Thursday, 11 February 2016

FIFA and postmodernism

https://research.ncl.ac.uk/media/sites/researchwebsites/frenchmediaresearchgroup/ERVINE%20abstract.pdf




Fifa 16:


FIFA is a game developed and published by EA sports. It has been released on PlayStation, Xbox, Android and IOS. It was released on 24th of September 2015.


 
EA Sports:


The main publisher and developer is EA sports. This is a multinational video game developer and has developed many high profile games such as: the FIFA series, Madden NFL, Tiger Woods series, NBA series and UFC. They usually focus purely on sporting games, however EA has produced more real life simulation games such as The Sims. The aspect of EA sports which makes them stand out compared to competitors is that they have the rights to most things in real life. For example the FIFA series has the copyrights to the FIFA world cup and the European championships. Furthermore they have recently got the rights to ESPN which enhances all their sporting games footage.


FIFA and Postmodernism:

Paris Saint-Germain boss Vahid Halihodzic have reportedly sought to ban players from spending time playing video games, this has done little to prevent football and footballers being increasingly influenced by video games culture in recent years.
In November 2015, French footballer Jimmy Briand marked a goal by imitating a novel goal celebration that is associated with the football video game FIFA 2016. This shows how videogames such as FIFA try to replicate the realities and quirks of modern football and ways in which football’s evolution has seen in incorporate elements such as goal-line review technology - that turns a real match into a computer simulation in order to aid the referee.
These types of interactions have been mirrored by the way Arsenal
manager Arsene Wenger has described Barcelona and Argentina star
Lionel Messi as having PlayStation-like abilities while French video
games champion Bruce Grannec has been heralded as ‘le Messi des
jeux video’.Postmodernism has already been used as a means of conceptualizing
fan culture, commercialisation and stadium design within in football and
this paper will demonstrate that concepts such as hyperreality and
intertextuality can also be exploited in order to better understand
interactions between football and video games in a French context.



