3 important ways an editor impacts a film
1. One way an editor impacts a film is their ability to shift a films perspective. This is done by who the film cuts to, at what moment, and how long it remains on a character. These cut can influence and change the audience’s identification with a character and their experience. can influence. 2. Another way an editor impacts their film is emotionally. An editor does this by asking themselves what they want their audience to feel during a scene. 3. One of the more impactful ways an editor can impact a film is their affect on the story. When an editor is editing down the film, the way the cuts and scenes connect with one another can completely alter and change how the story is told, and change how the audience perceives the story. Mise en Scene 5 Essential Elements
Citations “Circuit Board. High-Tech Technology Background. 3d Abstract Illustration.: Technology Background,CircuitBoard,Background.”Pinterest,www.pinterest.com/pin/621426448564967098/. “Download Digial Circuit Diagram Technology Background for Free.” Freepik, 21 Oct. 2020, www.freepik.com/free-vector/digial-circuit-diagram-technology-background_10701723.htm. “Hollow Knight: Silksong.” Nintendo of Europe GmbH, www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Hollow-Knight-Silksong-1575920.html. Khan, Zubi. “Crash Bandicoot 4: It's About Time (PS5) Review.” CGMagazine, CGMagazine, 17 Mar. 2021, www.cgmagonline.com/reviews/crash-bandicoot-4-its-about-time-ps5-review/. Treyarch. “Call of Duty®: Black Ops - Cold War: Popular FPS Game.” Call of Duty®: Black Ops - ColdWar|PopularFPSGame,ActivisionPublishing,13Nov.2020,www.callofduty.com/blackopscoldwar.
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What significance does the continuing development of digital media technology have for media institutions and audiences?
The continuing development of digital media technology has great significance for media institutions and audiences. With how rapidly important and widespread digital information has become, it has become a staple for the distribution of information. Similarly, the ability to communicate ideas on the internet has also greatly increased. Even more than just communicating with others and sharing ideas, the development of digital media technology has also allowed brands to have new and innovative ways to advertise to the public. Without the continuing development of these technologies detrimental to the way, we communicate in the world today. Question 2: To what extent has social media altered how media products are consumed?
Social media has greatly affected the way in which forms of media are consumed today, compared to how they were consumed in the past. When games first began releasing there was no form of social media to spread awareness of the game (the only real ways of spreading awareness of video games were commercials, magazines, and word of mouth.) This has drastically changed in today's age with the introduction of social media. One of the biggest examples of social media is YouTube. On YouTube, people can watch content creators provide gameplay of video games for entertainment. When content creators provide gameplay of a game they’re playing it can make the game extremely popular. Some video game companies even pay content creators to play their game. Even if content creators do not play a company's game, the company can still get their game shown through advertisements before and during videos. This has greatly increased the popularity of games, which has made the distribution of video games a lot greater. Question 1: How far is marketing important in the media area you have studied?
In the media area/industry of video games marketing is an essential way of getting people to buy video games. However, marketing in video games is completely different from other ways of marketing in other types of media. When the video game industry originally began the market was completely different with a very limited amount of options, most games being cheap, and games being simple and not super popular. Now in the present video games are expensive, super publicized, and provide a wide range of options. With how expensive games are in today's age and the number of options to choose from many consumers is reluctant to pay for games before watching someone play them first. This is where the huge market of video games is seen. On websites like YouTube or twitch (both have people who live play games and upload videos of themselves playing) there are thousands of people who provide gameplay of video games. One of the most recent examples of this is on a game known as “among us” Although this game is free a majority of people were unaware of its existence (due to its unpopularity with how many video games exist). However, once YouTubers and Twitch streamers began providing gameplay of “among us” the game rose from an average below 100 players to averaging millions per day. Due to the successes of streamers playing games and making the game more popular, video game companies have begun paying people to play their games. This form of advertisement garners millions of people the opportunity to watch games and see whether or not they want to buy it. This in itself shows why marketing in video games is so vital to games' popularity and success in the industry. In recent years there has been a growing problem in the media and how ownership works within it. There are many different types of media including music, film, books, games, etc. The main type of media that has been affected has been the film industry. In the film industry there are both vertical and horizontal ways of ownership which work together in order to grow for the main corporation/conglomerate company. The most recognizable example of this is with the Walt Disney Company, who owns Marvel, ESPN, Lucasfilm's, ABC, and a lot more. This means that Disney (one company) has ownership over all of these different studios/programs.
