Sunday 31 October 2010

** State of Play: Violence and video games

http://news.bbc.co.uk/1/hi/technology/6943835.stm

** Concerns on violent behaviour due to games

http://www.media-awareness.ca/english/parents/video_games/concerns/violence_videogames.cfm

** Does games such as Modern Warfare2 make teenagers more violent ?

http://www.msnbc.msn.com/id/16099971/

** COD Modern warfare 2, terrorist gameplay ?

http://www.pcworld.com/article/181140/is_call_of_duty_modern_warfare_2_terrorist_gameplay_artful.html

Critical Investigation

Critical Investigation & Linked Production

Initial Ideas

** How Muslims are represented in film and gaming post 9/11 and how it has shaped the way in which society accept culture.

** How violence in games can shape the way in which teenagers act in society and whether it has made teenagers more aggressive towards real life situations.

** Sequence from gaming trailers which suggest how the imagery of violence effects teenage violence

Linked production ideas

** Documentry - Post 9/11 and how society think about a 'Scare' from cultural difference

** Short Opening squence of how teenagers have become increasingly violent due to violence in games

** magazine cover of how imagery changes the way in which cultures are represented in society


Media texts that I will be using as part of my research include;

Film
** Four Lions
** Red Zone

Games
** Call of Duty: Modern Warfare2
**Battlefield Bad Company2
** Medal of Honour

Print
**Ps3 Forever (New magazine)
** Edge Magazine
**Game Zone

BEST IDEA:

How Muslims are represented in film and gaming post 9/11 and how it has shaped the way in which society accept culture.

Media Language – as a documentary
Institution- mainstream, suggest through violence that it would be controversial
Genre- documentary / action based through showing violence included in Gaming and film
Representation- Suggesting both Positive and negative representation of Muslims in Film and Gaming
Audience- Teenage demographics 16-25 both sexes how their social actions can be changed through the representations and outlook on accepting culture.
Ideologies- aim to be positive and educational so that people can see how the minor actions in gaming can cause issues in society
Narrative –

S.H.E.P

Social – how violence in gaming and film has caused people to believe Muslims are all terrorists
Historical – Past suggestions of gaming such as Manhunt and Hitman in which were banned from selling due to violence and representation of culture.
Economical – How the violence In Film and gaming become more popular and how if effects purchases.
Political – post 9/11 scared and if political influence has forces society to believe the ‘Arab scares’


Theorists

Hypodermic Needle Theory
Post 9/11
Giddens's theory of structuration explores social forces that shape our social reality
Issues and Debates
Gender & Ethnicity – how societies look at culture and ethnic backgrounds and relate them to violence in Film and Gaming.
Audience Theories – why the younger generation are so interested in the cultural violence and war.
Colonialism – war between different backgrounds, gangs

Thursday 14 October 2010

Marshall McLuhan

Herbert Marshall McLuhan, CC (July 21, 1911 – December 31, 1980) was a Canadian educator, philosopher, and scholar—a professor of English literature, a literary critic, a rhetorician, and a communication theorist. McLuhan's work is viewed as one of the cornerstones of the study of media theory, as well as having practical applications in the advertising and television industries

McLuhan is known for the expressions "the medium is the message" and "global village". McLuhan was a fixture in media discourse from the late 1960s to his death and he continues to be an influential and controversial figure. More than ten years after his death he was named the "patron saint" of Wired magazine.

http://en.wikipedia.org/wiki/Marshall_McLuhan


A commercial society whose members are essentially ascetic and indifferent in social ritual has to be provided with blueprints and specifications for evoking the right tone for every occasion.

Advertising is the greatest art form of the 20th century.

http://www.brainyquote.com/quotes/authors/m/marshall_mcluhan.html

A point of view can be a dangerous luxury when substituted for insight and understanding.

http://www.quotationspage.com/quote/26899.html

Friday 8 October 2010

What is the Guardian 100 and who are the people who create it?

The Guardian 100 is an anual guide to the most powerful people in the industry. it is created by Lord waheed Ali, Dasiy McAndrew, Sarah Sands, Richard Park, James Scroggs, Matt Wells, Janine Gibson and Jamie Kantrowitz

How many woman are in the top 100?

18 women are in the guardian top 100

What companies do these woman work for and in what roles?

There are only 3 woman who are in this and they work as;
Sarah Sands - Consultant editor of the Daily Mail
Janine Gibson - Executive editor of the gaurdian
Daisy McAndrew - Cheif political correspondant of itv

What percentage of woman is this?

That gives 18% of the guardian to womans guidance.

How would I asses the balance of power? why is it in this way?

The balance of power is very unbalanced as the majority of panelists are males and there are 3 times as many men on the top 100 to woman. This could be a result of modren society where men are mostly dominant and have more control in media. Woman have smaller roles and are less important in media.