Tuesday, 10 February 2015

10/02/15

Immersion- involvement in a text through imagination 

 Flow- the harder thee game the more pleasurable 

Fluid identities- our identities change they are not set real vs artificial 

Simulacra-collapsed boundaries between reality and hyper reality 

Ironic position/Detached position- viewers watch to be a apart of something in a group even if it is bad so they feel involved 

Sandbox games-minimal limitations, the player is free to roam around and select their own tasks to complete 

Avatar- simulated character portrayed as you want yourself to look 

Text vs audience
Historical 
Interaction
Audience has become the text 
Narrative has weakened 
The boundary between audience and text has weakened 
Hyper reality and simulacra has strengthened 

Detached positioning- guilty pleasure 
No value 
Popularity vs cultural value 
Meaning or significance- no human progress and therefore nothing matters anymore 
Style over substance- Debord 

Black mirror and wreck it Ralph aren't interactive and therefore aren't post modern 
Gaming is more postmodern 

Watchdog game 
Technology takes over the world 
Simulated characters- real people feelings 
Technology in technology 
Wreck it Ralph- game in a film 

How do games challenge traditional media-
you can do what you want 
No moral boundaries 
Storytelling- conforming until you can change the narrative
Wander around - sandbox 


Why do postmodern media texts cause controversy -
Lack of morals 
Emphasising with nazis

How is audience consumption different with game texts -
The audience become the text 
Prosumer 
Interaction 
Not believing the hyper reality 
Illogical 


Definitions- text 3

Immersion- involvement in a text through imagination 

 Flow- the harder thee game the more pleasurable 

Fluid identities- our identities change they are not set real vs artificial 

Simulacra-collapsed boundaries between reality and hyper reality 

Ironic position/Detached position- viewers watch to be a apart of something in a group even if it is bad so they feel involved 

Sandbox games-minimal limitations, the player is free to roam around and select their own tasks to complete 

Avatar- simulated character portrayed as you want yourself to look 

Tuesday, 3 February 2015

White Bear








Xfactor

Summary

Future, distorted reality, dystopian
Constant advertisements
No escape
Makes us analyse where the world could be heading
Questions our society now and the future, reliance on tv (reality tv)
Fakery is what we like- superficial
Consumerism- buy shit that isn't even there
Bing's deep opinion sells out, becomes a product
Irony

Black Mirror questions our current society and where we are headed, by exploring our reliance on consumerism and reality TV. We depend on these to be happy. Bing's speech backs this up but he ironically sells out and becomes a TV star.

Friday, 30 January 2015

30/01/2015

Panopticon- 
Prison under watch 

Voyeurism- being watched 
Sexually 
Style over substance 
God like power- focault

Society of the spectacle- 
Debord superficial 
Style over substance 
Defined by price and popularity 



Hyper reality-
Distorted
Enhanced 
Exaggerated

Simulacra- 
Simulation 
Technology
Real and artificial

1950s-
Traditional 

1980s-tron 
Video games 

2000- broadband internet 
Social media 


Conclusion- where we are going to be in the future 10 years on
Black mirror 

Assessment- black mirror and wreck it Ralph 

Clip 1- google glass 
Baudrillard 
Simulacra 
Mix of human and technology 
Artificial 
Voyerusim- focault 

Clip 2- 
Baudrillard
Real and artificial 
Not able to tell the difference 

Clip 3-
Baudrillard 
Hyper real 
Simulation of life 
Consumerism- advertising 
Spectacle 

Black mirror- 
Baudrillard 

Foucault

Debord


Tuesday, 27 January 2015

Coursework notes


  • q1- part 1- analyse what conventions were used and how they fit  
part 2- evaluate the conventions used, why you used them, did they work? Compare to others

  • q2- Analyse and evaluate how well the brand identity worked and kept constant

  • q3- Analyse and evaluate what you have learnt from audience feedback

  • q4- Compare, evaluate and conclude how you used technologies for your research, planning and evaluation