This week in BCM 289 we discussed reality television, mostly in regards to its global popularity and how formats of reality television are able to cross borders easily. Reality TV as discussed in the lecture and tutorials has become one of the largest TV formats. Most of this rise can come from the idea that reality TV is a simple concept that can be spread across the world globally. Mainly because the concept of a reality TV show is simply a shell and can be translated easier than something like dramatic TV shows across borders because the shows really only have a small specific amount of rules and most of the entertainment comes from the participants involved. The production also signified a change between media companies selling finished products i.e. ones with scripts and storylines to one that sells the concept of a tv show i.e. reality shows. This type of ease in translation has made reality television spread globally at a rapid rate, global media scholar Joseph Straubhaar described it as “genre imperialism” due to its global spread.
Reality TV itself derives most of its entertainment from the participants on the show, so in a show like idol the reason the concept of the show spreads so wide is because of the idea that it’s a local participant is going to win and become a mega-star musician or entertainer and would be a local from that country so it provides a sense of nationalism in that regard. Other reality shows like Big Brother also rely on the idea of cultural proximity because a local audience would be more understanding of the participants especially in the terms of different areas and backgrounds interacting with each other.
As a case study I would like to look at I’m a celebrity. I’m a celebrity is a british reality tv show where the participants aren’t local regular people but rather local celebrities. The show has had in total 12 different versions produced. I’m a celebrity is a perfect example of how cultural proximity is used in the production of these shows. The celebrities in question for each show are more than likely B to C-list actors, retired athletes and local personalities, to someone outside of the local intended audience they would probably be completely unknown. For example in the Australian version they has as one of the biggest stars cricketer Shane Warne but outside of Australians and hardcore cricket fans Warne isn’t a notiable name but to our local audience we all know who Shane Warne is. And it is the same across all versions of i’m a celebrity across the world because the show.
The rise of reality shows reflects the modern media environment because it’s quick to produce and relatively cheap to produce entertainment and due to the rise in competition from streaming platforms legacy media companies and modern media companies have to produce new entertainment constantly to keep up and reality shows are one of the best ways to do that.
Bcm 289 Wk 2 Lecture
Darling-Wolf, F., 2015. Imagining the Global: Transnational Media and Popular Culture Beyond East and West. [Erscheinungsort nicht ermittelbar]: University of Michigan Press.
So last week for BCM 215 we were asked to create a pitch for our digital artifact. Now this week we have been tasked with providing feedback to others in our class about their digital artifacts. The feedback being provided through this task is related to the Rubric provided and our personal view of what they did well in regards to their pitch. Below I have provided screenshots of the pitches I gave feedback to.
When giving feedback to others I mostly looked at how well the pitch was compared to what was expected in the Rubric. I felt like I was fair in my feedback, I prioritized telling them what they did well in their pitches so they can build upon that later in their DA. I am not qualified to give harsh feedback to others so rather I choose to highlight areas where they have done well in. The pitches I looked at were all interesting concepts, had good use of concepts discussed in the lectures and were very clear in what they intend to do in regards to execution of their DA.
I think a large takeaway from this exercise was how important it is to provide feedback to others. When looking at others’ work I found it made it easier to understand concepts I was unfamiliar with prior but now looking at it through the lens of a teacher has made it much easier to understand these concepts. It also has given me some ideas on how potentially I could improve my own Digital Artifact with concepts and ideas that I couldn’t think of prior to doing this task.
In this week’s BCM 241 blog post we were asked to give some feedback to others in our class about their Digital Artefacts they posted last week. We have been asked to give feedback to 3 different digital artifacts. The feedback was related to the rubric and what we thought they did well in their blog post. Below I have provided the screenshots of the blog’s i did comment on.
When giving feedback to these individuals I mostly looked at the rubric to see if they had hit on all bases. I felt like I was fair when I was giving feedback, I mostly look for clarity myself and their ability to express what their digital artifact is and how it relates to media ethnographies. I could have probably spent more time looking at the digital artifacts and trying to gauge them more but due to the time limitations of this assignment I was unable to. Overall though I believe I did a decent job at evaluating these individuals’ works.
When reviewing these digital artifacts and looking at them through the lens of a teacher or marker I found that afterwards I understood the topics discussed in the pitch better. Through this I have become more aware of certain aspects of my digital artifact that I had missed in my own pitch. I think overall this experience of giving feedback has been positive as I was able to look at others’ work and it has given me ideas I can implement in my own digital artifact to improve it.
