Sunday, 1 March 2020

The I #1

Actresses stage a walkout in France after Polanski win

date: 29.02.2020

  • This story is an amalgamation of both soft and hard news, it covers the entertainment industry however is culturally relevant due it's connections with the #MeToo movement and current revolution against rape culture in the media industry. This story covers French actress/director Adele Haenel's walk out after Polanski, a convicted child rapist who fled to France in the 1970s, won the 'Best Director' award. This moment sparked riots throughout France as she said 'Bravo Pedophilia' and 'Shame' after the announcement and is a significant moment for the movement as it is the first time an action has been done to combat the film industry's reluctance to 'cancel' esteemed directors who are also sexual deviants. 
  • It is an extremely liberal piece that also follows the story of an educated, white female, which readers of the 'I' would see as empowering and the cultural capital of the piece as well as the subversion of 'sex sells' or exploitation of moralism allows readers to find the piece accessible. 
  • I think that this story encapsulates the 'I' 's ideologies and is an example of quality journalism. 

Mail Online #1


DATE: 01.03.2020

  • This is a Hard News story covering the UK's decision to potentially quit the European convention of Human Rights which puts a lot of constitutional rights of migrants and inhabitants on the line. 
  • This story appeals to the audience of the Daily Mail as it offers surveillance [Blumler and Katz] as well as having historical significance as the ERHC was a monumental post-war achievement and has a solidified place in British History, something the demographic of the Daily Mail feel strongly about. 
  • It is an example of quality journalism and reflects the right wing ideologies of the newspaper, with the overarching tone as it connotes patriotism and independence rather than unsurity. 

Decline in print media

OFCOM REPORT

How do UK adults generally get their news? 

  • UK adults generally use TV [75% -2018] and social media [49% -2018] to consume news.
What do you notice about the changing way adults are getting their news?
  • The mediums being used are not changing in terms of hierarchy [TV is still the dominant medium, with social media following closely] however the decrease of consumption of BBC news sources is stark [62% -> 58%]. The use of social media is also heavily dependent on demographics with gender, race and age all playing a part in influencing where the general public get their news. 

What do you notice about newspapers and how has it changed since 2018?
  • It has seen a 2% decline. 

What audience demographic groups (e.g. age, social class) are most and least likely to read newspapers?
  • The most likely to read printed newspapers are ABC1 White Men aged 65 and over whilst the least are 16-24 year old, ethnic minorities around the C2D class. 

What newspaper brands can you find in the list of most popular news sources across platforms?
  • The Guardian, The Sun, Daily Mail/Mail Online, Metro

How has the circulation of national newspapers decreased between 2010 and 2018?
  • There has been an overall decrease of 11.5% whilst national newspapers saw a decrease of around 5% showing a significant decline within the industry. This could be down to the closure of significant titles such as 'News Of The World' and 'The Independent' 

What are the most-used newspaper titles?
  • The Daily Mail, The Sun and Metro are the top 3 most used newspaper titles. 

What are the most popular titles when print and online figures are combined?
  • The Daily Mail still tops the figures, followed by the Guardian and the Sun. 

How does the i compare to the Daily Mail?
  • The 'I' pulls in a far smaller percentage of the market [5%] and is one of the lowest used combined titles in comparison to the Daily Mail's [36%] dominant role within the industry. However, the 'I' has consistent figures and is not seeing any decline nor gain.

What is the breakdown of the Daily Mail audience and the i audience? What differences do you notice?
  • The Daily Mail audience is majority Females with a diverse demographic reach in terms of ethnicity and class whilst the 'I' has a far less distinguished target audience as majority of their statistics are the same suggesting that they have a less targeted reach when it comes to readership. The Daily Mail does have a broad readership however it is mainly White Women aged between 16-65.

Read section 7 of the report: news consumption via social media (pages 40-52). Pick out three statistics from this section that you think are interesting and explain why.
  • Snapchat, Instagram and Twitter have seen a rise of 1-7%
  • Facebook saw a decline of 3%
  • 41% mostly get news from Social Media posts
  • These are interesting to me as the less regulated the medium, and the growing dependency on social media for news makes audiences potentially more susceptible to 'fake news' and adheres to the idea of living in a 'post truth' world as people are no longer consuming news for information but instead consuming the interwoven ideologies and forcing themselves into an echochamber that eliminates external knowledge and news stories for those which are created for commercial or attention purposes. 

