as it matched the setting perfectly – e.g. being pressured by a school mate in a classroom. This created a more realistic feel.


EBI

Improve the sound next time when filming and to accurately follow the 180-degree rule when filming next time in the future. The audio sounded fuzzy sometimes because we were experiencing some technical issues with the microphone. Now that we have completed the preliminary exercise my group is more confident with using the equipment. Also, some shots lost focus because of the timing and in order to prevent this from happening in the future it's best to press the record button then have the action taking place just a few seconds after in order to avoid losing focus. In addition, more footage was needed in order let the editing run smoothly and not let the action feel rushed. Some shots were repeated and cut out – this was done because more footage was needed to meet the brief. Moreover, a shot/reverse shot was needed and had to be filmed efficiently to make the clip feel realistic. We slightly attempted to use a shot/reverse shot but repeated the same shots because more footage was needed. I also think that an effective sound bridge could have been used to match the high school theme.



Uses and Gratifications Theory (Blumler & Katz)



  • Diversion - Eastenders

Blumler and Katz believed that some members of the public may choose to consume media texts as a source of escapism. 'EastEnders' is a prime example which allows the consumer to divert from routine as it provides entertainment for many people. The programme is dramatic and this is essential for the audience as it is used as a source of escapism. 
  • Personal Relationships - Big Brother
Blumler and Katz believed that some people may choose to consume media texts as a tool to bond between other people. 'Big Brother' is a key example of reflecting personal relationships because it helps the audience to find a common interest and relationships with other people. For example, the audience may feel sympathetic towards a big brother contestant who seems to feel unhappy in the big brother house or even favour a contestant because they are a famous reality star. It can allow the consumer to find a sense of belonging and similarities with others. 

  • Personal Identity - Love and Hip Hop Hollywood 

Blumler and Katz believed that some people may choose to consume media texts as a source of personal identity. The consumer could choose to watch or read something that helps to reinforce self values and behaviour. For example VH1's programme 'Love and Hip Hop Hollywood' which airs in the US is a key example of reflecting personal identity. This is because the show is based around famous hip-hop celebrities and how their lives are day-to-day. This show is vital because it may help some consumers to find their personal identity and reassurance on how they want to live/what to achieve. 

  • Surveillance - BBC News
 

Blumler and Katz believed that some people choose to consume media texts as a source of surveillance and information. This could be simply watching the weather report, news programmes, or any other information or fact based programme. Blumler and Katz believed that the reason people would watch these types of programmes is to ensure that they ‘stay in the loop’ with the current happenings. For example, the BBC news reflects surveillance as it provides very useful information (such a weather and news reports)



Wednesday, 3 December 2014

Dependency Theory

1) What do you primarily use the media for?
I use the media mainly for information and to stay updated on new stories and trends, this links to the 'Uses and Gratifications' theory as it's associated with surveillance and the urge is created for wanting to know new information. The types of media I use are mainly E-Media and TV; for E-Media I use the internet for websites such as Twitter and Daily Mail Online. In addition, I also use the media for entertainment - specifically to stream TV shows from the US which are not available in the UK. By watching programmes such as 'Love and Hip Hop' or 'Breaking Bad' an emotional connection is formed with the characters along the way as the narrative develops each season (this links with creating personal relationships and diversion - an escapism from reality and routine).

2) To what extent do you feel we are dependent on the media?
In today's society majority of people are reliant on the media for news and entertainment. Demographically, teenagers are the most prominent as they have access to new technology and new methods in finding out news much more efficiently. Social networking sites such as Twitter is an essential method in finding out news much quicker than on TV - this is because teenagers are constantly checking their phones. Majority of the teenagers in today's society don't really watch the news and so other sources of media are more useful than others.

3) Has our dependence on the media changed over the last 10 years? How?

Over the last ten years our dependence of media has changed increasingly because of access to new technology. The dependency theory, from 1976, claims that people are reliant of media more because it's a urge to stay informed of what's going on in the world and how the media is being promoted of developed. New technology ultimately means that it's easier and more encouraging to read the news - technology such as iPads and smartphones means that it's quicker to read the news and makes people feel more dependent on feeling the need to read the news as part of a daily routine. In comparison, dependence on media ten years ago was less due to the fact that technology wasn't advanced. 

