Sunday, 7 November 2010

Further Research...

How to create a successful viral campaign

There is no real set order in which allows anyone to create the best viral campaign but there are different factors in which I have to take in account when creating one. Some of which have been found from the research above such as having good content by just being creative and including something that hasn’t been seen before. Creating some sort of conversation so that it has the ability to show that it will be talked about after the campaign has been seen. The length of the video so that people do not get bored over a clip to long or don’t understand it by it being to short. Finally one of the most important factors, the technical set-up of the video and if it Is easy to send and share to others. If this is not possible than the viral campaign would not be passed on and would become useless.

http://www.youtube.com/watch?v=eoIPdRbPOmU

This is a viral campaign that was used for Ps4 which has not been released. This was smartly done as it shows that the capability of the consol is too good even for a gamer. However as the consol has not even been created yet the campaign suggests that it has. This would grab the audience’s attention and would suggest why it is effective.



Young people and violence

Violence in gaming was the other factor in which had been researched and through this I was able to find that younger people use the violence they learn from gaming and apply them to society through ethnic/cultural differences.
“Knowledge about young people’s views on violence and acceptance of violence in different contexts has important implications for violence prevention initiatives, particularly those in schools. If young people’s acceptance of violence is linked to their understandings of appropriate gender behaviour then an inherent aspect of effective violence prevention will also be to destabilise existing gender norms and expectations.”

The psychological effects of violent media on children

Violence applied to the younger age ?

View from researchers suggests that performing violent acts in video games may be more contributing to children's aggression than passively watching violent acts on television. According to this view, the more children practice violent acts.
On the other hand the makers of these violent types of media such as movies, video games and television argue that violent children are drawn towards these types of violent entertainmen



example of a viral campaign.

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.

Wednesday, 29 September 2010

District 9. short

Some of the criticisms that I had come across after my presentation is that I felt I was not very prepared to present to the entire class. This was because I did not use enough media terminology throughout the PowerPoint presentation and had suggested that I would not be able to get the best possible mark on the presentation.

If I had used cue card instead of trying to memorise the information I would probably be more likely to keep the class more involved as I would then have known my text better and the information provided would flow better rather than stopping to glance at the white board to make sure I do not go off topic.

The YouTube link in which I had used did not work as it had been removed by the owner not long before the presentation which meant I was not able to find the time to post a new video in which could have gained the audience’s attention.

Another criticism is that I had used a lot of text on some of the slides and this had meant that the class did not know whether to read the text or listen to what I had to say which had confused them and had made the presentation more complex

However on a positive note I was able to keep calm even though I was very nervous and scared presenting to a class in which I am not very familiar with.

I was able to interact with the class well as well as I had used some humour within the PowerPoint in order to keep the audience more involved. I think this had benefited me on ma overall grade.