What statements for Daily Mail readers tend to agree with?
  • Daily Mail readers tend to agree that the newspaper is accurate, trustworthy and accessible however they don't feel as if it is impartial or deeply analytical. 

Factsheet - The death of print media

What has happened to print media in the last 30 years?

  • Print media was one of the main sources for information however it has seen a steady decline since the introduction of television. 

Why is the Independent newspaper such a good case study for the decline in print media?
  • It has recently 'died' in printed form, due to its lack of political bias or circumstantial influence it couldn't compete with more biased texts within the industry.

What was the Independent newspaper famous for?
  • Their 'unorthodox and campaigning' front pages'

What did the then-owner of the Independent, Evgeny Lebedev, say about the newspaper's digital-only future?
  • He said it was a 'bold transition' and that the 'newspaper industry is changing and that change is being driven by readers' 

How do online newspapers make money?
  • Advertising and Traffic allows newspapers to monetise their digital format.

What did the Independent's longest-serving editor Simon Kelner warn regarding the switch to digital?
  • He said that it would be 'difficult to replicate' the infamous radicalism and liberal of the print edition as being impartial and capturing the iconoclastic feel of the paper is near impossible to do in digital form.  

What is the concern with fake news? What does 'post-truth' refer to?
  • Online news sites are easy to set up, and the format is easy to replicate, which means people can create and perpetuate inaccurate news stories and misinformation to sell certain stories and ideologies. Post-Truth refers to the current contemporary climate where the truth is no longer linear nor 'true' but rather 'true enough' 

What is your view on the decline in print media? Should news be free? Is it a concern that established media brands such as the Independent can no longer afford to exist as a printed newspaper

  • I think that news should be regulated and free to access. I understand the decline is powered by the economical struggle of print media and in particular the rise of free-to-access news sites without regulation however the risks of this becoming normalised could be societally detrimental as the spread of misinformation challenges the mediated hierarchy, introduces new audience formats and degrades classic careers in exchange for access and 'click bait' however I do think that the print media does have tradition and trust on it's side which could ensure that the decline is steady but not fatalistic.

Thursday, 20 February 2020

Media Paper 1 PPE: Learner's Response

*Cannot Complete Q1 as No written feedback was given*


Did you succeed in meeting or exceeding your target grade for A Level Media? If not, how many additional marks do you need to achieve your target grade in this paper?

  • I exceeded my predicted target grade of a B by 15 marks.
Write a question-by-question analysis of your performance. For each question, write how many marks you got from the number available and identify any points that you missed by carefully studying the AQA indicative content in the mark scheme:

  • Q1 - 7/8 
I didn't speak about the difference of layers and their connotations and particularly how these work in conjunction with the conventions of a promotional image. 
  • Q2 - 9/12
I could've spoken about censorship and how it is a hindrance to creative voices when they are voicing political concerns or representing specific cultures within their art. I also missed out on the fact that they are both contemporary and both focus on the idea of giving a 'voice' through their music to those who perhaps are widely unheard in the media. I could've then applied Gilroy's 'double consciousness' and recognised the fact that they are both people of colour who are using their platforms to reflect the current socio-political climate that they are in.
  • Q3 - 6/9
I could've mentioned Propp's character codes, the narrative development and perhaps the influence of 1950's films such as Singin' in the rain and icons such as Fred Astaire had on the general aesthetics of the music video and how this influences audiences interpretation of the media text itself. 
  • Q4 - 18/20
I could have mentioned the fact that both male and female characters within the 'That Boss Life' advert seemed interested in the product and also seemingly transformed after using it depicting the idea of gender as performative. However, I also should have investigated the power dynamics in both texts and applied the connotations of the gender depictions in Score [The Foundation] to That Boss Life [The progressive] and explicitly stated that Butler's theory only becomes useful once we apply it to texts that are following historically significant Gender patterns. 
  • Q5 - 6/6
I could have mentioned cosplay or the publication of fan-made material.
  • Q6 - 8/9
I should have mentioned the very explicit fact that conventional distribution techniques are changing with the digital age and access to social media, as arthouse films can gain an audience through 'Fandom' and social media 'buzz'. 
  • Q7 - 17/20 
I had to answer the question with a far more balanced answer, For Example, I should have mentioned that 'Life Hacks' was derided from 'The Surgery' as well as discussed the implications of a 'hegemonic reading' in a lifestyle based broadcast as well as podcast structures and how this has changed consumption. For War of the Worlds, I should have clearly evaluated Welles' intentions and the importance of audience theories in understanding the supposed reaction, I could have come to the conclusion on which was the most significant and thus answered the question more clearly and concisely

