Media Mock
Exam
Question 1a)
Research into real media products is
vital in order to create a professional final product that is of a similar
standard. Also, real media products clearly appeal to real audiences, therefore
it is important to see how they appeal to their target audience.
When creating a music magazine for my
Foundation Portfolio, I did similar product research to identify what made a
music magazine successful. I looked at three of the most successful music
magazines, NME, Q and Rolling Stones. These were all closely related to the
genre of magazine I intended to create. Through deconstructing multiple front covers,
I discovered that magazines of this genre tended to feature bands on the front
cover, and this informed my final product, which featured a four piece band. As
music magazines are generally targeted at audiences that have a particular
interest in music itself, as opposed to the celebrities, this caused me to
consider how I was going to write the article. This meant that the article’s
questions focused specifically on their career and music making process and did
not mention their personal lives.
My research into the target demographic
of real music magazines found that their audience was largely male. This was
mirrored in the number of males that featured on the cover. It is likely that
this is due to Uses and Gratifications theory, as a male audience is more
likely to identify with a male cover star. This meant that I chose to create a
band that was predominantly males to use as my cover stars. The resulting four
piece band had three male members and one female.
My Advanced Portfolio also required
research into real media products. This time, I needed to research three
products, digipaks, posters and music videos. I approached researching digipaks
and posters in very similar ways. Considering my genre (R&B), I gathered
multiple digipaks and posters and deconstructed them. I discovered that the
conventional place for institutional information was either the top or bottom
right of the back cover, with the barcode beside it. This ensured that my
ancillary products looked as professional as possible.
However, the music video required much
more detailed research, and having previously researched magazines and other
products, I was aware of the need to deconstruct videos in order to understand
their conventions.
Once I had selected an artist, I did
extensive research into his other media products, including old music videos, album
covers and promotional images to understand what image I had to portray in
order to represent the artist, Justin Timberlake. This lead to the classic ‘suit
and tie’ look that I dressed my performer in, as this is conventional of Timberlake.
Not only is this an identifiable Timberlake look, this also was in keeping with
the song itself, as ‘Mirrors’ was featured on the album ‘The 20/20 Experience’.
The promotional images for this featured Timberlake in a classic black suit and
tie. Therefore, my research into real media products ensured I was representing
the artist correctly.
Therefore, in my development from
Foundation to Advanced Portfolio, my research had extended to encompass more
detail in my final products. Initially, I began researching just the product I
was creating, but by the time I began my Advanced Portfolio, the knowledge I
had of how useful product research was, meant I extended the research to cover
not only the product, but the content that my product featured. This ensured I
was not only producing a realistic product, but I was also representing the
content correctly therefore increasing the final product’s likeness to a real
media product.
Question 1b)
For my Advanced Portfolio, I created a
music video for the song 'Mirrors' by Justin Timberlake. In many ways, my music
video challenged the conventions of music videos in the R&B genre, as I
created a narrative driven video and it was without sexualisation or
objectification of the female characters.
Stereotypically, videos of the R&B
genre are largely performance based. My music video for the song 'Mirrors'
challenges these conventions through the inclusion of a narrative element. My
video features four characters, each with a separate but similar narrative,
focusing on how we see our insecurities in our reflection.
Another convention of the genre is that
most women are sexualised or objectified. Female artists who are incredibly
successful within the R&B genre such as Beyonce and Rihanna sexualise
themselves in order to promote their music. Therefore, it was extremely
unconventional for my video to feature two women who were not sexualised and to
feature a higher number of males. However, this decision was made when
considering Timberlake's target audience, the majority of which are females.
Mulvey suggests that the sexualisation of women in video is the 'Male Gaze'.
The camera is acting as a male's eye. In terms of Timberlake's song, a music
video that sexualises women would not appeal to the largely female target
audience. Also, as Timberlake's star image portrays him as someone who respects
women. A music video that sexualised women would imply that he was a womanizer
and therefore he would lose some of his appeal to females, and in turn, would
cause him to lose fans. For this reason, straying from genre conventions in
this way was effective for this particular artist.
However, my music video did follow
certain conventions of the medium itself, as outlined by Andrew Goodwin.
Goodwin claimed that a music video will either illustrate, amplify or oppose
the meaning of the song. In the case of my music video, I chose to 'illustrate'
the song's meaning, therefore 'bring it to life'. As the song's lyrics could be
interpreted in a variety of ways, it was important to use the video to 'anchor
meaning' so that the audience better understand the meaning of the song. My
connection to the lyrics was seen most clearly in my use of mirrors, as the
song itself is called 'Mirrors'. Lyrics such as "if you ever feel
alone" connect to the narrative of the video. The four characters used in
the video are involved in four separate narrative threads that are similar, but
never cross. Each character is the only one involved in his or her narrative
and this aims to indicate their loneliness. Moreover, a MS portrays 'The
Outsider' writing the word 'lonely' on his mirror and 'The Heartbroken Guy'
writes the word 'alone' on his.
