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Relationship
betweenMedia,
Pop-Culture&
Context
AEMPA
Lesson 3.3
Theory
Regulation &
Technology
Media theories and regulation have changed drastically
over a short period of time, thanks to technology that
makes it easier to consume and create media texts.
There are now very different ways in which media
institutions, audiences and government agencies are
using the media.These media platforms, tools and
technologies are actively being used to shape the world
around us.
How has the relationship between
audiences and media changed over
the last 20 years?
Consider what you may have seen in
PressPausePlay
On OneNote, write a single paragraph response to the following question:
How has the relationship between audiences and media changed over the last 20 years?
Individualsandthe
media
Whenconsideringthe
audiencerelationship
with mediait’s
importanttoremember
thechangesin
monetisation and
commercialisation of
audiencecontent.
There used to be high barriers in place that made it
difficult for individuals to have a voice in the media. Media
platforms and technologies were in relatively limited
supply, and expensive to create and use. Now, internet
platforms have made the barrier to producing media very
low.There are also many ways that people can make
money using these new platforms.
Twitter accounts have led to book deals, Instagrammers
are paid to show their products, andYouTube has a partner
earnings program that allows it’s users to to get a cut of
the advertising revenue.
Context:
A changing
landscape in
media.
Within the media, context is constantly shifting and changing with the
movements of society. As our relationship with technology and media
evolves, so does the context for productions.
In media studies, context is often categorised into two areas:
Production Context Cultural Context
In the study of media texts and values, Production context refers to the
place and time of production.This can include controls and constraints,
budgets, producer’s agendas, political and economic contexts etc.
Cultural context, as opposed to production context, is often related to
the context of the (target) audience, and what may be happening in
society at the given time of viewing or production. Including age, religious
beliefs, social conscience, values and ideologies of audiences.
Which of the two do you think has a more profound impact on an audience
member’s reception of a text (decoding the preferred meaning?)
Production Context
Vs
Cultural Context
Discuss context
can impact a
media text in
relation to the
following
image.
Ghostbusters (2016)
Sony Entertainment Company
If you were given this
as an exam question,
what points could you
discuss?
Class Brainstorm
So what does this
haveto do with
PopCulture… or
context for that
matter
The term ‘popular culture’ holds different meanings depending on
who’s defining it and the context of use. It is generally recognized as
the vernacular or people’s culture that predominates in a society at a
point in time.
As Brummett explains in Rhetorical Dimensions of Popular Culture,
pop culture involves the aspects of social life most actively
involved in by the public.As the ‘culture of the people’, popular
culture is determined by the interactions between people in their
everyday activities: styles of dress, the use of slang, greeting rituals
and the foods that people eat are all examples of popular culture.
Popular culture is also informed by the mass media.
The evolution and impact of pop culture has become so widespread
that for many mainstream media users it has become a part of their
everyday life, be it considering what they are wearing or listening at
a particular time to even calendar dates that are celebrated uniquely
(May 4th)
Pop culture, short for popular
culture, is the entirety of
ideas, perspectives,
attitudes, images, and other
phenomena that are within
the mainstream of a given
culture
PopCulture and
Fandom
Because of their passion, fandoms can often be the biggest critics of
media works. Fans can often expect the best from their cultural
heroes and so they can arguable have a right to express themselves
on these products.
Fandom, after all, is born of a balance between frustration and
fascination: if media content didn’t fascinate us, there would be no
desire to engage with it; but if it didn’t frustrate us on some level,
there would be no drive to rewrite or remake it.
Fandom theory begs the question of authorship. If creators are just
giving fans what they want, the question arises as to whose text it
really is. Fandoms often try to claim ownership over as much of the
product as possible, while creators have to maintain the delicate
balance of keeping their fans happy while allowing this story to
evolve and hold onto their own sense of artistic control.
Producers often rely on texts with
strong fandoms, as these are active
fans are often good consumers.The
StarWars universe keeps expanding
because of it’s strong fandom.
Cult-status shows such as The X-files,
Twin Peaks and Gilmore Girls have all
been brought back because of their
fandoms, almost guaranteeing returns
on investments.
George Lucas is
destroying
everything I
love…
The StarWars franchise
has an active fandom
going back to the
original trilogy. In he lead
up to the release of the
prequels George Lucas
did a theatrical re-
release of the original
trilogy which had been
digitally altered. (above)
Most of the alterations
were clean-ups and
restorations, adding
some special effects and
making sure that they
were more inline with
the upcoming films.