To clarify what I said in the pitch video regarding a timeline, I will be posting a video once a week for week 5 onwards until this assessment is finished. The posting of the video weekly is important to analyse how the community interacts with my persona as well as to see how other influencers in the community affect the way I produce my video in regards to style and topics. This component of the assessment will require me to analyse not just me as an audience member of the community but also as a creator and see how others in the space influence my videos. I will be predominantly looking at how the influencer domino effect works in regards to the NBA community with my primary platforms being Youtube, TikTok and Twitter as these are platforms I either consume content from or create it. I would be utilizing research methods and strategies such as Participant Observation and Field Mapping to understand how the community interacts with influencers inside of it.
For my digital artifact as I stated in my video pitch, I will be creating a video series that would be regarding the game series Grand Theft Auto 3D universe. Due to the time constrictions in the video I would like to clarify a few things in regards to timeline and execution. As stated in the video production will begin week 5, the videos will be around 10-20 minutes long depending on how much information i will be able to find which should be relatively easy to find as the GTA series is quite popular. The sources will be mostly articles regarding the games and the appropriate topics layed out in my video pitch. For example in my video regarding Grand Theft Auto San Andreas i would talk about the controversial ‘Hot Coffee Mod’ which was found in the files of the game, the hot coffee mod was a interactive sex mini game that was found in the files of GTA San Andreas. The mod caused a lot of controversy at the time and sparked social groups to fight against rockstar games and cause moral panic regarding the Grand Theft Auto series and other violent video games.
Well well here you are again… Welcome back, how’s the kids. Well I’m back with another weekly blog post. Last week we discussed my media niche, which is of course basketball. I have previously used my 30 Clip Productions youtube channel in previous digital artifacts. So I have experience in interacting with my niche audience of basketball fans. I am also fairly active in consuming basketball related content from other creators on the platforms such as youtube, tic tok and twitter.
So I have used an observational method of conducting my research into my media niche. The method of research I would be conducting is Participating Observation which is observing the information as well as participating in the area of research. For me as I consume a large amount of basketball related content on platforms such as youtube and tic tok I have a fair understanding on how the basketball community online works and interacts, I would also be an active participant as I am a content creator.
The next step of this process is to create a field site.
As you can see my field site consists of the platforms the community predominantly uses, topics that are common in the community, participants and examples of what I previously mentioned. The key areas of my field site were platforms, participants, persona and style. Each area serves its own aspect in regards to the field site of my channel 30 Clip Productions. To explain more furthoughly, for example something like style is important as many different individuals in the community may discuss the same topics but in different styles. Whether that be more factual and serious or more in a causal way. A good example for me would be the difference between Rusty Buckets and Motown Noah. Both NBA content creators who may talk about the same topics but approach it in a different way, this also relates to their personas as when talking about a field site all of the factors come together to make it.
Well from last week’s blog post about a beloved franchise like Spyro the Dragon to now diving into the sewers of gaming history to hopefully catch us a ‘bad’ game. Gaming as media has produced classic games and franchises from the grand theft auto games which are cutting edge in detail for sandbox games and the mario games which laid the framework of platforms both 2D and 3D but we still have some stinkers from time to time. We have had some bad games, from broken mechanics, bad game design and bugs which make the game unplayable. But one game stands high on the mountain of sewage waste which is the ‘bad’ games, one that causes the crash of the western gaming industry. Well of course I’m talking about E.T. not the movie following a loveable alien but rather a gaming following a whole less loveable pixelated version of E.T.
The game was released december 1982, and was bad even for games of that time. Slammed by critics as boring, terrible graphics even for the time and clunky unplayable controls. But the game itself wasn’t the reason it’s so notable, it’s because of how much this game affected the entire industry around it. Atari spent a massive amount of money to license the product somewhere around 20 million dollars which was unheard of for a game at the time. Atari was so sure it was going to be a success but well spoilers it wasn’t. But in all honesty ET wasn’t the only reason the Western gaming industry collapsed in 1983, it was because poor quality control by Atari’s part which led to the gaming industry to become oversaturated with poorly made products. E.T. It was the final nail in the coffin as it was a highly anticipated release that was so bad that it made many believe that home video games were a failure.
The gaming industry rebounded when Nintendo started releasing consoles and the failure of Atari is also why Nintendo is so strict even to this day with licensing 3rd party games for their consoles. So in conclusion Atari is bad, E.T. The game is really bad don’t play.
I have of course never played E.T. because i wasn’t even a concept in 1981 so i have left a link to someone else playing the game as well as a short comical video talking about this topic.
