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  • new ways and meanings

    med

    ia

    3rd Edition

    5_61_05447_MEDIA_Prelims 1 16/8/07 10:53:31 AM

  • 5_61_05447_MEDIA_Prelims 2 16/8/07 10:53:31 AM

  • new ways and meanings

    Colin Stewart

    Adam Kowaltzke

    med

    ia

    3rd Edition

    5_61_05447_MEDIA_Prelims 3 4/6/08 9:53:55 AM

  • Third edition published 2008 by

    John Wiley & Sons Australia, Ltd

    42 McDougall Street, Milton, Qld 4064

    First edition 1990

    Second edition 1997

    Typeset in 9/ 12.5 pt New Aster LT

    Colin Stewart and Adam Kowaltzke 2008

    The moral rights of the authors have been asserted.

    National Library of Australia

    Cataloguing-in-publication data

    Stewart, Colin.

    Media : new ways and meanings.

    3rd ed.

    Includes index.

    For secondary school students.

    ISBN 978 0 7314 0544 2 (pbk.).

    1. Mass media Textbooks. I. Kowaltzke, Adam. II. Title.

    302.23

    Reproduction and communication for educational purposes

    The Australian Copyright Act 1968 allows a maximum of one chapter or 10%

    of the pages of this work, whichever is the greater, to be reproduced and/ or

    communicated by any educational institution for its educational purposes

    provided that the educational institution (or the body that administers it)

    has given a remuneration notice to Copyright Agency Limited (CAL).

    Reproduction and communication for other purposes

    Except as permitted under the Act (for example, a fair dealing for the

    purposes of study, research, criticism or review), no part of this book may

    be reproduced, stored in a retrieval system, communicated or transmitted

    in any form or by any means without prior written permission. All inquiries

    should be made to the publisher.

    Cover design: Adam Kowaltzke

    Cartography by MAPgraphics Pty Ltd, Brisbane

    Illustrated by Steve Hunter, Paul Lennon and the Wiley Art Studio

    Printed in China by

    Printplus Limited

    10 9 8

    All activities have been written with the safety of both teacher

    and student in mind. Some, however, involve physical activity or

    the use of equipment or tools. All due care should be taken when

    performing such activities. Neither the publisher nor the authors

    can accept responsibility for any injury that may be sustained

    when completing activities described in this textbook.

    Cover design rationale

    The book design is based on pixels. The media are

    transitioning to a fully digital form delivered entirely on

    screens that reproduce media content through millions

    of pixels and in millions of colours.

    Media are also transitioning to a model in which

    user-generated content becomes a key aspect. New

    media especially encourage participation. This idea

    is illustrated on the cover by the bright, new pixels

    emerging from underneath the greyer pixels above,

    which represent the stale and dusty facade of old

    media. Participation makes the media more reflective

    of society. The design uses elements of reflection to

    reinforce this idea.

    Media are ubiquitous and play a part in almost

    everything we do in the complete spectrum of our

    lives an idea represented in the design by the

    colour spectrum. The spectrum also refers to the test

    patterns used for colour televisions, illustrating that

    not everything about the media is likely to change so

    rapidly.