Answer the following within
your class OneNote:
- - Describe Fan Entitlement
- - Do you think that fans
should have a say in how a
media product is made, or
do you think it is purely up
to the producer?
It has been argued that other changes Lucas
made altered characters or plot points.The
most famous was the shootout scene
between Han Solo & Greedo. In the special
edition Han shoots only after Greedo fires at
him first.
Fans were outraged by this change, saying it
altered the arc of Solo’s character from a
cold-blooded killer to someone willing to
risk his own life for someone else.
Fan Entitlement
&Values
George Lucas has continually tinkered with his films in re-releases,
changing titles, effects and scenes. He claims that due to time
limitations, the original films were not finished as he would have
liked them and he was just updating them to reflect his original
intent. Fans complain that because the original film is not available
to buy, they cannot enjoy the film they originally fell in love with.
Some have attempted to recreate the original film through their
own restorations by digitally combining and changing the film from
various sources.
FAN ENTITLEMENT
This fight for control over media products sometime leads to ‘fan
entitlement’ – the idea that dans feel they are owed something by
media creators – that their voice must be heard… or else. Fans are
now more likely to make demands of their media, which might be
through trending hashtags, online petitions or sometimes even
threats to the creators. Examples of this have been fan backlashes
against the all-female Ghostbusters cast and a call to make Elsa gay
in the Frozen sequel.
Discussion question:
1) Do you think that values (in
this case Fan Entitlement) can
have an impact on the
PRODUCTION of media work?
Why or why not?
Institutions &
Media
Engaging with media is always a transaction. In more traditional
media, this transaction is simple. It might be you give money to
watch a certain film or agree to put up with commercials to watch a
television show. Now, that transaction has become significantly
more complicated. Multi-platform media conglomerates don’t just
want you to pay to watch a film, they also want you to watch the
television show, buy the video game, use their hashtag and buy the
action figure.
Media has become better at hooking you onto it’s content using
psychological techniques. Netflix knows exactly which episode of a
series ‘hooked’ you to watch the rest of the season. Free-to-play
video-game apps use a range of techniques to make sure you keep
playing and hopefully buy some in game currency. Advertising has
also become more sophisticated. Instead of advertising to a broad
range of audiences, advertisers cam mow pinpoint very specifically
who they want to send their messages to.

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3.3 Pop Culture and Context .pptx

  • 2. Theory Regulation & Technology Media theories and regulation have changed drastically over a short period of time, thanks to technology that makes it easier to consume and create media texts. There are now very different ways in which media institutions, audiences and government agencies are using the media.These media platforms, tools and technologies are actively being used to shape the world around us. How has the relationship between audiences and media changed over the last 20 years? Consider what you may have seen in PressPausePlay On OneNote, write a single paragraph response to the following question: How has the relationship between audiences and media changed over the last 20 years?
  • 3. Individualsandthe media Whenconsideringthe audiencerelationship with mediait’s importanttoremember thechangesin monetisation and commercialisation of audiencecontent. There used to be high barriers in place that made it difficult for individuals to have a voice in the media. Media platforms and technologies were in relatively limited supply, and expensive to create and use. Now, internet platforms have made the barrier to producing media very low.There are also many ways that people can make money using these new platforms. Twitter accounts have led to book deals, Instagrammers are paid to show their products, andYouTube has a partner earnings program that allows it’s users to to get a cut of the advertising revenue.
