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Media + Literacy
All Media texts that can be read for meaning
Reading skills are learned through media literacy
Reading requires an active process of interpretation
Media + Everyday life
A source of pleasure and routine
A tool for learning and interpretation
A form of connection and social currency
An expense paid for in $$$, time, and/or info
Utopian views and critiques
perspective
If you find it objectionable, there’s something else
It can act as an informational & educational resource
It’s a window to new experiences
THUS: Multiplicity of choice & viewpoint
criticisms
Dismissive of social harm
Ignores commercial interests: Is there really something for everyone
Ignores production hierarchies
Employs the “myth of progress”
Dystopian views and critiques
perspective
Passive & addictive
Exploitative & formulaic
Consumerist
THUS: directly harmful to individuals & society
criticisms
Totalizing: is it all bad?
Nostalgic
Elitest
Assumes passive consumption
Mirror perspective views and critiques
Perspective
Media mirrors major social changes
Criticisms of the mirror perspective
Ignores media maker agency
Ignores the selective process of production
Different reasons why audiences watch
Different audience interpretations
INSTEAD: the cultural approach
Media changes society + society changes media as “cultural context”
Media Text
Media Users
Media Industries
Media Technologies
Technological convergence
“Black Box”” combing a variety of different media techs into a single machine
Content convergence
Content from one medium now available through a variety of devices
Implications of content convergence
FOR THE INDUSTRY: Collect fragmented audiences through many outlets
FOR MEDIA MAKERS: More outlets for material // opportunities for $$$
FOR AUDIENCES: Individualized consumption experience
Timeshifting
Placeshifting
Greater content variety
BUT: must navigate options and choices
Transmedia extensions & goals
Supplemental content from one medium on other platforms (finding show content through music, video games, behind the scenes video content. HAS TO BE LICENSED, fan fiction does count in this content
Transmedia Storytelling
A form of TM extension in which all media share the same “textual universe” across media (Star Wars)
Codes
(STYLE)
Length
Visual Style (lighting, camerawork, editing)
Audio Style (musical accompaniment, sound design)
Conventions
(STORY)
Setting
Character Type
Plot
Ideology
The evolving “screen ecology” (Craig & Cunningham)
“LEGACY MEDIA” “OLIGOPOLY” STABLE…
“SoCal Business culture” = Hollywood “w/ their time-honored business models of talent-driven mass media & premium content & limited measurement”
…UNITL CHALLENGED BY “DIGITAL MEDIA PLATFORMS”
“NorCal Business culture” = IT strategies, “permanent beta,” automation. Sophisticated measurement, “constant iteration,” etc.
“Portals” like Netflix w/ “closed” “pro-generated content” w/ TV-like content
“social media entertainment” (Craig & Cunningham)
like IG & YT w/ “open” “user-generated content” w/ “Social media logics”
Feels just like social media
Stories have audiences
Audiences consume/decode the story
Imagined audience = intended audience of consumers
Actual audience = including “interlopers” not part of the imagined audience
Paratexts
“extratextual” material operating outside of the text
impact audience, industry, & critical understanding
THUS: They help create the text
AND: paratexts operate as the source of meaning for the majority of people who never consume the text
Ideology & Dominant ideology
Values & Beliefs that people use to make sense of the world
Feel commonsense/natural to those who hold them
Spread through powerful institutions like family, education, government, media, etc.
Can be widely shared, but never universal
Those with power shape the “dominant ideology” through institutional control
Reinforces the power of the few . . .
. . .yet is shared by the majority.
AND: dominant ideologies can evolve over time
Hegemony & Counter-hegemony
The process of maintaining power through seeking ideological consensus
Agreement rather than force
media reinforcing the interests of the powerful vs….
media provide resistant “counter-hegemony” challenging these interests
SO: ongoing process that must be constantly reaffirmed
Ex: The American dream
texts as polysemic
They can be interpreted in multiple ways
SO: Audiences are active participants in interpreting a message based on their own experiences & beliefs
BUT: shared cultural experiences & beliefs mean some meanings are more widely recognized
• HOWEVER: Variable interpretations mean that texts are sites of struggle
encoding vs. decoding (Hall)
Media makers encode the text w/ preferred meanings
which are often hegemonic in that they reflect the dominant ideology
vs.
