Thursday, 26 September 2013

Hollywoodisation



Hollywoodisation is the generalisation of a story or a series of events that has conformed to the typical proceedings that are usually seen in stereotypical “Hollywood” movies. Often these films or television shows are almost too perfect, over glamorous, or completely unrealistic in regards to the normal lives of an average individual.

Often these movies have many typical stereotypes and a fairytale ending just to really complete the perfect picture that many Hollywood movies paint for the viewers. This often gives off an unrealistic view on how life should be to many people, especially in the younger generations, which in the media can be viewed in a negative light, giving false hope and ideologies for many younger generations.

A prime example of a movie that falls into the category of Hollywoodisation would be the 2004 blockbuster “Mean Girls.” Based around a bunch of high school students in America, this movie touches on your typical teenage issues, such as drinking, a young girls struggle with boys, and making friends with the “popular” kids. Typically in the movie there is a range of stereotypical characters, an issue and then finally a resolution at the end of the film resulting in a happy ending for the characters in the story.

 Mean Girls Trailer
http://www.youtube.com/watch?v=KAOmTMCtGkI


Many movies create this perception of an unrealistic reality, with characters living in a perfect world with the perfect live. These movies have been a object of Hollywoodisation, and more and more each day are falling along a similar path. 





Mean Girls - Trailer, Youtube clip, Paramount Movies, 14 May, retrieved 26 September 2013, <http://www.youtube.com/watch?v=KAOmTMCtGkI>.


Celebrities


The reliance celebrities have on social, digital and mobile media in the current day is ever expanding, and will only continue to rise. What used to simply only be the paparazzi and newspapers projecting various celebrities images is now indeed only a stepping stone in relation to the image that they desire to project to the wider public.

Various media outlets such as Facebook, Twitter, Instagram, and YouTube to simply name a few, now enable celebrities to project and become much more active in the way of social media and their image online.

In regards to the specular metaphor celebrities are constantly worrying about how they are perceived in the public eye, whether it be what they wear, how they act or how they are viewed in general these are permanent factors especially in celebrities eyes. 

This has changed the way many celebrities act and think, as with the use of social media they can now partially control part of their persona that is perceived by the public. With globalisation and the media in the current day, adapting to new forms of technology is a must, in order to keep up in regards to the specular world. This enables them to try keep on top of factors like damage control, rumors, and other information released to the public that they may not see in their best interests. With the ability to access digital, social and mobile media almost anywhere and at anytime these days, this really does work in the best interests of many celebrities, and just proves how important it is for them to change in the response of various media outlets.  

Damsel in Distress


During this week’s tutorial class, the game my group created was called Quarantine. As discussed throughout the class, the typical “damsel in distress” is a very common character across many movies, television series and video games. Creating a strong storyline there is usually a strong masculine character that’s job it is, is to indeed save this usually very pretty helpless girl. 

Our invented game, infact the tables have turned! The city has been locked into quarantine as a virus spreads over the entire city. It is indeed up to the main female character of the game, to venture round the city, piecing together the mystery of the unknown virus, and how to save the city along the way. Facing many issues, the beautiful “damsel” is no longer in distress, but infact the savior of the city.

In regards to Raessen’s domains of participation being the interpretation, reconfiguration, and construction our made up game would promote these factors. Participatory media cultures are present throughout video games as they are interactive for all players. Choosing characters, features, weapons, and where and how you get places throughout the game are all interactive features of participation evident whilst gaming. Interactivity s also known as participation (Raessens, pg.378), and the reconfiguration of the existing game module enables players to make decisions on their own, whether it be which path to take, or way to turn. Construction being the addition of new game elements exist in the making of new games or the modification of existing games, deconstructing or altering existing systems (Raessens, pg.381).

All together Quarantine, would incorporate these factors, enabling players do roam the town freely choosing their paths, missions, what they looked like and various weapons used along the way. Creating this kind of interactivity Raessen’s domains of participation would be evident throughout the new video game.

Raessens, J. 2005, ‘Computer games as participatory media culture’, Handbook of Computer Game Studies, MIT Press, Cambridge, Mass, pp. 373-388

Blogging and Education


Over the past five years blogging has become an alternate source of information and opinion, which can be accessed all around the world instantly. Once upon a time, opinion pieces were only found in newspapers and on the news, but now there are more blogs and bloggers online than we could count. From what used to be a nerdy approach online, it has transformed into one of the most popular ways to express thoughts in a public form.

Judy Robertson’s article “The educational affordances of blogs for self-directed learning” discusses the educational advantages when it comes to online blogging and self-learning. It enables students to take control of their education, discussing ideas with other peers and teachers as well as potentially assisting in assignments, tips for studying etc.

The use of blogs is a great platform for students whether they be at a secondary or tertiary level of education, whether they are unsure of information or don’t completely understand their teachers, this gives them a level to explore where similar peers may be feeling the same way or be able to assist. The freedom it gives students and teachers with self-directed learning enables those whom really want to get the most out of their education the proper opportunity.

On a global level blogging has really changed the way that information can be expressed and projected around the world. Whether it be at an educational standard, political or simply personal opinion, these views can be broadcasted to a wider audience at the click of a few buttons and accessed almost anywhere around the world.

Robertson, J. 2011 ‘The educational affordances of blog for self-directed learning’, Computers and Education, vol. 57, pp. 1628 – 1644.