Look at Question 4 - a 20-mark essay evaluating how useful Judith Butler's theory of gender performativity is. Write a full essay plan for this question using the indicative content in the mark scheme and with enough content to meet the criteria for Level 4 (top level). This will be somewhere between 4-6 well-developed paragraphs planned in some detail.

  • INTRO - GENDER THEORY IS FAR MORE APPLICABLE IN RECENT YEARS AS DEFINITIONS AND IDEAS ON GENDER ARE IN A DYNAMIC PERIOD 
  • PARAGRAPH 1 - MAYBELLINE; WOMEN - conventional audience, gender stereotypes, impact of the digital age on gender- has it changed the 'connotations' that allow gender to be performed 
  • PARAGRAPH 2 - SCORE; WOMEN - conventional, foundation for the submissive 'trophy' role of women in advertising, eurocentric beauty standards are reflected- although not an advert for makeup women's appearance still complies with the 'idealised madonna/whore dichotomy' 
  • PARAGRAPH 3 - MAYBELLINE; MEN - arguably non-conventional however makeup has been worn by men for centuries, reinforces stereotypes to do with sexuality, mannymua is a celebrity- entire persona is a 'performance' thus his gender and the gender connotations he complies with are inherently performative
  • PARAGRAPH 4 - SCORE; MEN - foundation of traditional masculinity, can be compared to contemporary gender depictions, shows how useful Butler's theory is as it provides a comparative example of masculinity and along with Gelfer can be used to define the key connotations of masculinity and how gender is performative as you can actively decide which attributes to present etc in order to communicate your 'gender'
  • CONC - BUTLER IS MORE USEFUL TO UNDERSTAND CONTEMPORARY TEXTS THAN ARTEFACTS 
Based on the whole of your Paper 1 learner response, plan FIVE topics / concepts / CSPs / theories that you will prioritise in your summer exam Media revision timetable.

  • BILLIE JEAN - MICHAEL JACKSON
  • CONTEMPORARY FEMINISM/FEMINISM THROUGH TIME
  • REPRESENTATIONS OF POLITICAL/SOCIAL CONCEPTS 
  • LIFE HACKS - BBC
  • POSTMODERNISM

Wednesday, 22 January 2020

The Sims: Representations

Textual analysis

How do the expansion pack (DLC) trailers reinforce or challenge dominant ideologies?

  • The pregnancy DLC allowed for a range of representations, with some heavily reinforcing dominant ideologies regarding gender roles and relationships however the inclusion of older couples and LGBT couples also subverts the dominant ideologies. The range of gender depictions on a superficial scale are also both a reinforcement of dominant ideologies but a progressive take on contemporary gender identity through complete autonomy on the construction of gender. The range of representations were majority a reflection of the dominant ideologies of a western society however there were some anomalies that suggests that players can reflect their own ideologies within the game. 

What stereotypes have you identified in The Sims FreePlay?

  • The Sims follows a hegemonic, heteronormative overarching narrative with some lenience down to the players own autonomy and construction. It heavily utilises stereotypes regarding gender stereotypes but does offer the option to subvert these stereotypes through expansion packs, however the default is strong compliance to stereotypes that reinforce the 'American Dream' and idyllic suburban life that the Sims attempts to portray. 