  • Preface vii

    About the authors viii

    About eBookPLUS ix

    Acknowledgements x

    1 Introductiontothemedia 1

    Traditional media and new media 1

    2Languageproductionelements 4

    Media language 4

    Genres 7

    Language elements of lm and television 10

    Editing: shot-to-shot relationships 21

    Language elements of radio 27

    Language elements of the print media 28

    Computer-based language elements 30

    3Representation 35

    Representing reality 35

    Representation of gender 40

    Representation in television comedy 45

    Representation in news and current affairs 49

    Docudrama and truth 53

    Law and order on television 56

    Advertising and stereotypes 58

    Representation in soap operas 60

    Representation in video games 61

    Representation and the internet 64

    4Technologies 69

    A culture of technology 69

    The democratisation of information 74

    The impact of new media on traditional media 76

    Privacy 81

    Digital imaging 83

    Mobile media technology 85

    5Mediaindustryproductionissues 90

    New media industry issues 90

    Working in the video game industry 92

    Copyright and the internet 94

    Music and movie piracy 95

    Internet censorship 96

    6Australianmediainstitutions 102

    Media institutions 102

    Public and private institutions 108

    Regulation and self-regulation 110

    Australian content 114

    Australian media ownership 116

    The structure of the television industry 120

    The structure of the radio industry 129

    The ratings system 132

    7Narrative 135

    Story elements 135

    Narrative structure 138

    Characters 141

    The heros journey 144

    Setting 146

    8Audience 147

    Characteristics of audiences 147

    Individual meaning makers 148

    Constructing audiences 151

    Targeting audiences 152

    9Mediainuence 155

    Theories of media in uence 155

    Protecting audiences 165

    The violence debate 168

    Do advertisements really work? 174

    Effects of playing video games 180

    Positive and negative media effects 183

    Contents

    5_61_05447_MEDIA_Prelims 5 4/6/08 9:53:56 AM

  • VI

    10 Social values and discourses 186

    Texts and contexts 186

    Social values 190

    Discourses 192

    Discourses and social values by decade 196

    11 Cross-media genres 203

    Television and film documentaries 203

    Documentary writing 209

    Docudrama 214

    12 Film 220

    The medium of film 220

    Film response and promotional texts 222

    Film movements 227

    Australian film 235

    World cinema 244

    Film noir 254

    Gangster movies 261

    Horror movies 265

    Martial arts movies 273

    Musicals 279

    Road movies 284

    Romantic comedies 290

    Thrillers 295

    Westerns 299

    Science fiction (by Darren Sinclair) 304

    Film adaptations of novels 310

    13 Television 316

    The medium of television 316

    Television news 321

    News writing 325

    Soap operas 333

    Television comedy 344

    Situation comedies 348

    Sketch comedies 353

    Crime drama 356

    Music videos 364

    Television advertising 369

    Reality television 376

    14 The internet 383

    The medium of the internet 383

    The structure of internet communication 388

    The internet audience 391

    Internet institutions and industry issues 393

    Web design 400

    Internet advertising 404

    Social networking and social media 409

    Blogs 418

    Citizen journalism 420

    15 Video games 425

    The video games medium 425

    Video game genres 429

    Massively multiplayer online games (MMOs) 433

    Narrative in video games 436

    Games and movies 440

    Advertising and advergaming 442

    Developing a successful game 443

    Audience issues 447

    16 Radio genres 450

    The medium of radio 450

    Radio music formats 453

    Talkback radio 457

    Radio comedy 460

    Radio plays 463

    Radio advertising 466

    17 Newspapers 469

    The newspaper medium 469

    The online newspaper 474

    The editorial 477

    The social comment cartoon 480

    The news story 487

    The feature story 490

    18 Magazines 495

    The magazine medium 495

    The magazine feature article 501

    Magazine fiction 503

    Magazine display advertisements 506

    Key terms 511

    Index 519

    5_61_05447_MEDIA_Prelims 6 16/8/07 10:53:33 AM

  • VII

    Preface

    Welcome to the third edition of Media: New Ways

    and Meanings, a book that has helped inform

    Australian media teaching for the past eighteen

    years. During this time, teaching about the

    media has evolved as senior school curriculums

    have taken account of the dramatic changes

    wrought by the digital media revolution.

    Each edition of Media: New Ways and Mean-

    ings has been published on the cusp of a new

    stage in media teaching. Each development has

    required a new approach to the support mat-

    erials provided to teachers and students. Writing

    back in 1972, David Layton saw the development

    of school subjects as occurring in three stages:

    beginning with the introduction of the subject

    on the grounds of relevance to students, through

    the development of a disciplinary basis to the

    mature stage where the subject area has its

    own established conventions and values. Within

    media education, this text has developed in par-

    allel to the increasing maturity of the fi eld.

    The fi rst edition was published in 1990 as

    media education was coming in from the fringes

    of educational thinking and gaining wide accept-

    ance as an important new discipline. There

    followed a period of exponential growth in the

    teaching of media both as a separate subject and

    within the study of English.

    The second edition was published in 1997

    as the internet came to prominence as a new

    medium of communication. It was the fi rst high-

    school media studies text to take account of the

    digital media. By this time media studies had for-

    malised its discipline base, with its central core of

    key concepts embedded in curriculum documents

    across Australia. These new ideas were refl ected

    in the additions and revisions to the second

    edition. Simultaneously, the idea of literacy itself

    was being redefi ned to include an expanded range

    of skills outside the narrow tradition of print

    literacy. An array of social, technological and

    economic factors was moving the visual image to

    the centre stage of communication, and the domi-

    nance of the screen was beginning to be asserted.

    At the time of writing the third edition during

    2007, the most profound change was the huge

    movement towards citizen involvement in media

    creation and distribution. This was expressed in

    Henry Jenkins notion of a participatory media

    culture, an idea that has been taken up by Aus-

    tralian media educators generally. The growth of

    video sharing and social networking sites allowed

    for more democratic distribution of media

    texts. The proliferation of relatively inexpensive

    cameras and editing programs gave everyone the

    ability to become a media producer. Implicit in

    this third edition is Axel Bruns conception of

    the produser: belonging to new online commu-

    nities, the new media participant in the digital

    age is both a producer and a user of media.

    Media: New Ways and Meanings, third edition, may be the fi rst high-school media studies text

    to have been developed using the potential of

    online communities. Substantial numbers of

    teachers across urban and regional Australia

    responded to online surveys into the topics of

    study. Material was also developed in response

    to topics generated on several discussion lists

    on games and media in conjunction with focus

    groups of teachers in several states.

    Taking account of these new developments,

    in this text we have set ourselves the goal of

    supporting teachers in developing a diversi-

    fi ed critical literacy that encourages students

    to access, analyse and create media in new and

    participatory ways.

    5_61_05447_MEDIA_Prelims 7 16/8/07 10:53:33 AM

  • VIII

    Colin Stewart

    Colin Stewart is Head of Department Visual

    Arts and Media at Kenmore State High School

    in Brisbane. He has taught media subjects for

    more than 25 years, including Film and Tele-

    vision, English, Animation and most recently

    Film, Television and New Media. He has acted

    as a media education advisor, served on assess-

    ment moderation panels and also been on the

    writing teams for several state media curriculum

    documents. He has degree majors in journalism

    and is currently undertaking doctoral studies in

    media education.

    Adam Kowaltzke

    Adam Kowaltzke is a user interface and user

    experience designer at Avanade, a global IT con-

    sultancy established by Accenture and Microsoft.

    Adam specialises in visual and experience design,

    usability and art direction for web-based media

    and applications, as well as computer applica-

    tion interface design. His role also encompasses

    accessibility, information architecture and

    branding. Before his IT and design career, Adam

    gained degrees in media and art education, and

    in fi lm and television production.

    About the authors

    5_61_05447_MEDIA_Prelims 8 16/8/07 10:53:34 AM

  • ix

    Next generation teaching and learning

    Using the JacarandaPLUS

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  • X

    There are many people we would like to thank for

    their help with this book.

    Firstly we would like to thank our families. It has

    been their time as well as ours that has been taken up

    to produce this book. Colin Stewart: Thanks to my

    daughters Tully and Bridie who have grown up with

    this text over twenty years and as Generation Y are

    now old enough to suggest programs or movies, make

    corrections and add valuable ideas. Thanks also to my

    mother Norma and brother David for help of various

    kinds and for providing occasional pieces of infor-

    mation or precise dates. Adam Kowaltzke: Thanks

    to my wife Ariane for her support, especially during

    the many nights Colin and I worked together on the

    book, and for the many months spent assisting and

    supporting me while I researched and wrote. Special

    thanks for her intrepid exploration of the Second Life

    world as Thursday Moody.

