Sunday 22 November 2015

Representation: collage



Stereotypes about women usually range from house-cleaning, motherhood to its other alternative side, for example playing video games.



Stereotypes that Muslim women in their traditional veils are seen as a threat, and this suspicion has unsurprisingly risen from the Paris attacks. Or every ethnicity that is generally supposed to follow Islam do not. 




Representation theories: 








1.) The different groups of people obviously are - the crazy woman, also known to be Tiffany, and instead of being neither a dominant or an alternative stereotype, although it does have hints of alternative representations such as the woman, Tiffany being the dominant and controlling figure against a male character. This in particular challenges Medhurtst's theory as in short, we are known that woman are in fact not generally to be over the man, and are rather conventionally seen as the "damsel in distress", especially in movies. The problem revolves around common knowledge and sense as a divorced women who has had a rough past will most likely be psycho. This then also opens up Richard Dyer's theory that characteristics of a person, despite male or female are responsible for differentiating from different types of groups, e.g. generally man is seen as strong and dominant, but Dyer's theory suggests characteristics are dynamic and vary in each person, and say otherwise. The trailer also demonstrates something similar to media texts i.e. news, because the plot and genre all reflect to the real world - nothing is bizarre like for example, a fantasy genre, so it is completely normal. Also typically from bad stereotypes created by media-shows such as Jeremy Kyle generally have been seen to create a bad image on the women in a relationship.

Representation:


The clip demonstrates 3 groups, including men, people of white background and prejudgment from appearance.

Men - A dominant portrayal, seeing that women do not usually play sports, especially basketball. Additionally, tennis, volleyball or badminton instead.  

White background - An alternative portrayal as it challenges the stereotype thought to usually only see people of a black background to play basketball.

Prejudgment from appearance- One of the guys point out that them wearing a jersey makes them good at basketball by default, however later on we see that this is obviously not the case.

A blatant stereotype is that people of a white background are not very good at basketball, or mediocre at best, and I think this strongly comes from institutions such as the NBA, where the majority of professional players are black.   

Thursday 12 November 2015

Audience theory:

Hypodermic needle model


1.) The Mail online article is a prime example and demonstration of the hypodermic needle theory - the article title itself is an implausible and unrefined statement made, and sets a very negative view on video-games. Association with words "aggressive behaviour" already conjures up images of violence, and to think that 20 minutes of violent video-games reflects itself on the player would definitely impress a parent, to say the least. This is a good example of the hypodermic needle theory because realistically speaking, different players have different attitudes and reactions in respect, for example someone might be really competitive and may take the game seriously, or someone else who plays for recreational reasons may be the exact opposite, so the title gives a really vague and biased view. 

2.) Similar to the second article from The Daily Mail also demonstrates the hypodermic needle theory. Immediately we can spot the picture - a presumably young boy with denotations of a criminal as his identification is partially covered. But then to also have an unexplained, irrational link between video-games and criminal hacking is just absurd, and I would say is the main criticism for this article, and again like the previous article it presents a very bad view of gamers who like to play for excessive hours. In result both articles evade the actual reason behind each wrong doings and blames it on video-games with adamant opinions which are almost speculative. 

Two-step flow model

1.) The two-step flow model is definitely an improvement from the mindless hypodermic needle model demonstrations, and is good to see less narrow-minded views being said. With that being mind, the two-step flow model allows more voices to be heard as it says that the media is not the reason for opinions, but rather "opinion leaders" which I completely agree to. There are lots of icons and inspirational people for young teenagers out there, and obviously their followers would agree with whatever opinion they share on social media. So in short, yes I think the two-step flow model is still relevant to this day, however hopefully in the future more enlightened individuals will stop making it this relevant. 

2.) TotalBiscuit, evident by his nickname "The Cynical Brit" fits into the two-step flow model as his large subscriber base of 2 million + obviously implies that he is a well respected and popular YouTuber. The combination of different games along with a large audience has a highly likelihood of the audience playing the same game too, or in some instances for example, he does a review and the game is rated positively, we might have pre-opinion of it being a good game too.

