Moral Panic

Daniel Shields

Resources, homework and revision for Mr Shields English and Media classes. Cover photo Kristina Alexanderson / CC BY-NC-SA

Showing all posts tagged "Media Studies"

SCIFI and gender identity

Credence, the first sci-fi film to deal with contemporary LGBT issues premiered the other day.
Originally crowdfunded on Indiegogo, the short movie exceeded its goal by 370 percent, showing a huge interest in the project. It's interesting in that it deals with LGBT issues in a grown up way and goes beyond the tired old cliches.

Facebook Instant articles and the ramifications for publishers

Facebook announced their Instant Articles feature last week with little fanfare. However, this is fairly significant to newspaper publishers who may see their own new media content threatened by Facebook's move to corner the market in publication distribution.

In the past if Facebook users shared content this would lead outside of Facebook to the original publishers website. This would lead to delays in access times and with the nature of modern browsing habits some users (particularly mobile users) would be unwilling to wait for pages to load. Facebook propose to host the content within their infrastructure with Facebook Instant Articles. They will publish the article, images and advertisements directly within Facebook decreasing load times, which is especially important to mobile users. Facebook have presented this innovation as a win-win solution for all parties involved. Facebook retain the users attention. The user is able to rapidly access content and the publisher is ostensibly able to retain 100% of their advertising revenue and 70% of Facebook's inline advertising revenue. Perhaps even more attractive is the access to the elusive younger demographic that will be gained by tapping into Facebook's social stream.

This demonstrates what may be seen as a logical shift as publishers can no longer rely on their content being a magnet to the user. Instead the publishers need to get their content directly to the user wherever they are on the web. This technology promises to provide the data to give increasingly relevant content served directly to the user adding more value and therefore generating greater engagement and loyalty from the user base.

Facebook will as a result be able distribute content from across the web whilst retaining a captive audience that it will be able to subject to increasingly targeted advertising.

The power of Facebook's algorithm as a curator of content will increase Facebook's ability to act as gatekeeper to its users viewing habits. This could create an ever increasing news bubble by which the algorithm promotes content that Facebook presumes we are interested in based on our likes, browsing habits and search history. So this is not necessarily the perfect solution for users that is being promoted.

Publishers would also be wise to be wary of Facebook's motives. Publishers have already seen the power of the social media giant as in the past few months some publishers have seen their traffic drop by 30% as Facebook tweaked its algorithm to deal with clickbait. Those that join have the prospect of gaining new markets and the possibility of having their content promoted to the top of the stream. However for paywall content providers this is a less attractive solution unless Facebook builds in the ability to discern existing subscribers.

Ultimately what Facebook is presenting as a technology to improve user experience is in actual fact a financially motivated plan to gain access to lucrative content and advertising revenues whilst simultaneously retaining users within its own ecosystem.

Introducing Instant Articles, a new tool for publishers to create fast, interactive articles on Facebook.

Posted by Facebook Media on Tuesday, May 12, 2015

New Digital Media Terminology

Interactive Digital Technology: The technology that allows audiences to participate in the narrative of media output.

Convergence: The availability of a range of media forms on one platform.

Web 1.0: Static websites as a one way form of communication.

Web 2.0: Interactive online content e.g. blogs and social networking.

Web 3.0: The possibilities of taking the internet into a new era where heightened focus is given to more precise searches processed by machines that can almost read sites as readily as humans. Mythology and uncertainty surround Web 3.0 with dramatic descriptions including “the internet will swallow television" and “the convergence of the virtual and physical world".

Conglomerate: A large company whose business interests are developed in a wide range of media.

Global Village: Instant interaction with culture from around the world at the click of a mouse button – metaphorically a ‘shrunk world’.

Proliferation: Where media has extended into a range of forms and sites of distribution and exchange.

Primary Audience Reception: When an audience has clear, concentrated focus on a piece of media e.g. a film in a cinema.

Prosumer: The audience is both consumer and producer of media texts, thus blurring traditional boundaries.

Long tail: Niche media products that are sold over a long period of time and the opposite to an immediate return on investment e.g. obscure independent films (long tail) v blockbuster films (immediate ROI).

Niche Products: Media products with small, more specific audiences.

Cultural Phenomenon: Something that is so iconic that it becomes part of the accepted culture of society – many YouTube users cannot imagine life without YouTube.

Peer to Peer: Shared media

Digital Ethnography: The way new media has changed the way we communicate and interact with each other in society, as groups and as individuals.

Moral Panic: An issue that is exaggerated by the media and turned into anxious debate, often leading to fierce criticism. Traditional media like print tabloids and tabloid broadcast news are major proponents or moral panics.

Technopanic- where adults create a panic about something on the Internet.

Crowdsourcing: Obtaining needed contributions from large groups of people, often as part of an online community. In film for example, this can be fundraising through social media amplification and letting fans participate in the creative process.

Meme: is "an idea, behavior, or style that spreads from person to person within a culture.

Vine- 6 second video

Rich Media: A range of links to media forms e.g. on a website (convergent links often lead users to rich media).

Viral: a marketing strategy that focuses on spreading information and opinions about a product or service from person to person, especially by using unconventional means such as the Internet or email

UGC: User generated content produced and uploaded by a non-professional media practitioner (see Prosumer).

Citizen Journalism: Non-professional journalists reporting on news stories and uploading photographs through blogs and social networking sites and increasingly sites dedicated to accepting this type of content.

Multi-Platform Release: Where a film, for example is released at the same time in a number of different media.

Horizontal Integration: One company that buys/acquires another company whose business interests are in the same sector.

Synergy: Two compatible products that help to sell each other e.g. a film and a computer game.