    Secondly we would like to thank the production

    team at John Wiley & Sons Australia who have worked

    with us to produce this text. We would especially

    like to thank Senior Publisher Jan Cousens for her

    support, guidance and faith in the project. We would

    also like to thank our editor Jem Bates for his preci-

    sion, his incisive critique and the many extra hours

    he put into the book. Our thanks also to Jill Tait for

    all her work on the multimedia support materials.

    Thirdly a range of people have given important

    help at different stages. Their contribution is very

    much appreciated.

    Thanks to Darren Sinclair for his section on science

    fi ction fi lms and also for his timeline suggestions and

    general input on a whole range of matters related to

    new media, television and fi lm. Thanks to Russell

    Gilmore for his critique of the text at different times

    during the writing.

    For their critique of the cover designs by Adam

    Kowaltzke, we would like to thank Cathy Magi, Derek

    Johnston, Barbara Shapcott, Damian Legoullon and

    Darren Sinclair of the Visual Arts and Media faculty

    at Kenmore State High School in Brisbane.

    For his support and engaging exchange of ideas we

    would like to thank the president of ATOM Queens-

    land, Michael Dezuanni, lecturer in fi lm and media

    studies at Queensland University of Technology. We

    would also like to thank Jackie Cook of the School of

    Communication at the University of South Australia

    for general input and specifi c research suggestions.

    We would like to thank the members of the Vic-

    torian focus group, Glenda Morris, Jamieson Kane,

    Polly McCarthy and Mia Tolhurst, who gave up their

    time to assist with the development of the contents

    and advise on the requirements of the VCE Media

    study design. For their critique of the second edition

    and suggestions for the third, we would like to thank

    Melanie Beal and Jacqueline Heath in Victoria, Neal

    Harris in Western Australia and Kristi Street in

    New South Wales. Thanks to the members of ATOM

    Queensland and ATOM Victoria for collegial discus-

    sions online and sometimes in person. Special thanks

    to those many ATOM members who responded anony-

    mously to the online surveys used to develop topics

    for the text. We hope we have lived up to expectations

    and apologise for any omissions.

    Thanks to Sarah Malcolm of Adelaide University

    for access to her PhD thesis on reality television.

    Thanks also to Christina Pollard for information on

    the Go for 2&5 campaign; Ian Ross for anti-smoking

    campaign information; Eddie Leeon for his review of

    the world cinema section; Matthew Clayfi eld for use

    of parts of his commentary on Australian cinema;

    Gary Wilson of Cutting Edge Post Production for

    advice and referrals.

    The willingness of people in the media to assist

    in media education was one of the many enjoy-

    able aspects of writing this book. We are especially

    indebted to Larry Engelmann for his help on Bol-

    lywood cinema; Ian Garland of ASTRA for help

    on subscription television; Jane Foster on crime

    drama/ police procedurals; Jason Romney and Eliza-

    beth Osder on electronic newspapers; Lee Spurway,

    John Stock and Damien Ryan on the news sections;

    Peter Pinne and Julia Smith on soap operas; Edward

    Rowe, Matt Braid, Geoff Wild and the late Peter

    Heathwood on television advertising; Wesley Enoch

    on advertising representation; Jon Robbins, Bill Kelly,

    Acknowledgements

    5_61_05447_MEDIA_Prelims 10 16/8/07 10:53:36 AM

  • XI

    Phil Lentz, Barry Bissell and Bob Gallagher on radio

    formats; Murray Olds and Roy Jamieson on radio talk

    shows; Gareth Evans and Tom Duggan on newspaper

    editorials; Geoff Eldridge and Pip Wilson on maga-

    zine feature articles; Sean Leahy and Patrick Cook

    for newspaper cartoons; and Eric Sibly and Chris

    Heazlewood for providing programming and Vista

    images for the new media chapter.

    Thanks to the Film, Television and New Media stu-

    dents and also the English students of Kenmore State

    High School who provided the original raison dtre

    for this book. Special thanks and best wishes to the

    cohort of 2007.

    Thanks fi nally to the hundreds of academics, text-

    book writers, magazine and newspaper journalists,

    website content creators and media educators whose

    work has formed the basis of the research for this

    book.

    Colin Stewart

    Adam Kowaltzke

    The authors and publisher would like to thank the

    following copyright holders, organisations and indi-

    viduals for their assistance and for permission to

    reproduce copyright material in this book.

    El Periodico/ Jordi Cotrina: fi gure 1.1 Mercedes-Benz:

    fi gure 2.1 Judy Horacek, www.horacek.com.au: fi gure 2.4

    Corbis: fi gures 2.15, 3.1(b); / Sygma, fi gures 2.2, 12.42;

    / Digital Stock, fi gures 2.10, 12.14(a); / John Springer

    Collection, fi gure 2.12; / Bettmann, fi gures 3.1(a), 12.34;

    / zefa/ Brigitte Sporrer, fi gure 3.1(c); / J. Howard Miller,

    fi gure 3.5; / MGM, fi gures 7.1, 12.50; / Artkey/ Chen

    Banding, fi gure 12.20; / John Springer Collection, fi gures

    12.27, 12.51, 12.54; / Underwood & Underwood, fi gure

    12.29; / Sunset Boulevard, fi gure 12.32; / Bai Xiao

    Yan/ Sony Pictures Classics/ Bureau L.A. Collection, fi gure

    12.36; / Bureau L.A. Collection, fi gure 12.57 Austral

    International Press Agency: fi gures 2.5, 2.18, 2.22, 3.4

    (Roger Moore, Pierce Brosnan, Daniel Craig), 6.7, 7.5, 9.9,

    10.2, 11.4, 11.8, 12.4, 12.7, 12.21, 12.22, 12.31, 12.39,

    12.45, 12.46, 12.55, 12.56, 13.13, 13.20, 13.32; / Comedy

    Central/ Entertainment Pictures, fi gure 3.3; / Photo by Rex

    Features, fi gure 4.8; / Entertainment Pictures/ 20th Century

    Fox/ Photo by David James, fi gure 12.52; / Camera

    Press/ Jerry Watson, fi gure 12.53 Magnum Photos/ Cornell

    Capa: fi gure 2.8 Shamley Productions, Inc.: fi gures 2.9,

    2.13, 2.14, 2.20, 2.21, 2.24 (both) Getty Images:

    / Thomas E. Franklin/ The Bergen Record, fi gure 2.11;

    / Time & Life Pictures, fi gure 3.4 (George Lazenby);

    / Hulton Archive, fi gure 3.11; / The Image Bank/ Michel

    Tcherevkoff, fi gure 6.1; / Patrick Rivire, fi gures 6.18, 6.19;

    / M. Mckeown/ Stringer, fi gure 9.17; / Keystone/ Stringer,

    fi gure 11.6; / Time & Life/ Stringer, fi gure 12.24; / Silver

    Screen Collection/ Hulton Archive, fi gure 12.30; / Time &

    Life/ Al Fenn, fi gure 12.49; / CBS, fi gure 13.31; / Karen

    Bleier, fi gure 14.15 Universal City Studios, Inc.: fi gures

    2.16 (both), 1999 Newspix: / Adam Head, fi gures 2.17

    (both); / Steven Moore, fi gure 9.11; / News Ltd Advertising,

    fi gure 9.14; / David Geraghty, fi gure 12.1; / John Wilson,

    fi gure 13.1; / News Ltd, fi gure 13.3; / AFP, fi gure 13.11;

    / Matthew Bouwmeester, fi gures 13.22; 13.25; / Kelly

    Barnes, fi gure 16.2; / Bob Finlayson, fi gure 17.5 The

    Kobal Collection: / Warner Bros, fi gure 2.25; / Sony Picture

    Classics, fi gure 2.26; / Danjaq/ EON/ UA, fi gure 3.4 (Sean

    Connery, Timothy Dalton); / 20th Century Fox, fi gures 3.6,

    12.26, 13.23; / Tri-Star, fi gure 3.8; / HBO/ Worldwide Pants

    Inc., fi gure 3.10; / Warner Bros/ David Lee, fi gure 3.16;

    / Paramount, fi gure 3.17; / Universal TV/ Wolf Film, fi gure

    3.18; / Tri-Star/ Rafy, fi gure 3.20; / Warner Bros, fi gure 6.8;

    / Sony Picture Classics/ Bernd Spauke, fi gure 7.2; / Manga

    Entertainment, fi gure 9.8; / Universal/ Francois Duhamel,

    fi gure 9.10; / Warner Bros/ Sidney Baldwin, fi gure 9.12;

    / Republic, fi gure 10.1; / Warner Bros/ Jasin Boland, fi gure

    10.7; / Dog Eat Dog/ Miramax, fi gure 11.1; / Cannon, fi gure

    11.7; / Universal/ Jonathan Hession, fi gure 11.9; / Decla-

    Bioscop, fi gure 12.5; / Produzione De Sica, fi gure 12.6;

    / Arte France/ Blind Spot, fi gure 12.8; / Longford, fi gure

    12.12; / R&R/ AFC/ South Australian Film Corp/ Paramount,

    fi gure 12.13; / Picnic/ BEF/ Australian Film Commission,

    fi gure 12.15; / Videofi lms/ Mact Prod, fi gure 12.23; / London

    Films, fi gure 12.25; / Monarchy/ Regency, fi gure 12.28;

    / New Line, fi gure 12.33; / Concord/ Golden Harvest, fi gure

    12.38; / Vestron, fi gure 12.40; / MGM/ Path, fi gure 12.44;

    / Paramount, fi gures 12.47, 15.1; / 20th Century

    Fox/ Christine Loss, fi gure 12.48; / NBC-TV/ Paul Skipper,

    fi gure 13.12; / Columbia, fi gure 13.24; / CBS-TV/ Touchstone,

    fi gure 13.26; www.zoodango.com: fi gure 2.29 Microsoft

    Corporation: fi gures 2.31, 14.9, 14.11. Screen shots

    reprinted with permission Heiwa Alpha Co.: fi gure 2.32

    Mixart.com: fi gure 2.33 Yale University World Wide

    Web Style Guide/ Sarah Horton: fi gures 2.34, 2.35

    Guerrilla Girls Inc.: fi gure 3.2 AAP Image: / AP Photo,

    fi gure 3.7; / Famous, fi gure 3.9; / Elizabeth Hanna, fi gure

    7.6; / Shannon Morris, fi gure 12.19; / Double PR/ Nick

    Obank: fi gure 13.33; / AP/ Alexander Chadwick, fi gure 14.24

    Glasgow University Media Group Really Bad News: / Colin

    Wheeler, fi gure 3.13; / Dominic dAngelo, fi gure 3.15

    Patrick Cook: fi gures 3.14, 6.6, 13.17, 13.18, 13.19, 17.7,

    17.16 The Age Online: fi gure 3.21 Central Intelligence

    Agency: fi gure 3.22. Map redrawn by MAPgraphics Pty

    Ltd, Brisbane Al Jazeera English: fi gure 3.23 United

    Features Syndicate Inc.: fi gures 4.1, 4.9, 5.1. Distributed by

    Auspac Media Wikipedia: fi gure 4.3 OzSpy: fi gure 4.4

    E Ink Corporation: fi gure 4.5 www.eepybird.com: fi gure

    4.6 Last.fm Ltd: fi gure 4.7 Nokia: fi gure 4.11 SMS

    Movies: fi gure 4.12 Reporters Without Borders: fi gure

    5.3. Map redrawn by MAPgraphics Pty Ltd, Brisbane Jon

    Kudelka: fi gures 6.2, 6.10 Ward ONeill: fi gures 6.3,

    13.16 Tony Edwards: fi gure 6.5 David Rowe: fi gure 6.9

    Illustration by Harry Afentoglou: fi gure 6.11 Fairfax

    Photo Library/ Ninian Carter: fi gure 6.12 Allan Stomann:

    fi gure 6.13 ABC Library Sales: fi gures 6.14, 6.15, 6.16,

    13.10, 14.19, 16.6 Ron Tandberg: fi gure 6.17 AGB

    Nielsen Media Research: fi gure 6.22 B&T Weekly

    Magazine/ Reed Business Australia: fi gure 6.23 In Without

    Knocking (oil on canvas), Charles Marion Russell

    (18651926)/ Private Collection, Peter Newark/ Western

    Americana/ The Bridgeman Art Library: fi gure 7.3 Jenny

    Coopes: fi gures 8.2, 13.34 Sturt Krygsman/ News Ltd:

    fi gure 9.4 Brandon Centerwall: fi gure 9.6 Androniki

    Christodoulou: fi gure 9.7 Commonwealth of Australia:

    OFLC classifi cation logos, pp. 1667. Reproduced by

    permission Volvo Car Australia: fi gure 9.15 Ubisoft

    Entertainment: fi gure 9.16. From Tom Clancys Splinter Cell

    Chaos Theory. 2005 Ubisoft Entertainment. All rights

    reserved. Splinter Cell, Splinter Cell Chaos Theory, Sam

    Fisher, the Soldier Icon, Ubisoft, Ubi.com and the Ubisoft

    5_61_05447_MEDIA_Prelims 11 16/8/07 10:53:37 AM

  • xii

    logo are trademarks of Ubisoft Entertainment in the US and/ or other countries. Unilever Australasia R. J. Matson: figures 9.18, 10.10 The Australian Womens Weekly (18 March 1959)/ ACP Publishing: figure 10.6 The New Yorker Collection 1997/ Ed Frascino/ www.cartoonbank.com: figure 10.8 E. A. Manning, The Bodgie, Angus & Robertson, an imprint of HarperCollins, 1959: figure 10.9. Used with permission of HarperCollins Publishers Discovery Channel: figure 11.2 Film Australia: figure 11.5 Fairfax Photo Library/ Jacky Ghossein: figure 12.2 Australian Film Commission: figures 12.9 (both), 12.11. From the collection of The National Film and Sound Archive (a division of the Australian Film Commission) Cinesound Movietone Productions: figure 12.10 Australian War Memorial: figure 12.14(b) Film Finance Corporation Australia: figure 12.16 Jonathan C. Torgovnik: figures 12.17, 12.18 Columbia Pictures: figure 12.43. From Easy Rider, 1969, renewed 1997, Columbia Pictures Industries, Inc. All rights reserved Autocue Group Ltd: figure 13.7 Punch Limited: figure 13.8 SBS: figure 13.9 Network Ten: figure 13.11 (three images), transcript of 198586 news story, page 329 Seven Network/ Photographer Tarsha Hosking, figure 13.14 Fremantle Media Australia: figure 13.15 British Broadcasting Corporation: figure 13.21 Fremantle Media UK: figure 13.29 Ateco Automotive Australia: figure 13.35 SunRice: figure 13.36 Brett Lethbridge: figure 13.37 Tak Bui/ artattack studio: figure 13.38 World Wide Web Consortium: figure 14.1. All rights reserved CERN: figure 14.2 www.internetworldstats.com: figures 14.5, 14.6 News Limited: figure 14.7 The Coca-Cola Company: figure 14.12 (top). Trademarks of The Coca-Cola Company are used with permission. The Coca-Cola Company is not the producer of this textbook, nor does it endorse the contents GM Holden Ltd: figures 14.12 (bottom), 18.5 Dairy Farmers: figure 14.13 Qantas:

    figure 14.14 AttentionCompany, Inc., www.attnco.com: figure 14.16 The Feminist Press at CUNY: figure 14.17. The book can be ordered from www.feministpress.org Yahoo Inc.: figure 14.18. Reproduced with the permission of Yahoo! Inc. YAHOO! and the YAHOO! logo are trademarks of Yahoo! Inc. www.eMarketer.com: figure 14.20 Zadig Voltaire, http:/ / beirutnotes.blogspot.com: figure 14.21 (top) Amos Bitzan: figure 14.21 (bottom) Technorati: figures 14.22, 14.25 Newsvine, Inc.: figure 14.26 (top) www.digg.com: figure 14.26 (bottom) The Arcade Flyer Archive: figure 15.2 RedOctane: figure 15.3 Persuasive Games: figure 15.4 Disney Enterprises, Inc.: figure 15.5 Remedy Entertainment Ltd, 2004: figure 15.6 Universal Pictures Company: figure 15.7, 2005 Rooster Teeth Productions: figure 15.8 Jeff Busby: figure 16.7 Jules Feiffer: figure 17.1 Ralph Steadman/Los Angeles Times: figure 17.2 NON SEQUITUR: figure 17.3, 1996 Wiley Miller. Distributed by Universal Press Syndicate. Reprinted with permission. All rights reserved OhmyNews International: figure 17.4 Peter Nicholson: figure 17.8 Bruce Petty: figure 17.10 Ralph Steadman: figure 17.13 Michael Leunig: figure 17.15 Sean Leahy: figure 17.17 Creators Syndicate/ Leigh Rubin: figure 17.20 The Sydney Morning Herald (1415 October 2006, pp. 289)/ Louise Williams: figure 17.21. Artwork by Simon Letch www.CartoonStock.com: figure 18.1 OK! Magazine: figure 18.2 Renault Australia: figure 18.4.