GTA postmodern powerpoint

Wednesday, 10 February 2016

Exam re write

1A)
Whilst studying A level media studies, I have undertaken and completed many different projects. First of all during AS I made a music magazine called TUA VIBE this was based on the rock/pop genre and as a result aimed at the younger demographic. In addition to this I completed many different tasks such as: research and planning and production tasks to go along with my magazine. In contrast at A2 I made a short film called ‘The Big Dream’ this is about the sport genre and is aimed at the younger demographic, I also completed extra tasks such as a magazine article about my short film and a poster for my short film. In addition to this I also completed many production posts, this included: research and planning, shooting and editing and final production tasks. Doing this enabled me to learn some skills and develop the ones I already knew, which resulted in better coursework tasks.
Before studying A level media studies I started with a few basic skills such as: what a magazine should look like, how to create one on a basic programme and what a sport short film should consist off. However whilst studying A level media studies these skills were developed and adapted to what to the level which was required. For example before I started media studies I had basic skills such as how the codes and conventions of a basic magazine, however this skill was developed so I was able to create it on more advanced programmes such as InDesign.
 During my time studying AS media I researched and analysed an existing copy of NME magazine which featured the musician Liam Gallagher. This enabled me to learn about the types of fonts, camera shots, colour scheme and the overall codes and conventions of a professional magazine. The fact the magazine featured the artist Liam Gallagher was of huge significance to me, as this was who I was basing my artist on, which allowed me to deconstruct the magazine on a more personal level because I was able to relate my artist and my magazine straight to it. For example I could identify the types of mise-en-scene which was used such as: props, clothing and lighting, which helped me see which mise-en-scene aspects needed to be followed to create that type of magazine. Furthermore by deconstructing the NME magazine I was able to identify the types of camera shots which was used. For example on the front cover of the magazine a high angled close up shot was used which was significant which helps portray the idea of how he has power and authority over the readers, it also helps portray his character and personality in a very clear way. This is a skill I learnt to do with my magazine because I deconstructed the existing NME magazine and if I didn’t do this I wouldn’t have learnt to.
Furthermore during AS media studies I also completed other research and planning tasks. This included drawing sketches of my initial ideas for my music magazine ‘TUA VIBE’. Doing this allowed me to visualise exactly what my magazine would look like. This meant using my artistic skills and drawing the sketches for my magazine such as the main image, I also drew text such as the magazines planned: masthead, cover lines, sell lines and minor things such as the price and barcode. This tested my skills because I had to know all the codes and conventions of a magazine before I was able to draw it. I also had to try and incorporate things such as mise-en-scene which I learnt in the research phase of the coursework when I deconstructed real life magazines.
In addition to this during my A2 studies I developed the skill which I learnt even further. First of all I researched and deconstructed an existing professional short film, called soccer motivation (Omer Omer). Doing this included all the skills I learnt in the previous year when I deconstructed the copy of NME magazine, however because this was moving image film the skills had to be developed. For example rather than just analysing the mise-en-scene in one particular shot like the magazine I had to deconstruct it throughout the whole short film which was much more challenging. Furthermore rather than having to identify one particular camera shot I had to identify a lot more and also the editing techniques and speeds used which was again developing what I had learnt in the previous year. For example the editing speed of the short film by Omer Omer was very fast which helped display the message of the whole film, this is something which made it appeal to the target audience and is something which I had to deconstruct and tried to incorporate in my own short film to appeal to my target audience.
Furthermore I also developed the idea of drawing sketches to help plan my work. For example during AS media studies I drew sketches before I made my magazine TUA VIBE. During A2 media studies I took this concept and took it one step further and made storyboards which just like my sketches featured drawn illustrations of what my final work would look like. However I took the simple concept and skills which I had learnt the previous year and added more advanced aspects such as: types of editing which would be needed, types of camera shots for every scene rather than just one, sounds such as diegetic and non-diegetic, timings of the scenes and I also had to write a brief synopsis of what is happening in each scene of my short film ‘The Big Dream’.  This is taking some of the basic skills which I had learnt the previous year and expanding and developing them in later projects such as the storyboards, which also explains and represents how I have moved from my earlier work.
In conclusion I learnt many basic skills at AS media studies during the research and planning tasks which enabled me to make a basic magazine which followed all the typical codes and conventions. In addition to this the skills which I learnt during AS was expanded and developed during A2 media studies, as a result this enabled me to become more independent and successful when it came to completing all my projects to a higher standard, as I had learnt all the skills which were required to a high standard which resulting in better final A2 coursework.

1B)
The project which I am going to discuss is my A2 coursework which is a sport based short film, titled ‘The Big Dream’. It is about how a young man realises what he wants to become in life and the audience see all the different challenges which he faces to get to where he wants to be. The final scene of the short film allows the audience to see him reaching and achieving his dream as he walks off into the bright lights of fame. The purpose of this short film was to inspire audiences to go out and reach their dreams no matter what challenges they face. I have chosen to do this because I feel there have been many cases in the world of sport were athletes have risen to the top from the very bottom just by overcoming all the challenges they face and striving towards their dream.  I will analyse the ‘The Big Dream’ through the micro features of: sound, camera, editing and mise-en-scene.
First of all is the micro feature of camera this is used in ‘The Big Dream’ in a variety of different ways. First of all many extreme close ups of the actor is used to show the audience the pain which he goes through and the determination which he has to show to be able to reach the top. This is significant because the extreme close ups link to Laura Mulvey’s theory however in the opposite way than expected because the camera shots used are sexualising the male character and the audience sees and identifies him more from a females perspective rather than the males perspective like the male gauze suggests. Next is a montage clip of a great footballer who has already reached the top in Thierry Henry who is scoring iconic football goals. This is shown through a mid-shot, this particular scene is significant because it represents and symbolises Todorov’s theory because it shows to the audience that the equilibrium is being set, which is what the main character is being portrayed as wanting to achieve in life.  Lastly in the micro feature of camera a over the shoulder shot is used in the final scene which is significant because it shows the audience that the character is walking off into the fame and starlight as he has finally overcome all his challenges and is reaching his dream. This is also using Todorov’s theory because this is the new equilibrium being met by the character.
The next micro feature of the short film ‘The Big Dream’ which I am going to analyse is editing. This is very significant to the short films message as it helps portray the thoughts and pain which the main character is going through to reach the top to the audience. For example at the beginning and at the end of the short film slow paced editing is used to portray the idea that the main character is realising his equilibrium in Todorov’s theory at the beginning of the short film and achieving it at the end of the short film. However in the middle section of the short film more fast paced editing is used to show the audience all the problems he had to come over to achieve his goal, it also shows them how quickly the dream can be over if you don’t practice hard enough. This is also significant because it uses Shatov’s theory because different film genres start to be used and merged together. For example when the main character is doing basic running he is going on more of a adventure which portrays the genre of adventure rather than just the sport genre.