Texts are DECODED at the level of consumption in one of three positions:
Dominant-hegemonic = accepts preferred
Negotiated = partially accepts preferred meaning
• 3. Oppositional = rejects meaning for an alternative one
Values of encoding/decoding
All messages contain more than one potential interpretation
Producers (aka media makers) can’t close off all decodings
Our own experiences & beliefs color our decodings
The struggle w/ getting people’s ideological agreement
Criticisms of encoding/decoding
Few perfectly dominant or oppositional readings
Works better for overtly ideological texts over ambivalent/ambiguous ones
Multiple motivations behind production/encoding
Needs to link decoding back to encoding
Textual approach to genre
GENRE = Content sharing conventions & codes
Problematizing the textual approach
Determining genre is based on a mix of conventions & codes
BUT: based on select differences
SO: no system for what differentiates demand for a new category
THUS: some shared categories matters, others don’t
THIS MEANS: Genres aren’t textually self-evident
Discursive approach to genre (Mittell)
Genres determined by cultural discourse (common, shared understandings)
Genre= a category “agreed upon” by industry + critics + audiences
APPROACH: Not determining its codes & conventions but how genre is understood through discourse (the cultural)
Ex: Genres based on address
Ex: Animation
Industrial utility of genre
Organize production
A label to manage consumer interest
An attempt to manufacture success by offering the familiar
BUT: genre must be communicated through promotion (trailers, posters, etc.)
“Horizon of expectation” = genre is a “contract” between producers and audiences
AND: Genres can become more or less popular overtime
Production run = spike in genre/subgenre copycats after success
Genre innovation
Problem of generic repetition = risk of bored audience
SO: Genres are “dynamic” & mutate to add differences
Repetition = followed established genre codes & conventions
Innovations = deviate from genre codes & conventions
RESULT: Predictability + surprise
Ex: The sitcoms of codes & conventions
AND becomes established if codes & conventions widely adopted
Genre hybrids
Texts that can’t be reduced to a single genre
Shows how generic elements can be combined & subverted
AND: This is party of the audience pleasure in consumption
story characters & audiences
Characters are assigned traits that impact the story
lead character = the protagonist driving the story
Audiences are encouraged to identify with the protagonist
*Externally (frequency/screen time, reaction shots, achievement)
*Internally (voiceover, POV, memory/dream sequence)
Hierarchy of knowledge
Revelation = when a story point is revealed to the audience
Recognition = when a story point is revealed to the character
Revelation & recognition together = surprise
Recognition before revelation = audience curiosity
Revelation before recognition = suspense
Paratexts for industry & audience
Paratexts = “extratextual” material operating outside of the text
impact audience, industry, & critical understanding
THUS: They help create the text
AND: paratexts operate as the source of meaning for the majority of people who never consume the text
Industry = use of paratexts is intensifying
synergy across various media holdings (TV, film games, etc.)
Intense promotion is necessary in crowded media environment
Audience = speculative consumption in making determinations about the text
Studying media industries & audience
Discourse on workers & roles focuses on the most “exceptional” (including leaders and “auteurs”)
BUT: they (and other workers) are one part of media creation, management, production, distribution, etc.
“complex, specialized, & multifaceted” structures of industries & institutions
Dynamics of “circumcised agency” of industrial roles & everyday practices
Value of Studying media workers (H/L/P)
Provides nuanced understanding of media industries
How they evolve over time (including duties, skills required, & status)
How they shape content
Reflect in part larger “traits or issues facing media industries”
Mediation
Practice of recording/selecting/ordering events into media narratives
Not reality but a representation of it
A construction shaped through codes & conventions + narrative structure
News & How it’s shaped
The result of routines that become formalized into professional norms
GOAL: Newsworthiness + Objective reality
SHAPED BY:
Social process ($$$, deadlines, experts used, creator bias, recording, etc.)
SO: no objective representations of reality
Codes & conventions (visual style, music, character types, setting, etc.)