    Every effort has been made to trace ownership of copyright material. Information that will enable the publisher to rectify any errors or omissions in subse-quent reprints will be welcomed. In such cases, please contact the Permissions Section at John Wiley & Sons Australia, Ltd.

    5_61_05447_MEDIA_Prelims 12 14/3/11 11:39:58 AM

  • Introductionto the media

    Welcome to the datasphere, writes media analyst

    Douglas Rushkoff. Here, good news, bad news, any

    news travels in the blink of an eye. And not just news,

    but information, ideas, fashions, fads, truths, lies and

    propaganda.

    A generation ago, state-of-the-art television

    newsrooms did not have as much media gathering

    equipment as many ordinary homes have today. Cable

    or satellite digital television, 24-hour multichannels,

    music and video downloads to mobile phones, and

    access to the global information superhighway are

    now commonplace.

    According to Rushkoff, the datasphere or media-

    space is the new territory of human interaction,

    where new and old media combine to take up more

    and more of our time. And people are beginning to

    interact with the media in exciting new ways. We are

    in the middle of a cultural revolution that will change

    society forever.

    In the datasphere, new media and traditional

    existing media now interact together. New media

    have clustered themselves around the core of tradi-

    tional media and are offering transformations in the

    way the media are both produced and consumed.

    Traditional media and new media

    What are the media?According to the strictest meaning of the word, a

    medium is a channel of communication. Media, as

    the plural of medium, simply refers to more than one

    channel. The media also refers to the institutions in

    which teams of people work to produce the commu-

    nications we consume. The term is broad enough in

    its usage to also include the actual cultural products

    of the media texts such as newspapers, movies and

    computer games.

    Traditional media developed in the nineteenth and

    twentieth centuries. This term refers to the types of

    media through which a small number of producers

    communicate with a mass audience. Traditional

    media are sometimes called one-to-many media.

    New media developed in the late twentieth century and

    have come of age in the twenty-fi rst century. New media

    are computer-based media with a more complex pattern

    of interaction between producers and consumers. New

    media are sometimes called many-to-many media.

    Since the turn of the twenty-fi rst century, the term

    media has come to include both the traditional media

    and the emerging new media of computer-based and

    digital communication.

    5_61_05447_Media_ch01.indd 1 10/8/07 3:36:24 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    Purposes of the mediaAccording to communications professor Denis

    McQuail, the new and traditional media fulfil the

    following roles in society:

    Political role. The media perform an essential

    political role in all societies, whether democratic

    or non-democratic:

    They provide debate and supply information.

    They make politicians widely known in the

    general community.

    They allow governments to exercise power because

    politicians have easy access to the media.

    They promote new ideas, social change and global

    understanding.

    Cultural role. The media are now among the most

    important communicators about culture.

    They are agents of socialisation. Like schools, the

    media educate the young about the meanings of

    our culture.

    They provide an experience that we can share.

    Media programs and images allow many people

    to have a shared sense of belonging. This is why,

    for instance, many comedians make jokes about

    politicians or television shows because weve

    all seen them.

    They provide important pastimes and leisure

    activities for many people.

    Economic role. The traditional media are large

    industries. The developments in new media have

    increased the importance of the media to the

    overall economy.

    Traditional mediaThe traditional media the so-called mass media

    include television, movies, radio, newspapers and

    magazines. Because their production is so expensive

    it is very centralised. As a result, the communication

    tends to be from a privileged few to many.

    The traditional media have all or some of the fol-

    lowing features:

    Large numbers of people are reached. The audience

    may truly be a mass audience, or it may be a much

    smaller narrowcast audience (see page 127). With

    the exception of movies in cinemas, traditional

    media products are usually produced centrally but

    consumed privately.

    Media products are often multimodal. Language

    has a variety of modes of delivery. These include

    speaking, writing, audio, nonverbal and visual

    modes of communication. Media products com-

    monly combine several modes.

    Some form of technology is employed. Although the

    technology used may be simple, most traditional

    media use advanced technological processes.

    Industrial corporations are involved in production.

    With the traditional one-to-many media, large-

    scale government or commercial organisations

    control the production processes.

    There is often multiple authorship. Since media

    production is an industrial process, workers often

    have specialised roles, as on an assembly line.

    Government regulation often applies. The media

    industry is usually regarded as a special case

    and is subject to some degree of government

    regulation.

    New mediaThe new media are loosely defined and in a process

    of constant change. Large numbers of people are

    involved in both the production and the consumption

    of new media. Anyone with a computer and a multi-

    media program can be a producer. Rapid changes in

    technology have affected media production and con-

    sumption more than most other areas of society.

    Technological change is ecological, says American

    cultural critic Neil Postman. He uses the term in the

    same way as environmental scientists. If you add

    caterpillars to a given habitat, you do not have the

    same environment plus caterpillars. You have a whole

    new environment. According to Postman, a new tech-

    nology does not add or subtract something. It changes

    everything!

    New media have all or some of the following char-

    acteristics (the list has been added to and adapted

    from one by Professor Martin Lister and his associ-

    ates at the University of West England):

    Digitality. The new media convert information

    from real-world lived experience into numbers

    stored on a computer hard drive. This is different

    from the old analog systems where lived experi-

    ence was converted into another real and visible

    product, such as a videotape. The change means

    that it is easy to manipulate and alter the data.

    Interactivity. New media allow the consumer to

    interact with the product to make certain choices.

    This produces a change in the way the audience

    behaves for instance, viewers may become

    users.

    Hypertext. The Greek hyper means above or

    outside. Hypertext is therefore a system of links to

    other texts outside the first text. Hypertext in new

    media differs from the linear style of storytelling

    by allowing people to jump around from text to

    text and within a text.