Although this can be cool to think about, this is actually a big issue that is happening. This is because when one parent company has such a wide-range of ownership of other companies it starts to become a monopoly. This means that the corporation who has a monopoly has a lot of control of the means of distribution and it is very hard to fight back against this. This also creates less competition for companies who start gaining a monopoly which means that the level of production effort can go down. Another problem when it comes to media ownership and large conglomerates is with subscrete, but expansive self-advertisement. This can be seen when a Disney owned company like ABC advertises a new Disney owned Marvel movie. Although this can be good for the companies themselves, this can become bad for audiences who get advertised to watch something even though it isn’t good. Furthermore this begins to create less diversity in the industry as companies owned by a conglomerate begin to blend together, both creatively but also ideally. Ideologically companies begin to have no diversity as if a parent company has certain ideological beliefs, then this will be transferred down into their child companies. This means that if a conglomerate has a left or right political view, then audiences will be forced to watch it, or they won't have anything to watch at all. This can also influence the type of news people watch as if the parent company owns CNN then they will also try to influence their viewers to be democratic, while if the parent company owns Fox News, then they will try to influence their voters to be republican. To conclude the biggest issue in today's film industry has been the rise of conglomerates in media ownership. This rise has caused (or has the potential to cause) a monopoly in the film industry which can create scarce competition, little diversity, and overall bad film making. How the news changes the way we think and behave
The article “How the news changes the way we think and behave” talks in length about how the news negatively affects the people who watch it for a long period of time. The article lists some traumatic past events like the Boston bombing to show this. In one study they cited, people who watched the news for six or more hours a day, were more mentally hurt then people who were actually attending the place the bombing happened. This wasn’t the only way we are affected by news. A nation's whole economy was affected by it. In this example the news made the economic situation sound a lot worse than it was. This led to many people not wanting to invest and negatively hurt the economy. I agree with the article that news changes the way people think and behave. A lot of the examples the articles give to prove that the news affects how we think seem very accurate, and I even have some personal experience with one of them. One of the examples that I have personal experience with is w/ social media. I use social media a lot throughout the day and similar to the article I began recognizing my mental health wasn’t as good while on social media. Not only do I have personal experience with one of the examples but I can tell my parents and other people too. This example is w/ the covid-19 pandemic where a lot of people have been very negatively affected by it. Being stuck in their house all day has made many people depressed, and with most news talking very negatively everyday about the future of the world, it has only amplified this. Overall I definitely agree with the article’s point of view about how the news affects how people think and behave. Q. Analyze how media institutions are using different platforms to engage with their audiences.
Media institutions have begun using a variety of new platforms to interact with their audiences. The video game industry shows this very well with the usage of new social media platforms. Back in the 80s and 90s when games were new to the world the way games were introduced was mainly through the use of TV ads, magazines, and word of mouth. Today it is completely different. Today one of the most prominent ways games are spread is with the use of social media platforms like Twitter. The most prominent example of a twitter account getting a game popular is the video game “fall guys” Fall guys is a small little party game that gained extreme popularity during the summer. When this account began getting popular so did their Twitter account. On this Twitter account they gained over 1,000,000 followers very quickly. With a Twitter account gaining that much popularity that quickly many Twitter users found out about the game with popular tweets from the account and bought the game. This led to many new users coming to the gain and the account engaged their supporters which helped the game’s popularity, as well as kept the fan base playing. Another way the video game used a different platform to engage with their audience is with the use of Twitch and YouTube. Twitch and YouTube allows popular people and content creators play video games and share their gameplay with their audience. A game that showed how Twitch and YouTube gain players was on Fortnite. Fortnite was a battle royale game that gained popularity in 2018. On this game many content creators utilized Twitch to show their gameplay. With streamers like Ninja gaining thousands of followers it gained the attention of many people. This made the game of Fortnite the most popular game in the world at the time. But when content creators began to stop playing the game the game began losing popularity. This led to the company behind Fortnite (Epic Games) to have to pay streamers to pay the game to keep the game relevant. These two examples are just some of the ways the video game industry in media use different platforms to engage with their audience. Without the usage of Twitter on the game Fall Guys the game would likely have been less popular. Similarly the game Fortnite would have likely not have been the most popular game in the world. It is likely that with how popular the two games that used different platforms to engage with their audience have been, that many new games will utilize this same tactic. This show starts off using a long shot of the city with upbeat music to go along with it. Then the camera begins to follow a car from the 80s and on the radio it states that the year is 1987. After the camera follows the car it switches over to following our main character walking across the sidewalk. When walking across the sidewalk the camera cuts away to a girl and boy walking