Next is sound throughout the short film ‘The Big Dream’ sound is used, this includes: diegetic, non-diegetic and ambient sound. First of all the non-diegetic is a soundtrack titled ‘Welcome To The Jungle’ which is significant as it shows the audience what the actor is feeling when he plays football, it is also a metaphor as welcome to the jungle could imply that the jungle is his football pitch, which in his eyes is more of a battlefield than a football pitch. This again supports Shatov’s theory of being different genres being combined in a sport short film. Furthermore the diegetic is of speech of famous sporting quotes mainly about determination and never giving up, which supports the whole idea of the short film. For example quotes such as: ‘It’s not about how hard you get it, it’s about how hard you can get hit and keep moving forward’. This signifies all the hardships which the main character has to go through to reach the top, which again supports Todorov theory because this is where he is trying to achieve his goal. thinking.

2)
Postmodernism rejects the idea that one media text or product is of more value than something else, postmodernist’s feel judgements aren’t of value it’s purely down to taste and opinion. Postmodernism started due to the pressure, scrutiny and debate which modernism had come under.
There are many differences between modernism and postmodernism, first of all modernism has very clear boundaries between what modernists feel should be classed as art, literature and music, whereas in contrast postmodernism feels anything can be interpreted as art it is merely down to a individuals taste and opinion.  
Furthermore another key difference is postmodernism reflects society’s feelings a lot more and portrays what is happening in the current social time, whereas modernism has a huge hierarchy order and is more about everything being in one set way rather than changing and adapting to what society wants.
 My first postmodern example is music videos they are very postmodern texts for a variety of different reasons. First of all the use of pastiche is very postmodern because the video may try to parody something which was iconic, the video could either be mocking it or paying tribute to it. Another feature which makes music videos very postmodern which is commonly used is self-references this is where the artist may mention in the video something which has become famous within the media world. For example in Lady Gaga’s music video for the song ‘Telephone’ a self-reference of ‘I knew she didn’t have a dick’ was used to destroy the rumours in the media that Lady Gaga could quite possibly be a transgender. Next is bricolage this is where something may be weird and crazy to help create a new image for the artist. For example Miley Cyrus created the video ‘Wreckin Ball’ to create a new image for herself and get away from the Hannah Montana stereotype which had already been created.  Furthermore intertextuality is used to help parody or pay tribute to something which has already happened in the media.

Jean Baudrillard and his theory of hyperreality also helps create very postmodern music videos. For example Katy Perry’s ‘California Dream’ is about creating her perfect world, this is her ideal reality so has used Baudrillard’s idea of hyperreality to help represent this similar to the film ‘The Matrix.
The music video which I have chosen to analyse as a postmodern text is Robin Thicke’s ‘Blurred Lines’ this was a very controversial video and song and as a result many feminists protested againt’s it as they felt it promoted the idea of rape as a positive thing, this led to the song being banned in many different countries all over the world and many feminists realising parodies of the song to highlight the fact that the song promotes rape so much. This explains that the video is postmodern because it is very outrageous just try cause controversy.