    5_61_05447_Media_ch01.indd 2 10/8/07 3:36:24 PM

  • CHAPTER)NTRODUCTIONTOTHEMEDIA

    Dispersal. Traditional media are very expensive

    to set up. A television station costs many millions,

    for instance. Computers have created new media

    forms that are much cheaper to participate in.

    New media allow widely dispersed many-to-many

    communication.

    Shared. New media involve user participation and

    encourage user-generated content. This allows

    wider involvement in the production processes.

    Social. New media allow groups of people with

    shared interests to collaborate.

    Virtuality. According to Martin Lister and his

    associates, the new media have created electronic

    places and spaces. In these virtual worlds, people

    can immerse themselves in two opposing experi-

    ences. Using digital new media, they can either

    simulate reality or generate fantasy.

    Global and local. New media provide instant com-

    munication across vast distances, but also make it

    easier to socialise and communicate with friends

    locally.

    Everywhere at once. New media are embedded in

    everyday objects and in our daily lives in such a way

    that media forms are merging into one another.

    Figure 1.1:4HEMEDIASCRUM"EHINDEACHCAMERAANDMICROPHONECANBEMILLIONSOFVIEWERS

    Media: new ways and meaningsTo come to an understanding of the media, whether tra-

    ditional or new, more than just the medium itself needs

    to be considered. The media embody social customs and

    relationships, as well as buildings and hardware such as

    fi bre-optic cable, steel transmission towers and printing

    presses. The media consist of the following elements.

    Products or texts. Media texts are the cultural

    products of the media. A television program, a DVD

    and an online newspaper story are all media texts.

    As new media combine with traditional media, new

    types of texts are emerging. And some texts can

    appear in many forms for instance, The Matrix

    (1999) is a movie but also a computer game.

    Languages and discourses. The media have their

    own way of looking at the world. Each uses a spe-

    cialised language, whether visual or written. Media

    products have distinctive ways of telling stories;

    they have particular narratives and recognisable

    genres. Media discourses are ways of talking that

    we hear over and over again.

    Representations. What we see through the media

    is not reality, but a re-presentation of reality. It is

    constructed from various selection decisions made

    by the producers. The way the media construct a

    view of the world provides an insight into their

    relationship with society.

    Technologies. The technologies of production, dis-

    tribution and reception are integral parts of the

    media themselves. How we receive a communica-

    tion determines how we use it and has an impact

    on what it means.

    Industries and institutions. Media products are

    infl uenced by the organisations that produce them.

    Roles involved in assembling the products have

    an impact on the style of the product. Patterns of

    ownership and government regulation also have a

    signifi cant effect.

    Audiences. While members of the audience may

    not immediately think of themselves as part of the

    equation, without them the media would have no

    meaning.

    Activities1. Neil Postman says that technological change is

    ecological. In small groups, brainstorm some recent

    technological changes in media and apply Postmans

    theory. Has it changed the whole environment in

    some way? As a starting example, consider ways in

    which the invention of the iPod has changed the

    music and broadcasting industries.

    2. Survey the class on the time they devote to the

    traditional media and to the main varieties of new

    media. To do this, fi rst make a list of the media

    you will include. Then ask each class member to

    estimate the number of hours per week they spend

    on each medium. Express the results as total hours

    and also as percentages of time.

    5_61_05447_Media_ch01.indd 3 10/8/07 3:36:26 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    Language production elements

    The rules of spoken or written language cannot be

    used to understand the sound effects or visual images

    in movies and video games. All that unites these

    modes is that they are all acts of communication.

    This uniting factor provides a starting point for

    analysis. At the most basic level, communication

    takes place through signs gestures, sounds, grunts

    and drawn images. It is possible to analyse at this

    level, although it is reducing media language to tiny

    particles of communication. However, the reduction

    to signs does allow all print, sound and visual aspects

    of media communication to be studied together.

    This study of systems of signs and symbols is called

    semiotics.

    SignsAll communication can be seen as messages created

    out of signs. A sign can be a smile, a rude hand gesture,

    a photograph, a laugh or a letter of the alphabet. The

    audience for a message derives meaning from the

    message by interpreting the signs.

    Signs refer to something other than themselves.

    They work as pointers or directions, guiding the audi-

    ence towards thinking in a certain way. For example,

    the collection of marks on a page that is the word apple

    bears no resemblance to an actual apple. All the marks

    do is point us in the direction of thinking about a real

    Media languageapple. While a photograph does bear a resemblance to

    the object it signifi es, it is not the object itself. There-

    fore a photograph is only directing us to think the

    thought, in the same way as letters on a page do.

    The meaning of a sign depends on its cultural

    context. Communications professor John Fiske gives

    the example of an ox. In an English-speaking context,

    an ox may suggest a beast of burden or something

    served between two buns with French fries. For a

    Hindu in India, where killing this sacred animal can

    be punishable by a jail term, the word ox carries a

    very different meaning. Following are terms defi ning

    or relating to signs:

    Signifi ers are the signs. For example, the word apple

    is a signifi er. What is signifi ed are the many mean-

    ings of apple these could include associations

    such as primary school teachers and education

    systems, or the poisoned apple from Snow White.

    Signifi ers can also be called connotations (see

    opposite).

    Icons are signs that resemble the object they refer

    to. Photographs are icons because they are images

    of things that do exist. Icons can also be words,

    however. Onomatopoeia works like an icon because

    it makes language sound like what it signifi es. For

    example, the word crash sounds like the noise it

    refers to.

    5_61_05447_Media_ch02.indd 4 10/8/07 4:10:41 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    Symbols are signs that do not resemble the thing

    they refer to. They derive their meaning from asso-

    ciations built up over generations of habitual use.

    The olive branch representing peace or the cross

    representing Christianity are easily recognised

    symbols with roots in antiquity.

    Denotation is the term given to the naming and

    describing level of a sign. This level defi nes or

    denotes what the sign refers to. For example, the

    word dove denotes a small bird from the same

    family as the pigeon.

