Thursday, 15 March 2012

Action Plan for third draft

Action Plan 



  • More references needed throughout essay on each page
  • More book quotes needed 
  • More examples of a variety of music videos in the grime industry in order to come up with a more overall answer
  • Improve conclusion referring back to the main points of my essay 
  • Add more wider contexts and issues throughout the essay
  • Add theories relating to the grime and black industry such as the Stuart Hall theory.. 
  • Use much more media terminology throughout essay referring to many examples and quotes to insure I reach a minimum of a level 3 
  • Bibliography has to be improved such as putting it in alphabetical order, using the correct fonts such as italics, using the correct headings such as works cited and works consulted 

Thursday, 10 November 2011

How and why is violence so prevalent in modern videogames, and should audiences be better protected from it through censorship?

How and why is violence so prevalent in modern videogames, and should audiences be better protected from it through censorship?
Level Four Criteria:  Level 4 (37-48 marks)

(1)A fluent and analytical investigation which explores the chosen topic from a clear, autonomous and critical perspective, (2)making use of extensive and wide-ranging research which has clearly been employed in the investigation and detailed in the bibliography,(3) making use of a wide range of academic, media and contextual sources. (4)The investigation demonstrates sophisticated research and engagement with the primary text(s) and a range of secondary texts. (5)It is well presented with a very detailed bibliography/source list (AO4).
Example:
Violence has always been the ‘Devil’s advocate’ of new mediums of entertainment;  all embryonic forms of media have had to weather criticism about their portrayal of violence, ranging from books (take for instance The lord of the flies or The Colour Purple, both frequently banned from American schools for their seemingly excessive violent content) to movies (The Texas Chainsaw Massacre 2 comes to mind, and Australian government seem to have a certain penchant for banning media texts), lending credence to the notion that video games are merely experiencing the beginnings of their journey to respectability (and therefore are frequently the source of recent moral panics).  It could be argued that games do not face criticism due to their violent content, but rather simply because they are games; countless film – makers, artists and authors have tackled difficult subjects such as violence (among others such as sexuality and hatred) and have been critically acclaimed for these works because they dared to explore humanity’s dark side.  Due to this, one could make the argument that games should not be censored as they are simply under criticism with the same ‘knee-jerk’ attitude that has plagued mediums before now, mediums which have gone on to produce some of the most telling and intriguing narratives ever witnessed.
Bibliography
Works Cited
Books:
Shaw, B (1893) Mrs Warren’s profession Champaign ill project Gutenberg
Nielsen, S, Smith, J. H, & Tosca, S. P. (2008) Video Game Culture, Understanding video games: the essential introduction (p.138) New York: Routledge


Newspapers and Magazines:
Marketing Violent Entertainment to Children:  A review of self-regulation and Industry Practices in the motion picture, music recording and electronic game industries, Appendix A – A review of research on the impact of violence in entertainment media”
Violent virtual video games and hostile thoughts. (1st September 2004) Journal of broadcasting and electronic media 1.1.
Internet:
The entertainment software association – Industry faces (n.d) The entertainment software association – Home page.  Retrieved January 17, 2011 from http://www.theesa.com/facts/index
Benichou, P. (n.d) – International reviews philippe benichou artist blog.  The art of philippe benichou – original paintings – limited Editions – official web site.  Retrieved January 24, 2011, from http://philippebenichou.com/blog/?page_id=150
Video games and violence – Art Carden – Mises Daily. Ludwig von mises institute – homepage, retrieved January 31, 2011, from http://mises.org/daily/3528
Moving-image texts:
Kubrick,S (Director) (1987) full metal jacket (motion picture) USA: Warner Home Video
(1)The investigation demonstrates sophisticated knowledge and understanding of media 
concepts, contexts and critical debates relevant to the chosen area of investigation. (2)The work 
contextualises the study and the linked production piece effectively within the contemporary 
media landscape (AO1).
However, the question remains as to why violence is so prevalent in the gaming medium and more importantly what effect it has on the players that are exposed to it. With regards to its overwhelming frequency in games, we must acknowledge that “violence has been a subject in literature and the arts since the beginning of human civilisation.” One could argue that as humans we are intrigued violence, and it is probable that this fascination “satisfies some basic human needs. The adrenaline rush, the satisfactions of imagination, fantasy, and vicarious adventure, probably explain why millions of nonviolent people enjoy violent entertainment.” In this sense, one could argue that violent games may actually serve to be therapeutic as they provide an outlet for this carnal violent intrigue we all seem to possess. Furthermore, regarding the impact this violence has, it is said that “because the mass media presents violence in so many different ways (news, sport , action movies, cartoons, horror movies, documentaries, war stories and pacifist themes), it is particularly difficult violent entertainment has adverse effects don’t agree on what kinds of violent images or ideas are harmful.” This is evidence that the zeitgeist has advances and the intellectuals of present have taken a more open and accepting stance on violence in media texts.

Tuesday, 4 October 2011

CNN

CNN (Cable news network)
Who owns the site?
Ted Turner was the founder of CNN in 1980
The ownership of CNN is by Time Warner

Do they also own any traditional media businesses?
In addition, he founded WTBS, which pioneered the superstation concept in cable television. As a philanthropist, he is known for his $1 billion gift to support UN causes, which created the United Nations Foundation, a public charity to broaden support for the UN. Turner serves as Chairman of the United Nations Foundation board of directors
.
MGM
After a failed attempt to acquire CBS, Turner purchased the film studio MGM/UA Entertainment Co. from Kirk Kerkorian in 1986 for $1.5 billion. Following the acquisition, Turner had an enormous debt and sold parts of the acquisition. MGM/UA Entertainment was sold back to Kirk Kerkorian. The MGM/UA Studio lot in Culver City was sold to Lorimar/Telepictures.