Wednesday, 26 November 2014

Audience Theory

How can you link this news article to the hypodermic needle theory? 
The article describes how playing video games increases aggressive behaviour, in further detail it indicates how to media are successful in influencing their audience through products (such as video games). The article states how "previous studies have revealed a single violent gaming session can increase short-term aggression", this is evidence that video games can prompt users to become more aggressive and short-tempered. 

Find another online article/academic study that challenges the belief that violent video games are harmful. Provide the link and summarise its key points.
What's your view on this debate?


This article suggest that playing strategic video games may improve "learning, health and social skills," as well as strengthen a range of cognitive abilities including problem solving, reasoning, memory and perception, It also states that violent video games enhance a player's capacity to think about objects in three dimensions. 

In my opinion, the media over exaggerate how video games can be dangerous. Video games are created for fun and adventure. Although in some cases video games can lead to very dangerous and harmful situations, majority of the population play video games and not everyone experiences these dangerous situations. It could be argued that the people who experience these situations are usually depressed. 

How can you link this feature to the two-step flow model?
Jamal Edwards is the owner of SBTV, a broadcasting company that makes videos - typically music videos featuring rap and pop music stars - and puts them up on YouTube. He has over a million hits and this makes him appear as an 'opinion leader' - who influences the youth of today as they can relate to him and his content he promotes. 

Identify FIVE other YouTubers who are influencing audiences. 
  1. Kingsley
  2. Zoella
  3. Fleur DeForce
  4. Jenna Marbles
  5. Janoskians
Post up links to their content and explain how they mediate information/content for their audiences.

Zoella is a popular vlogger who is well-known for posting tutorials on hair, skincare and make-up. This influences the younger teens, such as teenage girls who are interested in fashion and beauty. She has been widely recognised and have over a million hits, automatically this prompts girls to check out her posts. 

Fleur is also a fashion and beauty vlogger. Fleur is sophisticated in her tutorials and also influences the younger generation.

Both Jenna and Kingsley are vloggers who are more comedic and focus on trending topics. They are both bubbly and voice their opinion on famous trending topics. They both engage with the youth and could ultimately influence the youth to follow their passion (e.g. vlogging)







Monday, 24 November 2014

Uses and Gratifications Theory (Blumler & Katz)

Researchers Blumler and Katz created an audience theory in 1974 by stating that media audiences are active and make conscious choices about the way they consume media. They suggested there are four main uses or gratifications (pleasures) that audiences get from the media.

  • Diversion: escape from everyday problems and routine - entertainment (e.g. X Factor, I'm A Celebrity)

X Factor is a show purely based on entertainment, this engages with the audience as it is an escapism for some people as the show is very amusing.
  • Personal Relationships: using the media for emotional and other interaction (e.g. developing affection for characters in TV)
Keeping Up With The Kardashians is a reality TV show and influences the younger generation to become inspired by the Kardashian family and may aspire the young generation to want to be like the Kardashians - e.g. through modelling and attending high-profile events
  • Personal Identity: finding ourselves reflected in texts or learning behaviour and values from the media. Reality TV or documentary (Educating Yorkshire) are good examples.

The Apprentice is a good show as it relates to some people who ultimately have an interest in business. This show attracts ad niche audience and could help people to realise whether or not they have a deep interest in business.
  • Surveillance: Information useful for living (e.g. Weather, traffic news, holiday bargains etc.)


The Daily Mail is a popular tabloid newspaper which is up-to-date with the latest news around the world and in showbiz, sports and science. 

Film Language Test - Learner Response

Feedback -

WWW - Some impressive, detailed answers with good reference to the clip. Plenty of media language; some theory.
EBI - Editing is the major weakness, more theory required.

Learner Response - 

Slow paced editing has been used throughout the clip to build up tension effectively. When Keaton approaches his killer his eyeline match in particular raises tension - this is because  the killer is kept a mystery at first and the audience are denied any access to finding out the identity of the killer. Also, slow motion is used when a cigarette is thrown onto the petrol, followed by a final shot of flames shooting into the sky. This increases the emotional impact and the atmosphere is more dramatic. The atmosphere interlinks with the music well to create a sensation of gripping action. Transitions have been used at the end of the final shot - a dissolve has been used to link the opening scene to a press conference. The purpose of the dissolve is to show how time has passed. An enigma code has been used here at the end of the clip (in reference to Barthes theory) to make the audience question and wonder what the resolution will be at the press conference and whether Keaton's killer ever gets caught. 

Preliminary Exercise