Monday 20 May 2013

They are Nice Robots. They chose to stay. Daft Punk.

Get Lucky is number one in the charts and the groove is back.  A good text to use to explain how the music industry is a global phenomenon.

Start with the interviews with collaborators.  Pharrell Williams is particularly articulate. He explains the global appeal of Daft Punk who have suddenly become huge, appealing to audiences around the world.  No pun on their breakthrough hit which had a  brilliant video directed by Michel Gondry intended.  Williams feels that the music appeals to all ages and touches something elemental like all the great songs.  'This is for the globe'.  He says it is beyond 3D its 4D, 'its in your mind.'  You could say great music touches people and argue the case for music bringing people together. He uses the analogy of the heartbeat and how these robots have tapped into the essenece of humanity.  A good way to sell records if you know which buttons to press.  Get Lucky is one of those songs that hit you when you hear them for the first time and will be the big summer hit. It is released in time for summer so it will be the soundtrack to our holidays. It is retro and there is something for everyone. Williams says it is mid 70's early 80's and then given a modern electronica twist. He explains the appeal of something retro in 2013 as being made cool for a 'different universe, a different dimension'.  The fragmentation of culture means that, 'nothing is in the box anymore'  or no orthodoxy can be accepted without irony in a post-modern world.  This song is a celebration of humanity and its appeal is that it will bring people together.  I can imagine it being huge at festivals and on holidays which goes to the heart of what music is about.
The theme could be taken as being about getting lucky one night but more probably something more heartwarming about love at first sight or sharing with someone. All those elemental aspects of a great pop song, love reminiscence, nostalgia are there.  Williams points to the heartbeat being the centre of the song as if the robots are getting to the essence of humanity. Music as the great unifier.

Williams says, 'people lost respect for the groove...everything is so synthetic...its just missing the gut'.  You could compare this to X-Factor type artists who are manufactured. The theme of the soul of music being lost to corporate capitalism and branding can be discussed through this text.



Look at other collaborators such as Nile Rodgers, legendary rhythm and blues guitarist and producer. This could lead to an exploration of the history of music as a global force. Check out the history of the blues and track its evolution for an amazing trip.

Look at the other music videos for Daft Punk and see how they collaborate with artists in a range of mediums. Directors have made their names through innovative Daft Punk videos like 'Around the World.'  Discover others and see how the director's career has developed.

Look at the distribution of the single and album and how it is defying those who signal the downfall of the music industry.  From radio to cassetes and onto illegal downloading the deathknell has sounded many times.  The industry develops new ways to retain control and ultimately make money for the artist and the companies involved. Those who innovate and look forward like Apple with I-tunes win.  While those like Myspace who don't recognise the signs until too late become intrigiung footnotes in history.  Radio airplay is important for a song like this as it is so catchy.  The music charts are still relevant in marketing the single and the album also. No longer as integral to success, the chart position still creates a news story and a buzz. The other key marketing tool to look as is the use of social media.  Someone may post a link to the video ' I got my groove back' and its gone viral with friends who want to see what the fuss is about. This is the real genius of marketing where audiences are passing it on by their own free will.

How have the band and the record company, Columbia Records, restricted access to the album in the internet age?  This has been interesting as the buzz around the album has made it the 'must have' media artefact of the week.  Look at sites like Spotify and ITunes to see how the single promotes the album and whets the appetite of the audience.

Finally, back to the robots.  You could compare them to the artists you have studied as they have created personas in a different way or one coud say from a different dimension. This time adding an enigmatic code. Who are they and where are they from? Of course its all branding but its fun and post-modern. Maybe even make a comment about this being a clever way of critiquing the celebrity driven madness of pop music. Either that or look at the genre of electronic music and compare them to influential bands such as Kraftwerk, German techno pioneers who are rather faceless teutons behind a row of synthesiser yet sell out the Tate Modern in minutes with their enigmatic shows.  Maybe they are reclusive and not too keen to get caught up with industry demands to promote oneself, preferring the music to be the focus.  You decide and enjoy the groove and have a celebratory dance as the nice robots have decided to stay!




Tuesday 14 May 2013

Music Industry


Persona – created by the performer to attract an audience

Star is an image not a real person that is constructed out of a range of materials…stars are commodities produced and consumed on the strength of their meanings’

Beyonce

Lady Ga-ga

Ed Sheeran

How do they construct a persona to attract an audience?

Look at their music videos, album artwork, lyrics, use of wider media

With reference to your selected industry, explore how far your chosen texts are
global.

This is quite a broad question and can be answered from the perspective of global
content (setting, themes etc) as well as from the production, distribution and
audience angles. Please be open-minded and award coherent responses on merit.

• Artists,
performers
• Record
labels
• Marketing/promotion
• Global sales
• Fans
• Internet –websites,official and fan based
• Videos
• Radio Airplay
• Facebook,twitter, use of new media technologies
·       Celebrity
·       Use of news media
·       Global events and exposure
·       Manipulation of media
·       Regulation
·       Distribution including how this has changed
·        

At the upper end of this level, there will be
a sophisticated understanding of media
texts, their industry and/or audience
contexts. Examples used will be detailed,
coherent and lead towards a well established
point of view. Highly
appropriate use of relevant media
terminology.

