Sunday, 28 April 2013

How Do Postmodern Media Differ From Other Medias?


How Do Postmodern Media Differ From Other Medias?
Firstly postmodern means after moderns therefore postmodernism is a movement from modernism,  I will be discussing how postmodern media is different to other media through my case studies which are blade runner ( ridley scott 1982)  Run Lola Run (tom tykwer, 1999) I hate Luv Stroys (karan Johar, 2010) Lady Gage’s music video Telephone (2010) the Madonna episode from the TV series GLEE and lastly the Video game The Sims. Each case study feature elements making them postmodern such as, intertextualty, pastiche, parody, hyper-reality, self-referencing, time bending and irony.
Film for example blade runner can be different to other medias, this is because Blade runner is a very postmodern film as is about postmodern which makes it very interesting and can be called a land mark film. Blade runner consists of hyper real elements, for example the opening sequences the audience is shows a city with big lights and tall buildings  made to look glamour due to the large advert on the side of a building, also with the fact that the people within the film have flying cars and have create robot that look and act like real people. the film also uses elements of pastiche for exampling having the idea of the east, west and future on the opening sequence were the audience is shown buildings which are shaped like pyramids, this signifies the Egyptian culture which symbolises togetherness. Pastiche again is shown when Deckard eats noodles, where a heavily stereotypes man replies in Chinese even those Deckard ordered in English, this signifies that he is a foreigner in his own country.
Another major element which make blade runner postmodern is that genre of  40years back and forth for instance, in the scene where Deckard investigates an image, he room look every 1940s as well as the computer he is using. The computer also makes old clicking sounds however the feature bringing the technology 40 years forward as decard can give commands to the computer.
Time bending is a feature which makes postmodern media different, this feature applies in the film run Lola run, as well as the use of intertextualty for the escape of realism is the centre around its video game persona. Life cannot be rest or nor do we get extra lives however in run Lola run every time the character makes a mistake or fails, her life rests to the ‘beginning of the level’ which is total escape which is in other terms a life like video game, thus making postmodern media different to other medias.
Bollywood also can be argued to be postmodern and different from other media. The film I hate luv stories, for example, uses many elements of referencing to other films, such as in the song SUDKA KIA has been copied through a dance and or customers and mise en scene where they have shown Bollywood best love stories. Not only have they used reference but pastiche was also used in the song and through out the film by copying elements forms other Bollywood movies for example Jay says MHUJE SE DOSTI KARONGA which is referencing a famous dialogue and a film. Irony is another element used as the title implies I HATE LOVE STOIES when actually it is a love story itself. Parody has also been used in many film however in this film the character jay makes fun of a film and the characters in the movie. This film uses Jameson’s theory that postmodern pastiche humorously referencing itself and other text  throughout the entire films which makes postmodern media different to other medias.
Music videos are can also shows how postmodern media differ from other media for example telephone uses the postmodern element of self reference, through product placements and addressing recent rumours that were in the press. By reference Lady Gaga in her own music videos through the continuing narrative. The music video also uses consumerism the obvious product placement is done in non humours ways.
Postmodern media can also be different through video games. Time bending is a feature in all video games especially the Sims as you the used can cheat and things you would do in real life can take seconds. However more specifically the concept of the Sims is very postmodern making it different to other media. The concept is that the used can create their own character in the game and make them of thing just like you do or wish to do. for example you can make your sim have a nap in the middle of the say or make them eat so much they throw up etc. therefore the game uses a lot of self referencing and intertextual. Also this game can allow the user to make a world which the dreams can to come extent be real within a video game thus making postmodern media to other media.
Overall I believe that postmodern media is different to other media. However I also believe that all medias are to some extent postmodern as all types of media can be self referencing, hyper real, ironic, pastiche, intertextual. I believe that in the future most media will be most modern and as an effect of this everything people do and say will to somewhat extent me postmodern. 