It’s sometime in the mid-2000’s a young Kyle has just come over to his Nan’s for friday night dinner, he runs to the spare room and boots up the old ps1 in the spare room and begins to play a game. Spyro: Year of the Dragon, even the title of Spyro gives me massive nostalgia. Spyro as a game was a 3D platform along the same lines as Crash Bandicoot and was released on the Playstation 1, the game followed the Spyro who has to help the elder dragons retrieve the baby dragon eggs stolen by an evil sorcerer who is the main villain. Honestly the story of this game in my opinion doesn’t matter, my child brain couldn’t comprehend it either way and this was still in the early days of gaming. The story wasn’t the main focal point but rather a vessel to justify the player doing the things they are doing and giving them tasks. The beauty of these older games is the simplicity of them, Spyro is pretty much just your average 3D action platformer for the time with jumping puzzles, enemies dumber than rocks and a simple story to keep the player engaged.
When asked how I could analyse a game i really couldn’t think but i realised something when looking back at this game. It gave me an overwhelming amount of nostalgia, Spyro as a series is one that holds a special place in my childhood. It was probably one of the first games I ever played, even whilst looking at footage for this game to write this blog post I was flooded with memories from my childhood. The game completely rapped me into this fantsitcaly world of Spyro. From the sound design in the game, the game’s level design and the beautiful sky box which made this super linier game feel massive to me as a child.
Nostalgia, especially video game nostalgia is something that is increasingly becoming relevant as gaming has grown in the last 25 or so years. People who would have played games in the Spyro trilogy would be entering their late-twenties or early thirties and have massive Nostalgia for these games that they played in their youth. This can be seen in the fact that Spyro had a remaster of the original trilogy made in 2018 for the ps4 which was celebrating the original’s release in 1998.
For an actual analysis of this game I would love to conduct interviews with people who played this game in their youth and understand what this game symbolises to them. Then I would turn it into a video essay to show the power of nostalgia in older video games using Spyro as a case study.
Hey, welcome to my first blog post in BCM241. Exciting times. Well might as well get right into it and stop fluffing up to fill the word limit. For this first blog we were asked to discuss our media niche that we will be using in our DA. So if you couldn’t tell by my past DA’s I’m a massive sports fan in particular basketball. So I think that would be most likely the media niche I will use in my DA. Specifically the more ‘hard-core’ NBA fan base that cares about things like in depth statistics for example.
How does basketball relate to media ethnographies well? It’s all about fundamentals. In Daymon Christine and Holloway Immy paper ‘Ethnography’ they described ethnography “ethnography entails researchers immersing themselves in the natural setting and cultural life of a group, organization or community for an extended period of fieldwork” With the purpose of “understand the cultural world of participants in the study, and the symbolic role of communications”.
So now with a firm understanding of what media ethnography is, how does this reflect my choice of niche. Well we have been asked to think about how we consume and use media, well when i dove into that i noticed that i prodmentaly used platforms like youtube, tiktok and twitter and on these platforms i consumed a lot of basketball content. It does make sense as previously for DA and personal use I actually ran a basketball youtube channel called 30 clip production where I produce videos that were in depth looks at player careers, teams and interesting facts about the NBA in general.
So persona, well persona is the way an individual projects themselves. In this context it relates to how content creators use persona’s to project a layer of individuality in their content. A persona is not a brand, a brand can include someone’s persona but persona itself is something different. For example, for me my persona is 30 clip productions. I try and project is someone who is a hardcore NBA fan, i’m also trying to add into my online persona some humor in their to separate myself from other content creators in the NBA youtube community.
So this is my idea, I’ve linked a video of mine I have uploaded as a reference to the material i would be producing in this DA.
In the process of compiling my BCM 212 research portfolio I learned many different things in regards to the research process. In my research I used forms of research known as qualitative and quantitative research, prior to starting the research project I was unaware of these types of research and what they meant. I also had a lot of learning moments as well during the making of this report especially in regards to time management. I believe I could have done better in this report if I more smartly planned out when I would do the steps to complete the research. Even though I did create a gantt chart for this project I did not follow it, much of the project was done during the last 2 weeks. This left us trying to balance doing this while also trying to manage other classes, assignments and personal matters.
If I was to do this project again I would have done a few things differently. Firstly I would have followed a gantt chart or another time management tool more strictly, this would have massively helped me to better manage my time and avoid stress and overworking myself. I would have also liked to receive more feedback on my twitter polls and interviews. For my interviews I asked more people but many said they were busy and would not like to participate. The polls themselves didn’t receive many votes which is negative for the validity of this assessment. To remove these obstacles I should have asked for the interviews earlier because it seemed that people were refusing to do them because they were busy with university work at the time.