Furthermore the actual video is very postmodern, first of all it uses the self reference of a # appearing across the screen reading #THICKE this is the main artists name however the close up shot of his crotch area also suggests and is implying his private area is thick and as a result all the women must want it. Next intertextuality is used because farmers are referenced throughout the video. This is done through the use of mise-en-scene such as props, costumes and body positioning. For example one of the male actors (Pharrel Williams) is wearing a farmers hat whilst one of the female actors in the video is holding a toy lamb this refers to sex however the farmers metaphor is significant as it implies how the male actors will look after and tend the females like a farmer would a lamb.
Pastiche and good product placement is also significantly used. First of all pastiche is used to create the feeling of a soft porn video because the lighting and costumes used imply this greatly in addition to this the product placement of ‘Remy Martin Vodka’ also helps portray the idea of Robin Thicke being compared to a playboy which has obviously been done by the director Diane Martel.
Lastly intertextuality is used to portray how females will do anything to get with men, this is shown by them doing many things such as: exercise, wearing sexual outfits and wearing massive high heeled shoes to get them taller, just to help them try and seduce the male actors in the video. This is kind of parodying the times when females had to do everything for the man and didn’t have equal rights meaning they served more of a purpose to men than just compassion and love compared to what would be expected from a normal relationship now. This also links with Laura Mulvey’s theory of the male gauze because the camera shots, body positioning and lighting throughout the video suggests that the female characters are being seduced and will do anything to get with the male artists in the video.
My next postmodern case study is Family Guy this is a American animated comedy television programme, written, directed and created by Seth Mcfarlane. The programme is based around a average family. However they are also very postmodern families they constantly break the boundaries of what is expected from them. For example the father named Peter would be expected to work whilst the mum stays at home with the children. However in Family Guy neither of the parents really work. The baby called Stewie is also more intelligent than anyone else in the family and the family pet dog Brian talks, which breaks all the expected boundaries. The specific episode which I am going to focus on is ‘The Simpson’s Guy’ which was aired in July 2015 and is a combination and crossover of the famous postmodern shows The Simpson’s and my case study Family Guy. Throughout this many different postmodern moments are used, for example pastiche is used as Homer and Peter parodies a scene out of the film Evil Knievel. Furthermore they also use many self references about their own shows and fight between which one is better. For example in the pub scene set in Moe’s Tavern Homer and Peter argue which beer which is iconic with both their shows is better, however they establish that it is the same. This is postmodern because it is showing that anything can be better it’s just your own perception of it. Furthermore the episode includes many scenes and moments which are either: racist, sexist or very political. This is very postmodern as it caused a huge amount of controversy just for the sake of it. The effect of doing this is that they the characters are mocking very serious things in the world today and are basically laughing at it.
My next postmodern case study is the film Ted 2 which was again written, played and directed by Seth Mcfarlane just like Family Guy was. The film is a sequel to Ted and wasn’t as commercially and critically successful. However it is very postmodern and uses many different postmodern ideas and features.  First of all the whole film includes many different jokes and scenes which have already been included in McFarlane’s previous work Family Guy. This is significant as it supports the modernist views that no new art is ever new because it is very similar to something else which has already been released. For example the films plot is about Ted the teddy bear fighting for his rights to be to classed as a human. This is the same plot of the Family Guy episode ‘Brian Portrait of a dog’, in this episode Brian has to fight for his rights to be classed as a human not a pet. Furthermore the film also uses pastiche to parody a scene out of the film ‘Cowboy Twitty’ which helps them pays tribute to it. Furthermore it also uses Jean Baudrillard’s idea of hyperreality because the concept of Ted is the main characters John Bennett’s ideal world because before Ted he didn’t have any friends however with his teddy bear which can talk  he is able to share and do the things which he enjoys, which is John’s perfect world. Lastly the idea that a teddy bear can smoke, do drugs, drink alcohol and cause controversy the way he does is very postmodern as it breaks all the social boundaries and levels of what would be expected from a Teddy Bear.

In conclusion all of my specific postmodern case studies are all controversial and cause problems just for the sake of it. This is a very postmodern way of thinking however it is a very quick and easy way to be able to increase viewing figures and increase their popularity and fan base. They all also support the idea that historically contemporary and future media products have and will continue to use the idea of postmodernity because no matter what message, implied meaning or idea behind particular media texts they all and will always carry the postmodern message in any particular way, they would probably be unable to get away from it, as postmodernity is all down to the audiences way of thinking.