TNT and Cartoon Network
Turner used these to add cable channels. In 1988, he introduced Turner Network Television (TNT) with Gone with the Wind. TNT, initially older movies and television shows, added original programs and newer reruns. Since launch in 1994, Turner Classic Movies broadcast the older Warner Bros, RKO, and MGM libraries. TNT used World Championship Wrestling (WCW) to attract a broader audience.
In 1992, the MGM library, which included Warner Brothers properties including the early Looney Tunes and Merrie Melodies libraries and also the Fleischer Studios and Famous Studios Popeye cartoons, became the core of Cartoon Network. A year before, Turner's companies purchased Hanna-Barbera Productions (whose longtime parent, Taft/Great American Broadcasting, had been headquartered in Turner's original hometown of Cincinnati), adding additional content. With the 1996 Time Warner merger, the channel's archives gained the later Warner Bros. cartoon library.

In the mid-1980s, Turner became a force for the colorization of black-and-white films. In 1985, the film Yankee Doodle Dandy became the first black-and-white movie redistributed in color after computer coloring. Despite opposition by film aficionados, stars, and directors, the movie won over a section of the public,


Turner Entertainment
Turner Entertainment Co. was established in August 1986 to oversee film properties owned by Ted Turner. In 1988, Turner purchased Jim Crockett Promotions which he renamed World Championship Wrestling (WCW) which became the main competitor to Vince McMahon's World Wrestling Federation (WWF). In 2001, under AOL Time Warner, it was sold to the World Wrestling Federation.
In 1989, Turner created the Turner Tomorrow Fellowship for fiction offering positive solutions to global problems. The winner, from 2500 entries worldwide, was Daniel Quinn's Ishmael.
What other internet sites do they own?

What is its revenue?

Research 5 key facts about the institute?

CNN's combined branded networks and services are available to more than 2 billion people in more than 200 countries and territories.

CNN has 36 bureaus around the world and around 4,000 employees worldwide.

CNN's coverage is supplemented and carried by more than 900 affiliates worldwide.

List the key information provided on the company’s corporate homepage?

Main headlines of the day
Following on social network sites
Information about Time Warner 

Thursday, 8 September 2011

Fight Night Champion


Media Representations 

Who is being represented? 
In Fight Night Champion the video game there is a storyline based upon one main character named Andre Bishop.  He is represented in the game as a boxer due to the Playstation game being in the fighting genre as it is a boxing game.  Although Andre Bishop is also represented as a convict due to going to jail in this storyline.

Why is the subject being represented in this way? 

The subject is being represented in this way as this is the main motive as well as the objective of the game, as without this character being represented this way then the storyline would not be how it is which makes it exciting for the audience due to a lot of tension being built up by Andre Bishop.  I say the representation in this video game is quite fair and accurate although the main character Andre Bishop is not treated well in certain bits of the storyline such as when he is in prison and is getting violated by a number of guys etc.

Media Languages and Forms 

The non-verbal structures of meaning in the text were the facial expressions due to being a boxing game which means that when two boxers are in the ring you will be able to see the impact of one person facial expression such as when he gets knocked down etc.  The props used in this game was all sporty material all related to boxing due to being a boxing game, such as boxing gloves, boxing shoes, head guards, boxing shorts etc.  The main image which is in the frame of the game is mainly in the ring as the whole purpose of the game is about rising to the top and beating the other contenders, which means its normally set in the ring. When loading screens appear in this video game songs are replaced in the loading screens as well as a text appears on the screen showing you tips about the game whiles you are waiting for it to load.  Certain sounds in this video game have been edited to sound in specific way such as when somebody is getting knocked out, the game play is then slowed down which means the game is trying to refer how the person is feeling ( the one getting knocked down) which means reacting slow etc.




Narrative 

The narrative begins when Andre Bishop is first in prison, so it shows his time there first, in order for you to understand the beginning etc. Secondaly it then takes you 4 years earlier and how he got into prison, so a storyline is then shown how he was taken to prison, and in the video game Andre Bishop is snitched up by dirty cops.  After Andre Bishop has done his time he is then fighting to the top of the boxing leaderboard and in order to do that he must be heavyweight contenders in order to prove he is worthy of a title shot against the mean Isaac Frost.  You are able to see who is the villain and who is the hero in this video game as your main objective as a player is to help Andre Bishop to defeat Isaac Frost in order to be the new world heavyweight boxing champion.  

Genre 

The genre Fight Night Champion goes under is the video game genre as well as in the sports genre due to being a boxing game.  The main aim of the game is to defeat all the other contenders in order to be the best in the boxing world. This means that the main character in the game is very determined as he has to put up with a lot as well as needing to train a lot in order to beat the other contenders and you will also be able to see this through the story mode when seeing Andre Bishop training etc.    

Media Audiences 

The main target audience for this video game would be teenagers around the age of 15 and over as the game does involve violence which means it may not be suitable for younger age groups due to seeing blood etc.  Also it is suitable mainly for a male gender group due to being a sporty game as well as having men boxers fighting against each other.  

Here are some pictures of the game

http://www.realgamer.net/images/videos/Fight-Night-Champion-4.jpg
http://cdn.gamerant.com/wp-content/uploads/Fight-Night-Champion-Story.jpg