SO: news is constructed to “feel” objective + newsworthy
Four ways of constructing reality TV (Kraszewski)
Reality TV is constructed through:
Selecting participants
Overarching & mini narrative structures
Location
Editing
The Real World utility + narrative (Kraszewski)
INDUSTRIAL UTILITY:
Expand original production using cheap reality TV
Help create a routine schedule
NARRATIVE:
Respond to charges of realities exclusion & promote liberal values
Blames racism on the rural individuals
Absolves target demos, structural factors
SO: the construction of reality TV helps construct our beliefs & values
Celebrity
Person who attracts attention to such a degree that their life & personality are of public interest
BOTH:
Workers + Products
cultural products + economic products
Economics of celebrity
GOAL: Encourage consumers to buy a new product by offering something familiar & appealing
Proliferation of celebrity b/c:
Celebs want to increase their audience appeal by increasing their visibility
Media companies want to promote their products using celebrity marketability
Other media also rely on celebrity to generate $$$
Star image & its four components
Body of work (roles, albums, etc.)
Promotion (authorized & calculated image construction)
Publicity (generated by the press etc. outside of direct control)
Audience practices (including general public, fans, and anti-fans)
+ INTERNET = more of everything & greater sense of intimacy/connection
Celebrity & Audiences
Stars are the product of audience fascination
“Embodied attention” = mimicking celebrities style, buying products, consuming their media & media about them, etc.
AND: Celebrities as proxies representing broader cultural identities, values, and concerns
SO: What does the public’s interest in particular celebrities say about your concerns & values?
Relevant fantasy (Fiske)
Celebrities can provide an empowering relevant fantasy capable of modeling alternative identities
SO: They’re polysemic in meaning that they are capable of multiple decodings
Character Types vs. Stereotypes
A “shorthand” to help media makers communicate quickly meaning
Intertextual constructions w/ commonly understood traits & behaviors
vs.
Reduce an entire group into a few simple characteristics, + or -
Emerge from inequalities of representational power
Spread intertextually through repeated media representations
Representation
To represent
To stand for
The practice of image creation (“the work of representation”)
In mediamaking
SINCE: Every representation includes/emphasizes & excludes/deemphasizes
RESULT: helps “construct” reality by perpetuating or challenging values/beliefs/norms
Power & Representation (Croteau & Hoynes)
PORTRAYAL OF DIFFERENCE
Inclusion “who is represented, & who is absent”)
Roles (“what are the quality of roles available?”)
Control (“who has the power to construct media, & who is representing whom”?)
The Other & how media spread it
Anyone who is “not like us”
“We” are “normal”
Presented as a contrast to “us”
Media spread othering through:
“Symbolic annihilation” (absence of representation)
Stereotypes
3. Absence of self-representation
“Splitting” (Hall)
Splitting = fix boundaries between social groups
Create differences and fix boundaries
Us vs. them (normal/mainstream vs. abnormal/outsiders)
GOAL: Maintain ‘social order’ through reinforcing power inequalities
Multicultural representation
Visibility & diversity alone can yield “plastic representation” (including via “blind casting” & ensembles)
INSTEAD: cultural specificity
EVEN BETTER: multicultural representation
*portrayal of culture differentiates within groups
*not just “role models” but multiplicity” of characters, realities, contexts
*more characters = less weight of single representation as “burden of representation”
Four Media sales logics
Commodities = paid in full by consumers
One time sale (consumers keep product)
Price covers all costs (including profit)
Turnstile = sell access to content
Consumer pays “admission”
Ex. Movie theaters, concerts, streaming TV
Ad-supported = “free” to consumer
Advertisers pay cost of media in exchange for access to consumers (“impressions”)
Consumer pay in attention + time + increased product costs + data
Microtransaction = lots of little payments
Ex. “Freemium” (free-to-use + “premium”) options app-based games
Payments from big spenders subsidize other users
Three Hybrid sales logics
Combination = multiple simultaneous logics
Ex. Some streaming services = Turnstile + ad-supported
Ex. Some video games = commodities + micro transaction
Economies of scope = selling a product across multiple revenue streams”windows” & logics
Ex. Movie “windows” = “theatrical”
“video”
“rental”
“subscription
“free TV”
Premium option = changing additional $$$ for a premium version with additional perks
Ex. Turnstile add-ons
Ex. Ad-free Spotify, YouTube Premium
Maximizing profit vs. market share
Increase revenue: economies of scope, international markets, overproduction (successes offset failures)
Minimize expenses through economies of scale: the cost of making a product decreases with the # of units sold
vs.
