Showing posts with label Chris Dye. Show all posts
Showing posts with label Chris Dye. Show all posts

Wednesday, 23 March 2011

What has been the impact of the internet been on media production?

the internet has greatly influenced the way that films are currently being made and distributed. this is mainly due to the ability to share ideas and opinions in a much more easy and accessible way than before. people are now able to email and download files from the internet to others during the production of the film, making it much more easy to move files around. as well as this the internet has allowed for film and television producers to very easily get feedback from their targeted audiences to improve and change the way that the text is made. All of this has been greatly improved with the availability and accessibility of the internet.
as well as this, the way that films and television are consumed is also being greatly changed due to the internet and the ability to watch movies and programmes online through sites like BBC Iplayer, Channel 4 OD and Love Film which all allow the consumer to watch television programmes and films straight from the site. this backs up the theory of the Long Tale in that these texts are so much more accessable due to the internet.

Monday, 21 March 2011

Do some research into the film Catfish (2010), what was the critical reception for this film, who made it, who produced it, who funded it?
The film gained mainly positive critical response, however doubts of the legitimacy of the film have been bought into question. The film was directed by Henry Joost and Ariel Schulman, it was produced by Andrew Jarecki, Marc Smerling, Henry Joost, Ariel Schuluman  Yaniv 'Nev' Schulliman. Universal studios did the funding.

Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.


The film shows that anyone online can make their own identity and live their own life online. This allows people to escape the everyday grind of life. This also shows the theory of performativity  which is more about what you do, and in this case it is Angela's obsession with creating her own identities which she can live different aspects of her life out through the internet.
 
Questions:

1. How has the Online Age revolutionised the film industry?


2. How is the identity of women mediated via the internet and why is this problematic? 

 

Wednesday, 16 March 2011

The Long Tail

Film and Videogames
Video Games
Codemasters were two people who started off coding in their bedroom with the only way to get their products out to the market by placing ads in a magazine. However with the release of the internet, pretty much any company can get their products out there with sites like Newgrounds allowing customers to play flash games online, and for more professional developers can get their products out with programs like Steam and OnLive that allow consumers to download full fledged games off the internet. The internet allow for online gaming with popular games like Call Of Duty and Halo, being popular contenders, focusing on multilayer gameplay and allowing people to play against people all other the world. A problem that video gaming has encountered in recent years is the introduction of illegal file sharing, this coupled with the ability to play games on PC without CD's shows that the media industry is going online. Facebook games allow for casual gamers in the online age, where people can spend ages tending their virtual crops.
Film
Film is also beginning to suffer losses in it's market due to online access, the main one of these being the ability to download films from sites and then burn then on to a clean DVD, this eliminates the need to go out and buy the film when it comes out and also means that certain individuals will also watch illegal pirate films rather than going to the cinema and paying. However this can be a positive as advertising is a lot easier to get out to the public for both media areas, with adverts being on the side of sites, and sites like youtube that allow for youtube, and indie film developers to get their movies out even if they don't have the holywood budget. Films like the disastor thriller Cloverfield who posted "sightings" online of the creature in the film, causing hype for the film, and people perhaps believing these sightings to be real.

Thursday, 10 March 2011

Media in the Online Age Terms

Wikinomics
A book by Don Tapscott and Anthony D. Williams, first published in December 2006. It discusses how companies use open source software, and mass collaberation (Many people working on lots of individual things for one big project)

Web 2.0
A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators, eg Wikipedia, where users can edit the site to correct/edit the information. Whereas sites like the BBC restrict the user to only viewing the content.

Participating Culture
(Our own interpretation as we could not find anything) A collective identity that comes together to solve a problem or produce a work, like wikipedia. A person or group of people who are not only consumers but are also producers of their own work. Flickr for example allows people to show of their own pictures in their own virtual gallery, using the already laid out design for the site, and filling it with their own work.

Peering
Two networks exchange traffic between each other's customers freely, and for mutual benefit.

Digital Natives
Someone who was born in the digital age of technology, and the ones who have used it from an early age. For example an elderly person, like my grandad, has no idea how to use a pc.

Democratisation
Is the action of making something democratic or an action taken by a group of people.

We-Think
A book by the author Charles Leadbeater who explored the pheominon of mass creativity in the form of websites like youtube wikipedia and MySpace. The book argues that the participation rather than the consumption or the product will be the organising idea of the future of society.

Interactivity
Is a media device that can be engaged with or controlled by the user, for example dvds digital tvs, video games etc.

Long Tail 
Is the distribution of unusual goods through a reduced market and distribtuion costs.