  • 4. Context: A changing landscape in media. Within the media, context is constantly shifting and changing with the movements of society. As our relationship with technology and media evolves, so does the context for productions. In media studies, context is often categorised into two areas: Production Context Cultural Context In the study of media texts and values, Production context refers to the place and time of production.This can include controls and constraints, budgets, producer’s agendas, political and economic contexts etc. Cultural context, as opposed to production context, is often related to the context of the (target) audience, and what may be happening in society at the given time of viewing or production. Including age, religious beliefs, social conscience, values and ideologies of audiences. Which of the two do you think has a more profound impact on an audience member’s reception of a text (decoding the preferred meaning?) Production Context Vs Cultural Context
  • 5. Discuss context can impact a media text in relation to the following image. Ghostbusters (2016) Sony Entertainment Company If you were given this as an exam question, what points could you discuss? Class Brainstorm
  • 6. So what does this haveto do with PopCulture… or context for that matter The term ‘popular culture’ holds different meanings depending on who’s defining it and the context of use. It is generally recognized as the vernacular or people’s culture that predominates in a society at a point in time. As Brummett explains in Rhetorical Dimensions of Popular Culture, pop culture involves the aspects of social life most actively involved in by the public.As the ‘culture of the people’, popular culture is determined by the interactions between people in their everyday activities: styles of dress, the use of slang, greeting rituals and the foods that people eat are all examples of popular culture. Popular culture is also informed by the mass media. The evolution and impact of pop culture has become so widespread that for many mainstream media users it has become a part of their everyday life, be it considering what they are wearing or listening at a particular time to even calendar dates that are celebrated uniquely (May 4th) Pop culture, short for popular culture, is the entirety of ideas, perspectives, attitudes, images, and other phenomena that are within the mainstream of a given culture
  • 7. PopCulture and Fandom Because of their passion, fandoms can often be the biggest critics of media works. Fans can often expect the best from their cultural heroes and so they can arguable have a right to express themselves on these products. Fandom, after all, is born of a balance between frustration and fascination: if media content didn’t fascinate us, there would be no desire to engage with it; but if it didn’t frustrate us on some level, there would be no drive to rewrite or remake it. Fandom theory begs the question of authorship. If creators are just giving fans what they want, the question arises as to whose text it really is. Fandoms often try to claim ownership over as much of the product as possible, while creators have to maintain the delicate balance of keeping their fans happy while allowing this story to evolve and hold onto their own sense of artistic control. Producers often rely on texts with strong fandoms, as these are active fans are often good consumers.The StarWars universe keeps expanding because of it’s strong fandom. Cult-status shows such as The X-files, Twin Peaks and Gilmore Girls have all been brought back because of their fandoms, almost guaranteeing returns on investments.
  • 8. George Lucas is destroying everything I love… The StarWars franchise has an active fandom going back to the original trilogy. In he lead up to the release of the prequels George Lucas did a theatrical re- release of the original trilogy which had been digitally altered. (above) Most of the alterations were clean-ups and restorations, adding some special effects and making sure that they were more inline with the upcoming films. Answer the following within your class OneNote: - - Describe Fan Entitlement - - Do you think that fans should have a say in how a media product is made, or do you think it is purely up to the producer? It has been argued that other changes Lucas made altered characters or plot points.The most famous was the shootout scene between Han Solo & Greedo. In the special edition Han shoots only after Greedo fires at him first. Fans were outraged by this change, saying it altered the arc of Solo’s character from a cold-blooded killer to someone willing to risk his own life for someone else.
  • 9. Fan Entitlement &Values George Lucas has continually tinkered with his films in re-releases, changing titles, effects and scenes. He claims that due to time limitations, the original films were not finished as he would have liked them and he was just updating them to reflect his original intent. Fans complain that because the original film is not available to buy, they cannot enjoy the film they originally fell in love with. Some have attempted to recreate the original film through their own restorations by digitally combining and changing the film from various sources. FAN ENTITLEMENT This fight for control over media products sometime leads to ‘fan entitlement’ – the idea that dans feel they are owed something by media creators – that their voice must be heard… or else. Fans are now more likely to make demands of their media, which might be through trending hashtags, online petitions or sometimes even threats to the creators. Examples of this have been fan backlashes against the all-female Ghostbusters cast and a call to make Elsa gay in the Frozen sequel. Discussion question: 1) Do you think that values (in this case Fan Entitlement) can have an impact on the PRODUCTION of media work? Why or why not?
  • 10. Institutions & Media Engaging with media is always a transaction. In more traditional media, this transaction is simple. It might be you give money to watch a certain film or agree to put up with commercials to watch a television show. Now, that transaction has become significantly more complicated. Multi-platform media conglomerates don’t just want you to pay to watch a film, they also want you to watch the television show, buy the video game, use their hashtag and buy the action figure. Media has become better at hooking you onto it’s content using psychological techniques. Netflix knows exactly which episode of a series ‘hooked’ you to watch the rest of the season. Free-to-play video-game apps use a range of techniques to make sure you keep playing and hopefully buy some in game currency. Advertising has also become more sophisticated. Instead of advertising to a broad range of audiences, advertisers cam mow pinpoint very specifically who they want to send their messages to.