Zoella - over 13.6 million followers on Twitter and over 10 million on Instagram. 2 YouTube channels to show growth and change. Un-sexualised, innocent etc. Paradigms of vlogging and online media: Breaking the fourth wall Amateur aesthetic High-key lighting Codes of realism Single camera edit Invitation into private spaces Aspirational content Presenter POV Unscripted narrative
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Showing posts from February, 2020
Online Video
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Vlogging/online video most influential form of media. 42% of internet users aged 16-24 said they watched a vlog within the last month rising to 50% in 2015. Synergy of online profile (links across all platforms, digital convergence). Conventions of a vlog: Aspirational, Personal identity, Identification, Unscripted narrative, Authenticity (or Direct mode of address, Audience interaction, (Clay Shirky)
What role do fans and other niche audiences play in the popularity of this product?
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What role do fans and other niche audiences play in the popularity of this product? Plan: Essay structure: Into: D efinition A rgument C ontext Paragraphs: P oint E vidence A nalysis Henry Jenkins Clay Shirky Stuart Hall Examples of fandom Intro: Fandom: Henry Jenkins: Fandom refers to a particularly organised and motivated audience of a certain media producer franchise. Unlike the generic audience or the classic spectator, fans are active participants in the construction and circulation of textual meanings. Fans appropriate texts and read them in ways that are not fully intended by the media producers ('textual poaching'). Examples of this may manifest in conventions, fan fiction and so on. Rather than just play a video game or watch a TV show, fans construct their social and cultural identities through borrowing and utilising mass culture images, and may use this 'subcultural capital' to form social bonds. For example, throu
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Fandom - Henry Jenkins Fandom refers to a particularly organised and motivated audience of a certain media product or franchise. Unlike the generic audience or the classic spectator, fans are active participants in the construction and circulation of textual meanings. For example, forums etc Fans appropriate texts and read them in ways that are not fully intended by the media producers (textual poaching) examples of this may manifest in conventions, fan fiction and so on. Rather than just play a videogame or watch a TV show, fans construct their social and cultural identities through borrowing and utilising mass culture images, and may use the subcultural capital to form social bonds. For example, through online forums like Reddit and 4Chan. Textual poaching examples: Cosplay Lets Play End of Audience - Clay Shirky Audiences are no longer passive, they interact with media products in an increasingly complex variety of way
Audience: Assassins Creed Liberation
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Albert Bandura, Hypodermic Needle Model: The theory suggests that the mass media could influence a very large group of people directly and uniformly by 'shooting' or 'injecting' them with a desired response. They express the view that the media is a dangerous means of communicating an idea because the receiver or audience is powerless to resist the impact of the message. People are seen as passive and are seen as having a lot of media material 'shot' at them. People end up thinking what they are told because there is no other source of information. Codes of violence in Assassins Creed Liberation: Mise-en-scene: guns etc Non-diegetic sound; sound of knives and groans. Target audience would be used to the violence in the game and as a result would accept it. The secondary audience would oppose it. Bobo Doll experiment: Thee intention of the doll is to be hit and bounce back up, the children were playing with the doll how it was supposed to be played with.
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What is the narrative style of the game? (non/linear? Equilibrium? Disruptions?) The narrative style of goat simulator is non/linear as it is a sandbox game where the player is free to do what they want. Additionally, i would say that the narrative style is also disruptive as the loose aim is to destroy everything in the map. What genre (s) can you identify? (paradigms, iconography, hybridity etc.) How are we as an audience interacting with the game? Does the game appeal to a mainstream or a niche audience? How? What is the preferred reading of the game?