What media theories can you apply to representations in The Sims FreePlay?
  • The Sims relates to Dyer's theory of 'star power' and the power of celebrity with the idea that a celebrity is both 'present and absent' the same way that the construction of the Sim is both 'real' and an extension of self. It also links to Marxism through its consumerist ideas and the idea that the world is controlled by the few, much like the Sims is controlled by only one person. You can also relate Freud's theory of Scopophilia as the Sims allows players to be morally selective, indulge in sexual activity and display graphic images depending on Mods. Finally, Post-modernism is heavily applicable to the Sims in particular Baudrillard's theory of Simulacra/Hyperreality and Butler's theory of gender as performative. 

Representation reading

How realistic does The Sims intend to be?

  • The Sims intends to have it's dominant reading to be almost a carbon copy of everyday life but at a more utopic/constructed level. It is 'self-consciously fake' whilst still holding the realistic appeal of the sandbox genre. 

How has The Sims tried to create more realistic representations of ethnicity?
  • The Sims has a wide choice of skin colours and a user-controlled construction of character for characters to implement their own ideologies and assumptions surrounding a character into action. It's selectively inclusive.

How has The Sims responded to racism and sexism in society?
  • The Sims has had a 'relaxed' approach to bigotry- particularly racism within the game. Although their are markers in place to prevent racism there is not a clear disablement- they don't say 'yes or no' to bigotry as in the end that's the players prerogative whilst playing whether to be intolerant or not. 

What is The Sims perspective on gender fluidity and identity?
  • It is a possibility however it would take a lot of time and effort to implement thus is an unrealistic ask presently. 
How does The Sims reinforce the dominant capitalist ideologies of American culture?
  • They are conscious of the 'omnipresent influences of American politics and cultures'. It embodies a largely 'American Dream' focused life-goal through the basic need fulfillment and aspiration of materialism and wealth. 

New Normative feature on LGBTQ representation in The Sims franchise 

How did same-sex relationships unexpectedly help the original Sims game to be a success?

  • It drew 'positive publicity' to the game, as well as allowed players to validate their own sexual identity through expansion packs later on.

How is sexuality now represented in The Sims?
  • Sexuality is now represented as a choice to the player- there are no sacrifices or hardships that come with choosing a sexuality that subverts traditional hetero-normative ideas however in recent years homophobic mods have been added. 

Why have fans praised the inclusion of LGBTQ relationships in The Sims franchise?
  • It is one of the first games to include the entire spectrum of sexuality as a choice. 

Why did the Sims run into regulatory difficulties with American regulator the ESRB? How did EA respond?
  • When the Sims first approached the ESRB they had no guidelines on same-sex relationships however with the introduction of the ability to have same-sex sexual intercourse, they were given an M rating which disrupts their usual family audience appeal. 

How is sexuality represented in the wider videogames industry today?
  • Progress is being made with critically acclaimed games such as 'The Last of Us' having a lesbian kiss and a Fable having the choice to have same-sex relationships however they have not been as substantial or inclusive as the Sims.

Reality, postmodernism and The Sims

What does the article suggest about the representation of real life in The Sims 4?

  • The Sims has stepped away from the diversion focused depiction of reality in the first game to a far more idyllic representation of suburban life. It doesn't want you to pine for an unrealistic life but also a far more accessible and realistic aspiration also to take your mind off the truth of adulthood. 

What audience pleasures did the writer used to find in The Sims franchise?
  • To empower the imagination of players and 'remove ourselves from the drudgeries that are life' 

Why the does the writer mention an example of a washer and dryer as additional DLC?
  • It amplifies how the main audience pleasure of this game and others of the sandbox genre is the autonomy you have over mundane activities within the domestic routine- however he feels as if laundry is not pleasurable in real life thus why would it be in game play?

In your opinion, has The Sims made an error in trying to make the franchise too realistic?
  • I don't think it has. The realism of the SIms and the simplified narrative allows the player to have a lot of creative license and either use the game to live their fantasy life vicariously through their Sims or cathartically to complete small tasks and daily activities that allow them to feel useful. 

How does this representation of reality link to Baudrillard’s theory of hyperreality - the increasingly blurred line between real and constructed?
  • Much like real life, failure to fulfil the Sims avatar's basic needs has consequences. This as well as the ability to complete domestic tasks. Although this reality is completely and actively being constructed, players are unconscious to the fact that they have the autonomy and view their avatar as 'real' or an extension of reality rather than fictional in some cases. 