3.) The title "influential" might have been sarcastic for the One Direction band members, and the two - David Cameron and One Direction hold completely different occupations in their hands. It might represent a two-step flow model as all are celebrities and obviously as explained before, their views are special, just because they are popular. The two also contrast. A well-educated, politician would obviously tweet more influential things about democracy and other sorts of things that have value to our world system, unlike a boy band who would conventionally tweet about what they had for breakfast, yet still hold attraction because they are opinion leaders.  

4.) Jamal Edwards could be an opinion leader as he is affiliated with SBTV - one of UK'S most popular music company and run by a small group of young people. Different social media such as YouTube could possibly increase his credit for filming and as a result, increasing his reputation and eventually making him noteworthy enough to be seen as an opinion leader.   




Cool Brands Research;



Top 5 brands that I admire:

#1. YouTube
My first and foremost choice would have to be without a doubt, YouTube, mostly because majority of my time on browsing consists of entertainment - YouTube gives me all that with endless videos. 

YouTube's brand values consists of (regarding Gillian Dyer's lines of appeal) comedy and humor. Comedy and humor are always people's agreed source of passing time, and that seems to be the majority of the viral videos. However speaking realistically, about almost all of Dyer's appeals can be applied to specifically YouTube, taking note that it is an extremely popular video-sharing website, where anyone can post anything. 

#2. Sony
My second institution would have to be Sony. I admire them because they have pioneered gaming consoles, noteworthy having PS2 sold a milestone of a 150 million units sold in 2011, as well as a staggering 1.5 Billion game copies sold. I admire Sony because I feel it has to do more with the emotional roots of my liking, because having been a child, my days were on the PS2 with endless hours.

Sony's brand values would easily fall into the entertainment department, as they are mainly known for their games consoles, also to mention their expansion with TV's, headphones, speakers, camera's etc. It may even fall into art and culture with cameras involved.

#3. Instagram
My third choice is Instagram. I find the app to give us an insight of the unseen beauty's of the world, hence why it falls into art, culture and history, as well as nature and the nature world's department. You can also find it to be a galore of teenager selfies, which appeals to the self-importance and pride group, but also Dyer's appeal of happy families can also be apart of this as it is in fact, a social media, and you can share photos for your friends and families to see.   

#4. Netflix
Fourth choice would be Netflix. I just find their place in the market so stable, even after all these years of lots of other media outlets coming in, yet still maintaining Netflix popularity to be impressive. Brand values that Netflix possesses are very vague as the only and most likely reason would be for entertainment, therefore has no specific group, but if it were to have one it would fall under "happy families" in my opinion.

#5. Apple
My last choice would be Apple. I find their products to be of excellent quality, along with the undeniable high prices that make it feel much more premium, and definitely meets my standards, speaking strictly for their smartphones, only. Apple's products, especially because of their computers would fall under Dyer's appeal of luxurious, rich lifestyles - I say this because in my honest opinion the prices do not reflect their specifications, but in the end it is still a very nice thing to have.  

Sunday 8 November 2015

Dependency theory:

1.) I generally, about nine out of ten times, use the media for entertainment, and in rare instances I will read an article, but for things other than entertainment wise, I'm always doing so for homework purposes. 

2.) I strongly think the majority of people living daily lives, too busy to focus on world affairs and the media are strongly dependent by it, just because they don't seem to care much about it or don't have the time. But to those who have the opportunity and can tackle all these things, yet still depend on the media are the ones that usually lack incentive and again, don't care enough because it doesn't affect them.

3.) I think our dependence on media has changed a lot over the past 10 years, especially because people's voices and controversial opinions have raised questions on whether we can REALLY depend on the media or not, from all these false reports in the past that have manipulated.