together. It follows them walking into the club in a short take. The camera then cuts again to an over the shoulder shot of our character watching them go into the club. Our girl then goes into the club and the color switches to a vice nightclub with pink and blue colors. The music also changes to 80s night club music and shows people dancing in the club. This offers the audience immersion to make us feel we are in the club with them. As the walls through the club with the camera follows her we can hear loud arcade noises which distracts us and the main character. She then goes to the arcade (this also correlates with the time period.) She then begins playing the game and we watch her play from a POV shot making us feel immersed into the game. As she is playing we hear a nerdy guy begin trying to get her attention. The camera then cuts to a medium shot between them. The guy begins talking to her but she seems uninterested and towards the ends seems nervous about something. She leaves and the guy looks upset. She then goes to a table While at the table the camera cuts away to a medium shot following a character walking towards the camera. When she walks towards the camera cuts to our girl trying to avoid eye contact but she still comes. When she arrives the new girl and guy have a conversation using a variety of over the shoulder and medium shots. Finally the guy leaves and the girl seems happy and apologizes for involving our character. After talking for a while introducing each other and conversing in a long shot. The new girl tries to go to the bar with our girl and they seem a little flirty. The scene ends at the bar when our new character asks the main girl about her glasses. Throughout these scenes night club music was playing in the background
NOTES
Camera Shots: Starts off w/ long shot of city, over the shoulder of couple going in club, pan shots when walking through club, two person shot with guy. Multiple over the person shots in the arcade. Medium shot with girl that’s getting introduced, over the shoulder shots with new guy and girl having conversation as well as two person close shot and 3 person shot when he’s exiting. Two person medium shot when having conversation. Sound: Starts w/ upbeat music, radio says year is 1987, music playing in club from 80s, arcade noises grabs characters attention, music playing in background throughout the whole scene Mise-En-Scene: vice nightclub colors, Arcade games, likely takes place in the late 80s, nerdy guy tries getting main characters attention, after talking and losing game she begins sounding nervous and wanting to leave. Girl walks away and guy seems distraught, Editing: jump cuts, short takes, and long takes. Critical Critical Reflection Question Write-Up
For my magazine I had to challenge some normal conventions that are associated with gaming. My product both uses, and challenges the conventions of a normal magazine. My magazine is about the things happening in the video game, and the technology world. The conventions that are challenged in my magazine is the range of topics that can be talked about. My magazine can speak on a range of things like twitch content creators, to a new video game coming out, to even a new PC coming out. This range of topics allow for multiple groups to read my magazines compared to others. With other types of magazines there’s only really 1 audience group to try and get. My magazine still uses normal conventions of a magazine. The basic format of my magazine is normal and the cover and table of contents are inspired using a mix of other magazines. My magazine doesn’t tackle many of the social issues that have been happening around the world, however, in the video game world it does tackle many of the social groups and issues. The main social group that coincides with the magazine is today’s millennials and teens. These groups are the main people who play and are interested in video games which means that those groups are the ones that will have to be represented in the magazine. For my magazine’s engagement with my audiences it engages very well. This is due to the wide array of topics that can be discussed using video games. An example of this is in my front cover where one of my “headlines is tips and tricks.” This is a great way to engage with an audience who wants to get better at a game, or maybe even learn something new. The other headlines that are used on the cover also do a very good job engaging my audience. The “headlines” on the front cover are a way to lure the audience into reading and engaging with my magazine. My magazine will mainly be distributed in two ways. The first and most important way is through an online magazine. As technology has become more and more popular in today's era, the usage of an online magazine is vital to success. The other way to distribute my magazine is through physical copies. The way this would be done is physically in stores like GameStop, and Walmart (in the video game section.) The next way to distribute the magazine is through an optional online ordering where the consumer/audience can order a physical copy online which they can bring home. These ways of distribution should greatly increase the distribution of the magazine. Throughout the development of this project many new production skills were needed in order to create my project. A lot of these skills had to do with the formatting and the development of the magazine. An example of this is with the use of photoshop with the creation and design of the front cover. The front cover of the magazine is one of the most important parts because it can attract viewers to want to look at it. Another production skill that was developed was the formatting of text in the table of contents and the individual articles. The way I had to create these things changed the format in order to make it clear to read for the readers. The usage of technology and software during the creation of my project was extremely important. Originally I used photopia for my magazine cover and table of contents, but the program was very hard to use for text and other designs. Then I switched to the software Canva. Utilizing this website saved me a lot of stress, and also helped me a lot with making designing simpler and easier. I also used the regular photoshop program to edit some images to use in my designs. Overall the software I used greatly impacted my project for the better. |
AuthorAndrew S Burke, P7 AICE Media Studies, Cambridge student Archives
April 2021
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