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Representation theory
Stuart hall
focused on how culture is represented and constructed by media producers
media representations can affect how people are viewed, leading to stereotypes and narrowed mindsets
Binary Opposition theory
suggests that meaning in language and culture is constructed through juxtaposition of contrasting pairs of concepts
binary oppositions can be used to
structure a narrative
convey ideological meaning
Hesmondhalgh’s cultural industries theory
media industries seek to maximise profit and minimise risk
done through vertical and horizontal integration
diversifies product through variety of platforms
focuses on popular genres/stars and make more of same product
controlled release schedule
Curran and Seaton: Power and Media Industries Theory
most media industries are dominated by small number of giant conglomerates, results in similar products
not a lot of variety
media companies are all about profit and power
Hypodermic Needle Theory
suggest audience passively consumes media
leads to uniform and immediate effects on thoughts and behaviors
outdated
end of audience theory
Clay shirky
suggests traditional media consumers are now active
happened due to improving technology
Fandom theory
henry jenkins
participatory culture, fans shaping how media is produced, shaping narratives and influencing industries
Past Lives (2023) budget
12 million USD
Past Lives world wide total
41.2 million dollars
Zeistgeist -
the defining of a mood during a particular period of history
Horizontal integration involves
a company acquiring or merging with
competitors or similar businesses at the same stage of the value chain to increase market share, eliminate competition, or expand its product offerings
Vertical integration is
a strategy where a company expands by acquiring businesses at different stages of its value chain, controlling more of the supply or production process
Semiology theory
Roland Barthes – signifiers and signified
Objects are used as symbols, representing different meanings
Propp’s archetypes:
Villain
Helper - sidekick
The donor - gives something to the hero
Princess - damsel in distress
Dispatcher - sends heroes off on a mission
False hero - ends up betraying the hero
The hero
end of audience theory
Clay Shirky
suggests that traditional media consumers are now active participants
may have happened due to evolving/improving of technology
Challenges the notion of a passive audience.
- Fandom theory
Henry Jenkins
Theory of fandom/participatory culture, fans are shaping how media is produced.
Fans collaborate online, shaping narratives and influencing industries
Male Gaze Theory - Objectification/sexualisation
Laura Mulvey
States that gender power asymmetry is a controlling force in media
constructed for the pleasure of the male viewer
which is deeply rooted in patriarchal ideologies and discourses
Means that male viewers are the target audience
therefore their needs are met first and that this problem stems from an old fashioned, male-driven society
The Bechdel Test
Simple way to gauge the active presence of female characters in Hollywood films.
Have at least two named female characters
Who talk to eachother
About something besides a man
IF a text subverts male gaze a female may have
Agency (controlling the story)
Challenging the male perspective
May not conform to beauty standards
May pass the bechdel test
Clothing
Hair
Disability
how does laura mulvey male gaze affect male portrayal
portrayals of men as invulnerable, heroic, rational, and emotionally restrained, reinforcing traditional toxic masculinity
camera avoids lingering shots that might feminize men
female gaze
reframes male representation, showing men as emotionally complex or as objects of desire themselves
Uses and gratification theory
Why people watch media:
Escapism
Identity (tied to media consumed)
Relationships (allows people to have conversations and build relationships)
surveillance
—
contrasts with older theories that viewed audiences as passive recipients of media messages
Cruella (2021) budget
around 100 million (according to impd)
Cruella (2021) worldwide box office
Earned 234 million
Cruella (2021) marketing and merchandise
Synergy with Disney's media ecosystem, including promotions on Disney+ and features on its official fan club site, D23.
Merchandise and brand partnerships, like a makeup collection with MAC Cosmetics, helped extend the film's presence beyond the screen
Cruella target audeince
PG-13 rating and rebellious tone aimed to attract young adults, and nostalgic adults who grew up with the 101 Dalmatians franchise.
Cruella Hesmondhalgh's Theory of Cultural Industries:
risk minimization and profit maximization. By creating a prequel to a globally recognized piece of media, Disney minimized the risk associated with a new products
use of star actors (Emma Stone, Emma Thompson) and the hybrid release model (theatrical and streaming) further minimized risk while creating new revenue streams to maximize profit.
Cruella Curran & Seaton's Theory of Media Ownership:
demonstrates the concentration of power in the media industry because
film benefits from and reinforces Disney's dominant position as it allowed Disney to use its various platforms to promote and monetise the films.
Shows how large corporations control the production and distribution of media to maintain their power.
Moonlight A24 budget
4 million dollars (according to impd)
Moonlight A24 worldwide box office
66.8 million dollars (according to IMPD)
the little mermaid budget
355.1 million USD
the little mermaid worldwide box office total
569 million USD
what makes a box office success
makes 2.5x their budget
Parasite budget
11.4 million USD
parasite world wide box office total
262 million USD
lady bird budget
10 million USD
lady bird worldwide gross
79 million USD
director of pastlives
celine song
director of hereditary
ari aster
hereditary budget
10 million USD
hereditary worldwide gross
90 million USD
disney’s acquisitons
Pixar, Marvel, Lucasfilm, and 20th Century Fox
fox news currant and seaton theory
operates within a concentrated media ownership structure,
controlled by Rupert Murdoch’s News Corp conglomerate which also owns The Wall Street Journal and The Sun.
argues that most media industries are dominated by a small number of conglomerates that prioritise profit and political influence over diversity of output
business model depends on maximising audience loyalty and engagement, not necessarily delivering balanced journalism
fox news Hesmondhalgh’s cultural industries principle
Reproducing formulaic, emotionally charged content (e.g. recurring coverage of immigration, patriotism, “culture-war” issues).