The Sims FreePlay social media analysis

Facebook page and Twitter feed 

What is the purpose of The Sims FreePlay social media channels?

  • For both marketing and fan engagement purposes. The social media channels allow the Sims to build a brand whilst also interacting with fans to establish a relationship. 

Choose three posts (from either Twitter or Facebook) and make a note of what they are and how they encourage audience interaction or response.
  • 'Executive Producer women's summit' - Encourages and empowers young women in the video game industry and creates positive promotion for the brand. 
  • 8th Birthday tweet- Celebrates the game's birthday and highlights how widely successful the game has been to its audience, there's also an element of personal relationship as people may feel celebratory for the brand and their time as a fan.
  • 'YOU' meme - has a connection to fandom/Netflix and allows for fan interaction. 

Scroll down the Facebook feed briefly. How many requests for new content can you find from players? Why is this such as an important part of the appeal for The Sims FreePlay?
  • There are an abundance of requests with the audience requesting everything from new DLC's and expansion packs to rebranding/rereleasing old content. The producer/consumer relationship is particularly important for the Sims as audience interaction and social media promotion allows them to appeal to their desired audience with ease and create a positive brand image. 

What tweets can you find in the Twitter feed that refer to additional content or other revenue streams for EA?
  • There are retweets of advertisements, links to blogs and critics, as well as promotion of expansion packs and competitions. 

Linking to our work on postmodernism, how could The Sims FreePlay social media presence be an example of Baudrillard’s hyperreality and simulacra?

  • The social media is a 'simulacrum' used to promote something entirely fictional as if it is an extension of reality - audiences engage and retweet and manipulate an entirely constructed simulation and come to their own conclusions and interpretations from the promotion even though it simply isn't real. 

Sunday, 19 January 2020

The Sims: Industries

NOTE: As of 2020, The SIMS franchise is 20 years old! Therefore some of the ideologies and original narratives have changed over the past two decades and some of the observations within the articles are outdated.

Regulation – PEGI

What is the VSC and how does it link to UK law?

  • The VSC is an administrator of the PEGI rating board that is used throughout Europe. In 2012, PEGI Age ratings became enforceable by law and games could not be sold to people below the respective age ratings. 

Note down the key statistics on the homepage.

  • 13938+ games rated
  • 15141+ apps rated
  • 30 years in operation
  • 1702 number of member outlets

What is the purpose of PEGI?

  • PEGI's purpose is to provide appropriate and helpful information about video games and supply the consumer with content information through their ratings. 

Click on the PEGI Rating tab in the top menu. What are the age ratings and what do they include?

  • 3- Content that does not warrant a content warning at any degree.
  • 7- A game that does not warrant any content warnings, as above, but may include some frightening scenes inappropriate to younger consumers.
  • 12- Includes realistic, detailed violence against fantasy characters- but only if non-trivial injuries are portrayed unrealistically. Sexual innuendo, Sexual Posturing, Minor Expletives Instruction for Casino Gambling and horror content are also permitted. 
  • !- Non-Numerical rating- a parental guidance recommendation on non-curated and unregulated materials and apps such as Social Media platforms like Twitter.
  • 16- Content perhaps including realistic andmature violence against human characters and references to death and human injury. Sexual content is also permitted but only without graphic displays of genitalia but erotic nudity is permitted. Severe expletives and drug use such as tobacco and class A drugs could also appear- the glamorisation of crime is prevalent. 
  • 18- The content must have a graphic, realistic, major depiction of violence towards humans including blood or gore, detailed instruction of criminal activity and encouragement of legal drug pursuits as well as glamorisation of illegal drug use. Graphic sexual content can also be included with visible genitalia being permitted. 

Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?

  • Content Declaration Assessment, Submission Materials, Video Footage Assessment, Game Examination and finally, receiving the PEGI License.

The ‘Freemium’ gaming model

How does the freemium model work?

  • The initial download is free, however the game offers in-app purchases in order to access premium aspects of the game. 