Brand Identity: A media product that has distinct identity via sometimes audio and visual recognition.

Liberal pluralism- is the dominant perspective linked to capitalism-supports competition in the mass media. Defends wealthy organisations. Promotes freedom of expression.

Marxists could counter this and argue that capitalist society creates class domination and a media monopoly with little regulation or competition. They argue that capitalist societies support the elite institutions.

High production values

Mediation. Choosing which stories/media to release and which content to include.

Dominant ideology- A commonly accepted set of beliefs/values in the media

Western ideology- the set of values and beliefs commonly held by the western world.

Distribution- releasing media products to the world

Globalisation- increased global interconnections

We Media- media texts produced by the audience. The consumption habits of the media.

Cross Cultural factors and New Media- cultural impacts of NDM

Democracy and New Media

Active and Passive audiences

Cultural imperialism- The impact that American ideologies have and how they dominant and dictate content.

Privacy, regulation and censorship

Public Sphere- the public forums created by the internet.

Oligopoly- limited competition- often retained by large media institutions eg Time Warner

Self Scheduling- the audience being allowed to access media when they choose to.

They Live and ideology

Slavoj Zizek's insightful analysis of They Live

Awesome end credits


This end sequence for Sunset Overdrive, was made up of a montage of fake band posters carrying the developer's names. These posters were made through a combination of digital art and original photography, then printed out, stuck on wooden boards, pasted on like real gig posters and shot on camera. Felix Mack from Nightjar shows that creativity can engage an audience in an aspect of a production that is often sadly ignored, the well deserved credit.

Film a feature on I phones

Sean Baker (Four Letter Words, Take Out, Prince of Broadway, Starlet) premiered his new film Tangerine at the 2015 Sundance Film Festival. A Q&A followed the screening during which Baker revealed that the film was shot entirely using three iPhone 5S phones.
This film follows the trails and tribulations of two trans gendered prostitutes in LA.

Immersive entertainment and the changing face of e-media

Julian McCrea's real-time five-day suspense thriller, the Craftsman has a novel new twist on the ebook, blurring the boundaries between forms.

McCrea thrills with immersive Craftsman from C21Media on Vimeo.




Art mirrors life

App-users at the SXSW festival have been unwittingly mimicking the plot of Ex Machina, by finding themselves quizzed by a gorgeous robot-in-disguise. This way of generating a viral buzz that doesn't feel as gimmicky as it should as it ties in quite neatly with its key themes. Check out the guardian article here.

Tomb Raider

Tomb Raider is a 2013 action-adventure video game published by Square Enix . Tomb Raider is the fourth title developed by Crystal Dynamics in the Tomb Raider franchise. As the first entry in a new Tomb Raider continuity, the game is a reboot that emphasises the reconstructed origins of the lead character Lara Croft. Tomb Raider was released on 5 March 2013 for Microsoft Windows, PlayStation 3 and Xbox 360, and on 23 January 2014 for Mac OS X.

Crystal Dynamics began development of Tomb Raider soon after the release of Tomb Raider: Underworld in 2008. Rather than a sequel, the team decided to completely reboot the series, establishing the origins of Lara Croft for the second time, following Tomb Raider: Legend. Tomb Raider is set on Yamatai, an island from which Lara Croft must save her friends and escape while being hunted down by a malevolent cult. Gameplay elements focus more on survival, although exploration is used within the game when exploring the island and various optional tombs. It is also the first game in the series to have multiplayer and the first game to be published by Square Enix , after the latter's acquisition of Eidos Interactive in 2009. Camilla Luddington voiced and performed as Lara Croft.

After a delayed release from late 2012 to March 2013, Tomb Raider received much anticipation and hype. Upon release, the game received critical acclaim, with critics praising the graphics, the gameplay, Luddington's performance as Lara, and Lara's characterization and development, although the addition of the multiplayer mode was criticised. Tomb Raider sold one million copies within 48 hours of its release, and has sold more than 6.5 million copies as of 9 June 2014. An updated version, Tomb Raider: Definitive Edition, was released in North America on 28 January 2014 and in Europe on 31 January 2014 for PlayStation 4 and Xbox One containing all features and DLC.


Official Game Synopsis
Tomb Raider explores the intense and gritty origin story of Lara Croft and her ascent from a frightened young woman to a hardened survivor. Armed only with raw instincts and the ability to push beyond the limits of human endurance, Lara must fight to unravel the dark history of a forgotten island to escape its relentless hold.


Critical response
Lara Croft has been discussed as being a positive female role model and criticised for simply embodying the desires of the teenage-boy audience. Games critic and feminist Annemarie Schleuner states of the Lara Croft of the previous games that she was the ‘monstrous offspring of teenage boy’s spending power…an idealised, eternally young, malleable techno-puppet created by and for the male gaze.’

In the 2013 re-launch of the brand, Lara Croft was a less sexualised and more vulnerable heroine, seen crying and riddled with self-doubt. This however was to humanise her, not to weaken her. According to the designer, Rhianna Pratchett, this was not an issue of gender:

You can’t have bravery without fear…we’re so used to characters who can do everything. Male characters are often undercooked. We probably suffer from the fact that we don’t think about them as being human – they’re heroic and there’s not much else to them. That is a problem we tried to address. [With Tomb Raider 2013.]




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  1. Who is being represented, and how? Describe the mise-en-scene, including colour scheme, body codes, costume, and facial expressions.
  1. How does this representation appeal to the audiences of the game?
  1. To what extent does the text challenge or support typical representations of gender? (HINT: Or…does it do both?)

Explain your answer by referring to at least one other video-game to support your ideas.
  1. Evaluate whether this image could be said to be positive or negative. Why?

Intertextuality