Employing recognisable presenters (Tucker Carlson, Sean Hannity) who function like stars to build brand loyalty.
Using cross-platform promotion across cable, YouTube, and social media (vertical + horizontal integration)
exemplifies how ownership concentration encourages sensational, click-driven production strategies that prioritise profit and ideological reinforcement over journalistic diversity
clips are optimised for YouTube, Instagram, and short-form media, allowing the brand to dominate multiple channels.
fox news stuart hall
constructs reality through selective framing, portraying events like protests, migration, or social justice movements using loaded language and imagery. shapes audience ideology, influencing how groups are perceived.
Example: coverage of Black Lives Matter often juxtaposed peaceful protests with images of fire or crime, encoding meanings of “danger” or “disorder.”
Hall argues that media representations don’t reflect reality but construct it, leading audiences to internalise stereotypes
binary opposition theory fox news
frequently structures narratives as “us vs them”:
Conservative values vs liberal “chaos.”
Patriots vs immigrants.
oppositions simplify complex political issues into emotionally resonant binaries, making the content easier to digest, share, and monetise
fox news hypodermic theory
Passive audiences injected with ideologies via repeated exposure, explaining how consistent narratives can shape public opinion (e.g. vaccine hesitancy, election distrust)
fox news uses and gratification theory
Modern audiences actively select Fox News to satisfy psychological needs:
Surveillance: gaining information (though ideologically filtered)
Identity: affirming political or national identity
Social interaction: belonging to a community
Escapism: emotional reassurance through predictable narratives
united states cable tv big three
Fox News, CNN, and MSNB
fox news viewership
Averaged 3.28 million viewers in weekday prime
ahead of ABC (3.25 million viewers), CBS (3.1) in 2025 according to Forbes
Clash royale
Curran & Seaton’s Power and Media Industries theory
Supercell is owned by Tencent, a global tech conglomerate that also owns stakes in Riot Games and Epic Games
a handful of conglomerates dominate, producing repetitive yet safe content to sustain profit and power rather than diversity
Clash royale Hesmondhalgh’s Cultural Industries theory
minimises risk and maximises profit by:
Re-skinning and re-balancing existing game mechanics (e.g. “Evolution” cards) rather than innovating entirely new systems.
Cross-platform integration: linking Clash Royale promotions to Clash of Clans and YouTube campaigns.
Controlled scarcity: releasing time-limited “evolution” cards to create FOMO and drive microtransactions.
cycle—introduce → paywall → nerf
maximises short-term revenue while maintaining long-term engagement. media industries recycle proven formulas to reduce financial uncertainty, privileging monetisation over originality
clash royale semiology
chests, crowns, and gold function as signifiers of achievement and status
Comments on consumerism as a natural extension of competition, aligning in-game success with economic power and reflecting capitalist values embedded in modern media text
clash royale binary opposition theory
victory/defeat, pay-to-win/free-to-play, mastery/luck
reinforcing the idea that spending confers superiority
clash royale end of audience theory
YouTubers and TikTok creators (e.g. Jynyxi, Ian77, and Ryley CR) have transformed the audience into co-producers of meaning
They critique nerfs, expose paywalls, and influence perceptions of balance.
Their algorithm-optimised videos double as marketing for Supercell—free promotion that also pressures the company to respond.
clash royale fandom theory
Communities create memes, tier lists, and “no-pay” challenge series
fan practices that resist the corporate model while sustaining the game’s visibility
participation lets fans reshape narratives and hold producers accountable.
factors that would influence production for a new company
ownership and market concentration (curran and seaton Power and Media Industries Theory), conglomerates are big competitors to new companies
Technological developments (multi-platform distribution, Digital access can globalise visibility)
Cultural and representational factors (new companies often distinguish themselves through inclusive narratives)
Regulation and ethical factors
audience participation and digital fandoms
Todorov Theory
Five stages:
- Equilibrium: normal and stable routine.
- Disruption: A force or an event disturbs the initial equilibrium, causing a conflict.
- Recognition: Characters realise a disruption has occurred and figures out how to restore balance.
- (Attempted) Repair: Climax of the narrative, where characters try to solve the problem/defeat the disruption and repair the damage.
- New Equilibrium (Reinstatement): Story reaches to an ending when the resolution is reached and stability is established. involves an improved version of the original as characters have been changed by the events
Sub Rosa
indie niche game
multiplayer FPS built around intense negotiations, double-crosses, and high-speed car chases
development of sub rosa
Developer: Cryptic Sea (Alex Austin)
Publisher: Devolver Digital
Distributor: Devolver Digital / Steam
launched on Steam Early Access in 2021, available in early access in 2012
Status: Indefinite "Early Access" (Effectively Abandoned)
why sub rosa built such a strong fandom
unique concept
social unpredictability. Every session could produce different outcomes because the real appeal came from how players interacted: trust, deception, negotiation, teamwork, and betrayal. That made the game highly memorable and very shareable. It also helped the game build a cult following through gameplay clips, YouTube videos, and community stories, because the audience were not just consuming content but actively creating it through play.
how did sub rosa grow
grew through word of mouth