Question 11)
Blurring the boundary between reality and
representation is a key element of postmodern media and is seen consistently in
postmodern media texts. Baudrillard's postmodern theory describes this blurring
as a 'hyperreality'. This means that there is no longer a distinction between
what is reality and representation, as the representation has become the
reality. The theory is most literally depicted in The Matrix (1999, Dir. The
Wachowskis), and this has led to it becoming a landmark text for
postmodernists. The movie is set in a future world run by machines. These
machines have enslaved humans, placing them in 'The Matrix', a
neural-interactive simulation of the past so that they are unaware of this.
This neural-interactive simulation is quite a literal example of hyperreality.
This was clearly an intentional decision, as there are several references to
Baudrillard's work. For example, Baudrillard's Simulacra and Simulation is the
book which Neo uses as a secret stash. Also, Morpheus quotes Baudrillard's book
'America' with the phrase "welcome to the desert of the real".
More recently, the postmodern
'hyperreality' is presented quite differently to how it is presented in earlier
postmodern texts. For example, This Is The End (2012, Dir. Evan Goldberg &
Seth Rogen) tells the story of the apocalypse in which the actors starring in
the movie play themselves. The self aware comedy features six well known actors
including Seth Rogen, James Franco and Jonah Hill, with a wide range of easily
recognizable celebrity guest stars, all of which also play themselves. Essentially,
the film is portraying a fictional version of reality. However, the 'reality'
they are basing this 'fictional reality' on is in fact a representation of
reality. This is an example of simulacra.
The celebrity personas of the actors
within the movie are often believed to be reality, and this is another way in
which the boundary between representation and reality has been blurred. For
example, Seth Rogen noted in an interview that audiences say he "plays
himself in every movie", yet the audience don't know Seth Rogen, and base
this opinion off of the representations they see him portray on screen. In This
Is The End, the audience's expectations of Rogen are portrayed in his
character, as the character is very similar to those he has been cast as in the
past. Franco's sexuality has been questioned in the media, therefore they
hinted at this in the movie through his infatuation with Rogen. This gave the
movie a large amount of self-awareness, an incredibly postmodern
characteristic.
This concept of fictional reality has
become increasingly popular, causing the rise in success of TV Show Real
Husbands of Hollywood. The show is a parody of the 'constructed reality' TV
genre, most specifically Bravo's 'The Real Housewives' franchise. The parodic
nature of the show is characteristic typical of postmodern media, as pointed
out by Jameson. In order to parody 'The Real Housewives', Real Husbands of
Hollywood is set in a fictional reality, in which the actors all play
themselves, similarly to This Is The End. Kevin Hart is the show's protagonist,
and many real life events are intertextally referenced in order to create the
appearance of simulating reality. For example, in episode 1 'Easy Bake Kevin',
a voiceover of Kevin Hart lists his achievements from the past year including
starring in the film 'Think Like A Man' and hosting the 'MTV VMAs'. Both of
which are real events that he was involved in. Therefore, Real Husbands of
Hollywood is another example of how reality and representation are blurred in
postmodern media.
Postmodern media can also blur the
boundary between reality and representation by commenting on how much our
reality has been shaped by representation. For example, in the TV show
Community by Dan Harmon, the character Abed relates events that happen in the
show back to media clichès For example, in Season 1, Episode 3, Abed claims he
likes the school announcements as "they make every 10 minutes feel like
the beginning of a TV show. The effect only lasts until someone says something
they wouldn't say on TV, like how much their life is like TV. Then it's
gone." This looks at the blurring of representation and reality in a
different way to my previous examples, as it aims to comment on how postmodern
media has caused audiences to confuse reality with representation.
Another example of how reality and
representation have blurred is in the medium of video games. MMORPGs, also
known as Massive Multiplayer Online Role Playing Games, blur the lines between
reality and representation, as the games take place in a virtual world. One
example of this type of game is World of Warcraft. Many players use the virtual
world of Azeroth (where the game World of Warcraft takes place) as a substitute
for real life, as they are able to gain human interaction and explore a world
of continents and countries much like they could in real life. Therefore, the
game world is a hyperreality, blurring the lines between reality and
representation.
Another way in which representation and
reality are blurred in World of Warcraft is through the idea of identity.
Postmdoern theory suggests that identity is a performance, not inherent within
ourselves. World of Warcraft conforms to such ideas because players take on the
identities of their characters. Therefore, reality and representation are
blurred as the characters people play as (the representation) are interpreted
to be the person's identity (reality) by other players. Characters are regarded
to be identity so strongly that certain races that players are free to play as
are stereotyped and avoided in a way similar to real life racial
discrimination.
Players respond in character to events
within the game, as if the character is actually real. For example, the
Corrupted Blood Plague was a landmark event within in the game, in which a debuff
was carried out of a controlled gaming environment for higher level players and
into the game world. This debuff was highly contagious and spread rapidly
between players. People responded to the plague as if they were in a real world
epidemic that would have real danger to their lives. In fact, though dying
in the game is inconvenient, the player can restore the character back to life.
The character is a representation of the real player. Therefore, World of
Warcraft is yet another example of how postmodern texts blur the line between
reality and representation, as players of the game treat representation as if
it were reality.