Tuesday, 16 April 2013

Section 1A --> Narrative

Section 1A à Narrative
In a media text a narrative is a series of facts, by connecting the facts the audience4 can then create a story, this is element of giving facts and allowing the audience to interpreted the story and create a different story is called an open structured narrative. I have used an open narrative in my music video, which I have created on the song tujhpe fida which has been taken from the Bollywood film Heroine directed by madhur bhandarkar in 2012.
Steve archer’s theory suggests that music videos will be cut between a narrative and performance of a song. This theory applies directly to my music video, as archers theory has been used form the start to the end of my music video, for example throughout my music video there are cross cuts between the character and the dancers for instance at the beginning of the video the character walks is walking then turns and looks, the audience then sees a door which the character then walks through, threes a small black out or the dancers, the audiences then sees different cuts of dancers performing.  Archers suggests that this mainly happens when a band or artist is the narrative which has some connection to the performance section in between. This again applies to o my music video for example, at the end of the music video there are many cuts in between the dancers, it the cuts in to the character making her way in a place there is a close of her face, which the cuts to dancers, then cuts to her a close up of her legs walking up steps the to a mid shot of her walking up the steps and towards the camera, this raise a question   of where is the character going which is the answered in the next shot which shows a close of the character phone which lights up to show a text message  saying ‘You’re for late dance! Hurry up!!’ this enables the audience to understand the link between the performance and the narrative sections of the character.
Archers believed that a choreographed dance might be a part of the a performance and that dance numbers are mostly used in pop videos however the norm or Bollywood and one of Bollywood best promotion tactics are to promote the music album. Therefore it was essential for me to follow the norms and the conventions they use as I have chose to make a Bollywood music video.
Barthes theory also applies to my music video firstly the theory suggests there are different structures to a music videos, I have chosen to follow the narrative structure with is open which allows my audience to create meaning of their own and interpreted my music video in their own way. Through den-notation my audience can take out a hidden meaning beneath being inspired to dance. The audience could interpret my music video as an extended metaphor which is to follow your dreams and make your own journey to what you inspire. For example in the beginning of my music video, the character is looking up at a building while the audience is looking up at the character. This have a ambiguous meaning, first the audience could see this as she is looking up at a building which she may want to go into or in fact will go into, on the other hand the audience could see that she is looking up not only at the building but her inspiration, where she wants to be. As the audience are looking up at her this could make the audience feel involved as she looks up at her goal in life the audience is involved as they feel they are a part of her and her goals.
The colour used in my music video also make an impacted on my music video, black and white had conations to dream like or unreal, however the colour on the other hand has conations of present day or the real. Therefore in my music video is split into to two different parts, as the character makes her journey is shown in colour this shows the audience that it is present and real, the other part is the dance/performance is shown in black and white which is the dream, the audience then shows that the dancing is the characters dream, therefore when the audience put these two sections together they understand that she is making a journey to her dream.
To conclude in my music video narrative place an important by using archers and Barthes theory I was able to give my audience and entertaining music video which enabled to be inspired to achieve their goal in life to and dance.

How are video games postmodern?

How are video games postmodern?
Video games are a different media text to music video or print products like a magazine. Video games allow the audience to be fully part of the game, and control the game on their terms. Video games have many different elements which can make the postmodern.
I will be using The Sims as my case study to discuss that video game are postmodern, firstly The Sims is a life – simulation computer game which was developed by maxis and published by electronic art. It was created by game designer Will Wright also known as developing SimCity. It is a simulation of the daily activities for a one or more virtual people known as Sims in a suburban household near SimCity.
There are many aspects with make The Sims a postmodern as it used many elements of postmodern within the video game such as:
·         Hyper-reality
The Sims is a role playing game which means that the audience can create a character of them, or create someone completely different. For example James could be plump old women when he is none of those things in real life. This is postmodern because the audience can place a different version of themselves which they control, from the way they walk to what they say and where they go to what they look like. Baudrillard argued that a simulacrum is not a copy of the real but becomes truth in its own way, therefore being hyper – reality.
·         Instantaneity
‘The Sims’ has instantaneity with in the game as the audience is able to cheat.  For example ‘The Sims’ has money called Simoleons and you can cheat for gain §50,000 or §1000.  Rather than working hard to get rich with your Sim you can instantly be wealth in a matter of minutes. This become postmodern because in it cheats however in real circumstances it wouldn’t be an option. The game therefore also has time bending due to cheats.
·         Intertextuality
‘The Sims’ is intertextuality in its aim to become real simulated life.  By incorporating things like TV programmes and Shakespeare (Romeo and Juliet) it tries to create its own world.
·         Self-reflexivity
Your Sims can play ‘The Sims’ on there computer.  This is self-reflexive.  Furthermore the Sims addresses the camera and stare at you if they need something e.g. they need food because they are hungry.  This is self-reflexive because they know they are being controlled.  Also it is self-reflexive of yourself as it’s meant to be a projection of yourself into the game.

Monday, 28 January 2013

reserach

The suggestion of a hyper-real culture where simulations precede reality - or in this case, where reality is so malleable that it can actually be replayed if things go badly, just like a video game.

The emphasis on style over substance, with its impressively consistent use of chromatic coding of characters and themes, a technical coding (by mixing colour and black and white film with video) of the context of these events, and a techno soundtrack that perfectly fits the action.

The use of pastiche and cultural recycling, notably a recycling of the techniques and structure of computer role-playing games and rock music videos in the context of an action film. Symbolism Despite having such a small budget, the film made over $14 million and won 26 of the 41 awards that it was nominated for. International Success sound mise en scene editing camera film Threat's Chris Gore said of the film, " I delivers everything great foreign films should - action, sex, compelling characters, clever filmmaking, it's unpretentious (a requirement for me) and it has a story you can follow without having to read those annoying subtitles. I can't rave about this film enough

This is passionate filmmaking at its best. One of the best foreign films, heck, one of the best films I have seen" It was ranked #86 in Empire magazines "The 100 Best Films Of World Cinema" in 2010

I Hate Luv Storys - Bollywood