The % of a market held by a specific company
Tracks how well a company does compared to its competitors
Maximizing investment capital vs. sunk cost fallacy
The more money it invests in/promotes the project, the greater likelihood of success
BUT: the more time & money you invest in something the harder it is to walk away from it.
The culture industry
Commercial producers of mass culture
GOAL 1: Maximize return on investment
GOAL 2: Reinforce the dominant ideology through media
PRODUCT: Spectacle, diversion, consumerism INSTEAD OF communication & enlightenment
RESULT: Mass produced entertainment exploiting, alienating, & stunting the working class
Mass culture
Not authentic “folk culture” or original “high culture”…
…but industrialized & formulaic media produced by the culture industry
SO: not from the masses, for the masses
Reifies audiences (turns them into objects)
Impact of mass culture
Undifferentiated “dull, unimaginative, repetitive” media fosters…
Undifferentiated “dull, unimaginative, repetitive” audiences.
Conformity
Mindless stimulation
Artificial concerns
Leisure time becomes commodified
No sense of community/collectivity
False conciousness
Mislead people into thinking that the route to contentment comes from consumption rather than upward mobility
Presents accumulating consumer goods as an expression of identity and “free choice”
RESULT 1: Fantasy of control really creating inexhaustible dissatisfaction
RESULT 2: de-skills, de-politicizes, desensitizes, isolates overworked masses
Mass media industrialization
Media is manufactured like other industrialized commodities
Standardization = formulaic assembly line production
Social Cement = “commodified catharsis” providing just enough relief to sustain capitalism through work
Pseudo-individualization = same product hidden by a veneer of difference
Criticisms of the Frankfurt School
CRITICISMS:
Elitist defense of high culture (only see that the media they consumed is the non-harmful one)
Sweeping generalizations re: production
Greater media choice today compared to the past
DOESN’T ACCOUNT FOR
Failure (mass media’s failures in interaction with the masses)
Innovation
Actual audience interpretation
Structuring social relations (Fiske)
Value systems to which we understood & orient ourselves
Social norms that guide individual social relationships
Grants power to some groups over others
Ex: New Newlywed Game & “official” vs. “popular” winners
BUT: these can be contested in the “space between social norms & their particular application”
Embarrassment & Quality (Fiske)
Embarrassment occurs when social norms/SSRs are disrupted
INCLUDING: taste hierarchies as “legitimate” & “illegitimate” pleasures
AND: overcoming embarrassment can challenge & change culture
Popular culture
A process, not a thing or category
Assembled from mass culture resources
Concerned with meaning at consumption, not producer intentions
The meaning-making process turns mass culture to pop culture
Explaining how people use & understand media
Interpretation
Pleasure
Sociality
Contestation
Excorporation vs. Incorporation (Fiske)
Mass culture & Pop culture feed off of each other (jeans example)
Pop culture scans mass culture for resources it can appropriate
Mass culture scans pop culture for tastes/interests it can commodify
Criticisms of pop culture analysis
Popular celebration
Pop culture spreads harmful ideas too
Validates dominant/commercial interests
Audiences can be active but that doesn’t meant mean they’re powerful
What concepts (for midterm) did Craig & Cunningham talk about
The evolving “screen ecology”
“social media entertainment”
What concepts (for midterm) did Hall talk about
Encoding vs. Decoding
Splitting
What concepts (for midterm) did Fiske talk about
Relevant fantasy
Structuring social relations
Embarrassment & Quality
Excorporation vs. Incorporation
What concepts (for midterm) did Croteau & Hoynes talk about
Power & Representation
What concepts (for the midterm) did Kraszewski talk about
Four ways of constructing reality TV
The Real World utility + narrative
What concepts (for the midterm) did Mittell talk about
Discursive approach to genre
What concepts (for the midterm) did (H/L/P) talk about
Value of Studying media workers