At the upper end of this level, there will be
a sophisticated analysis of the relationship
between text, industry and audience (as
appropriate). Similarly, there will be a
sophisticated understanding of how
meanings and responses are created.

Look at messages and values in three key music videos




Tuesday 7 May 2013

Textual Analysis of a TV Drama looking specifically at issues of 'Representation'

Unseen Extract

Mise en Scene




Use of the Camera






Shot types





Editing techniques







Sound







Advice from the Examiners

'Go from the specific to the general'

1 - Pick out textual evidence

2 - Discuss connotations

3 - Broaden your point to discuss representation and to explain how meaning has been created


For example,




The actor is framed in mid-shot with a bewildered look on his face. This connotes that he is lost or struggling to come to terms with his whereabouts. 
He is wearing a leather jacket with wing-collared shirt.  When we see him in wide shot he is wearing flared trousers. The costume  suggests that the drama is set in the 1970's.   

The colour palette is brown and almost sepia which also connotes the time period is in the past.

From these elements of mise-en-scene the audience understands that this character is lost, or uncomfortable in this situation. The narrative may be about a character being out of time and place which is common trope in BBC dramas such as Doctor Who. 

Wednesday 24 April 2013

Write a review of a contemporary computer game to demonstrate an understanding of audiences


Marketing of computer games is extremely important. In a crowded market it is often difficult to make products stand out. Different strategies are employed such as courting controversy as you have seen in previous tasks. Another tactic is to appeal to ‘retro’ gamers in marketing classic games that audiences have fond memories of such as the Mario Brothers franchise.

Another key tactic is to set the agenda with positive reviews. A new game has to push the boundaries and provide a new gaming experience.  Influencing the agenda of magazines, newspapers and online reviews can affect sales. 

Your task is to provide a positive review of a computer game that you are familiar with.  You don’t need to be familiar with console games as games on mobile phones and on social media sites like Facebook are part of the industry.  The important thing is that you are enthusiastic about the game and can influence an audience through your use of language.  You need to identify an audience by picking the publication that your review will be published in. For instance, a review of ‘Farmville’  may appear in a magazine aimed at a female market.

·       You must study a range of reviews to understand the conventions of writing for this purpose.

·       You must then write a review for a computer game that you are familiar with.

·       You are answering the examination question below in a creative way.

Discuss the audience appeal of your text

·       Research a range of reviews for computer games. The links in the resources section are a good place to start.


·       Identify the audience by stating the publication or online web-site that your review will appear in


·       Write a response to the examination question in a creative way by writing a positive review of a computer game. This will show an awareness of the audience for your chosen game.

·       In writing the review you will be covering the following examination question

Discuss the audience appeal of your text

Although print versions of these magazines are popular you can also find easily accessible online versions

Edge magazine claims to be the ‘leading magazine for the games industry’ and has many reviews and helpful advice about how to get into the industry

This magazine has a range of reviews

Each console has their own specialist magazines and this link will take you to one for the X-Box

This magazine claims to be the largest source for reviews in the world


Analyse computer games in relation to the gender of audiences


Computer games are often associated with male audiences. However, research has shown that there is a large female audience of gamers that defies this myth.

In this task you will conduct your own primary research to see if the pre-conceptions about audiences are correct. You will also discuss your findings in light of links to articles in the resources section, which discuss female audiences.

There used to be an argument that men are less likely to read literature. However, this is a simplistic analysis and it may be that men read different kinds of texts to women.  Likewise there are a range of types of computer games that appeal to differing audiences.  In the past decade ‘casual’ gaming has become more popular and is associated with the rise in gaming for mobile phones and on social media web-sites such as ‘Facebook.’  Whilst men form the main audience for traditional consoles it is a female audience which, ‘arguably’ dominates the ‘casual’ gaming market.

Devise a questionnaire positing questions such as the ones below;

·       Do you think more women or men play computer games?
·       What was the last game that you played?
·       Do you play games on your mobile phone?
·       Do you play games on social media sites like Facebook?


Discuss the audience appeal of your text

Referring to the question, provide a written response using the texts that you have studied and your secondary research to offer your view.

·       In pairs devise a questionnaire consisting of 10 questions

·       Conduct the questionnaire using a sample of 30 people

·       Analyse your findings

·       Respond to this examination question

Discuss the audience appeal of your text.

This article is about the female audience for genres that are considered to be aimed at a male audience


This article is about women who work in the computer games industry

This video provides a fast paced and visual account of the female audience for computer games and why the common perception is that most games are aimed at men.  For example, Women play non-console games and ‘casual games’ such as on mobiles and on social media.  Different platforms such as Nintendo’s Wii and games such as ‘Bejewelled’ on ‘Facebook’ are more popular than traditional console based games.

This gamer provides a personal video account of her perspective of the industry

A link to research into audiences for computer games suggesting that the gender gap is not as large as we thought