Why do some gamers believe freemium is ruining games?

  • The players become frustrated as it feels like the developers are only implementing this technique in order to make more profits and derail the quality of the gameplay greatly. 

What are the positives of the freemium model for gaming?


  • It places focus on longevity- which is attractive to consumers as well as the initial free price tag making it more accessible to people with less disposable income. The promise of improvement and excelling within the game is also an audience pleasure. 

Business Insider feature

Note the key statistics in the first paragraph.

  • Freemium games and their 'in-app purchases' account for 70-80% of the $10+ Billion in IOS revenue

Why does the freemium model incentivise game developers to create better and longer games?

  • There is a monetary incentive, as players are constantly investing into games therefore game developers want to invest and improve their games to encourage players consistent investments. 

What does the article suggest regarding the possibilities and risks to the freemium model in future?

  • The freemium model is undeniably profitable however as it garners criticism through the media it might begin to alienate a large portion of it's audience and discourage them from indulging in micropayments. 

New York Times feature

Why did Temple Run use the freemium model?

  • The game began to lose traction after it's initial success due to the price tag- they decided to use the freemium model and rebrand the game with wild success and lead to a peak of 14 million players. 

The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

  • The success of the freemium model eliminated some of the apprehension that came with the original risk- Nick Earl, senior vice president of Electronic Arts said 'Generally Speaking, there has been a critical mass of quality products at freemium.. the audience have responded in ways that have been incredibly obvious to game makers such as electronic arts' 

Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?
  • Major publishers may find it difficult to convince their loyal audiences that their 'change of makeup' is just as reliable as their pay and go content.

Electronic Arts

How has The Sims FreePlay evolved since launch?

  • When it started you could only control 16 Sims, have a dog and a career but as it evolved the possibilities within the Sims: Freeplay became more limitless.

Why does Amanda Schofield suggest ‘games aren’t products any more’?

  • Developers and Players have more open communication, relating to Shirky's end of audience models, allowing players to communicate improvements for the game and the developers to fix these and encourage more gameplay. 

What does she say about The Sims gaming community?

  • The gaming community are almost 'involved in the development' as they suggest content they would like to see implemented into the game and characteristics they'd like provided which creates a pseudo equal relationship between the consumers and developers. 

How has EA kept the game fresh and maintained the active player base?

  • EA has consistent development, with introduction to different expansion packs and MODS as well as constant improvements being made to encourage players to continue playing the game. The living vicariously through the sim aspect is also hugely addictive and adds to the appeal to consistently interact with the game. 

How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.
  • Installed 200 Million times with around 78,000 hours of game play over the years. 

EA Blog

What audience pleasures for The Sims are discussed at the beginning of the blog?

  • Diversion due to the escapist perspective, the idyllic lifestyle aims to provide an escape to audiences, Personal relationships due to the emotional attachment formed with the avatars and lastly, Personal Identity you can create and construct a world made up of your own ideologies and desires therefore relating to your sim in some way or other. 

What examples of downloadable content are presented?

  • Expansion packs, 'Stuff Packs' - simply new items that can be purchased alongside the free content. Downloadable content can be defined as new content provided for the game as an addition to the default content. 

How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

  • Many Sims Fans believed the content should be provided in the game 'in the first place' rather than cost extra money or gameplay in order to unlock. 

What innovations have appeared in various versions of The Sims over the years?

  • 'Generations' in which players can have families that are multi-generational, gender, racial and sexuality additives and opportunities as well as the ability to travel between neighbourhoods and download other players avatars through the 'Gallery' addition all for free. 

In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?

  • I think that it can plausibly be argued on both sides however as a loyal The Sims player I do believe that EA is just responding to customer demand, and improving the game with progressive updates and opportunities however it is arguably an exploitation of loyal players as they are more likely to spend the extortionate amount of money over time due to FOMO [Fear of Missing Out] and the want to better construct the idyllic life with the realism that some of the expansion packs promise such as the ability to go to University before getting a job. I think that it is definitely the utilisation of customer demand for commercial success due to the lack of economic risk within the development costs and the promotion some of the expansion packs can garner through social media leading to more downloads.