    Connotation refers to the associated thoughts that

    any particular sign brings to mind. These might be

    anything connected, suggested or implied by the

    sign. For example, a white dove brings to mind the

    concept of peace, while a turtledove is connected

    with the imagery of love.

    Polysemy refers to the capacity of all signs to be

    many signed (polysemous); that is, to have more

    than one meaning. A dictionary is a good place to

    discover this. The average number of meanings for

    a single word (or sign) in English is four to fi ve.

    The word range is one of the most polysemous, as

    it has 17 different meanings. Within a particular

    culture, signs are not usually regarded as endlessly

    polysemous. The variations that occur are within

    limits set by the social and cultural context.

    Figure 2.1:4HISPHOTOGRAPHDENOTESA-ERCEDES#,34HE-ERCEDESISAPOWERFULSIGN#ONNECTEDWITHIT

    ARECONNOTATIONSOFWEALTHLUXURYANDSTATUS"UTTHE

    -ERCEDESISPOLYSEMOUS)TCANMEANARANGEOFOTHER

    THINGSTODIFFERENTPEOPLE&ORSOMEITCOULDALSOSIGNIFY

    UNFAIRNESSGREEDANDRUTHLESSNESS)NPARTSOF!FRICA

    FOREXAMPLEABLACK-ERCEDESISOFTENASSOCIATEDWITH

    CORRUPTIONANDVIOLENCE4HEVARIATIONSOFMEANINGARENOT

    ENDLESSHOWEVER4HEYDEVIATEWITHINLIMITS

    CodesCodes are systems of signs put together (usually in

    sequence) to create meaning. As with a spy code, a

    set of rules governs the way the code is assembled

    and the linkages that will be made. Members of the

    community who use the code consent to the rules

    and in this way make sense of the communication.

    Codes are therefore a product of the social and cul-

    tural context.

    Writing is a code that allows us to represent

    thoughts on paper. Carefully schooled agreement

    among users allows the code to be understood. In the

    same way, sequences of images in a television drama

    are a code that allows us to participate in the narra-

    tive genre. Code systems may be classifi ed as either

    technical or symbolic:

    Technical codes are codes of the craft or the pro-

    fession. They are technical in the sense of being

    techniques of construction. Technical codes include

    camera techniques, journalistic techniques and

    editing techniques.

    Symbolic codes are systems of signs that are

    embedded within the text itself. These signs have

    strong associative or connotative meanings con-

    nected with them. Symbolic codes include actors

    clothing and body language.

    Table 2.1 lists the technical and symbolic codes of

    the media.

    Table 2.1: 4HETECHNICALANDSYMBOLICCODESOFTHEMEDIA

    -EDIA 4ECHNICALCODES 3YMBOLICCODES

    Television, fi lm, photographs, computer-based multimedia

    Select from:framingcompositionshot typecamera anglelightingspecial effectseditingcamera movementsound volumesound fades and cutssound layeringwritten (structural; e.g. division into parts, words on the screen such as later)computer screen designcomputer interactivitycomputer sequencingcomputer navigation

    Select from:symbolic objectsset designactors body languageactors appearancelightingdialoguesound effectsmusicchoice of language

    Radio, CDs etc. Select from:fades and cutssound volumesound layers

    Select from:dialoguemusicsound effectssilence

    Newspapers, magazines, computer-based multimedia (text) etc.

    Select from:sentence constructionheadlines etc.columnspage designstory placementlayout.

    (Also refer to the codes for photographs.)

    Select from:choice of emotive wordssymbolic typefaces or fonts(e.g. Medieval).

    (Also refer to the codes for photographs.)

    5_61_05447_Media_ch02.indd 5 10/8/07 4:10:42 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    As with all systems of signs, coded communi cations

    must be constructed (encoded) by the sender and then

    interpreted (decoded) by the receiver:

    Encoding refers to the process of making codes. Pro-

    ducers of texts encode their messages using systems

    of signs. Institutional issues infl uence this process.

    Decoding refers to the reading of coded messages

    by the receiver. Issues related to audience have an

    impact on this process.

    ConventionsConventions are habits or accepted ways of doing

    things. Through repeated experiences, often over

    generations, audiences become familiar with the pro-

    cedures of conventions.

    The media have hundreds of conventions. Each of

    them has been built up over so many years that the audi-

    ence believes they are just common sense. In television

    and fi lm, for example, a fade to black may indicate the

    passing of time. Had Hollywood developed differently,

    it could just as easily have been a fade to white (which

    instead tends to suggest death or a dream).

    Conventions operate by general agreement with the

    audience. They are therefore the social and cultural

    component of signs and codes.

    Binary oppositionsThinking in terms of oppositions (masculine/feminine,

    black/white, active/passive, good/bad, rich/poor) is very

    human. Many times we have to remind ourselves that

    things are not always black and white, but rather many

    shades of grey. Binary oppositions are an outcome

    of our way of communicating through signs, codes

    and conventions. Pairing opposites has an interesting

    effect on our thinking about power. Educators Emma

    and Sophie Robinson say oppositions have the effect of

    including or excluding individuals or social groups.

    Binary opposites are not usually equal to each

    other. More often they are locked in a power struggle

    for dominance. For example, the gender opposites

    of masculine and feminine have been engaged in a

    battle of the sexes since time immemorial.

    CommutationThe meaning of a sign, code or convention can often

    be discovered by commuting it into something else.

    Movement, transfer or exchange of a code can result

    in vastly different meanings. For example, if the white

    clothes of the traditional melodrama hero were com-

    muted to black, there would be a change in meaning.

    This change communicates to us the cultural signifi -

    cance of white clothes.

    Figure 2.2:)N*UNIOR!RNOLD3CHWARZENEGGERBECOMESPREGNANTDURINGAMEDICALEXPERIMENTk-YBODY

    MYCHOICElSAYS3CHWARZENEGGERWHENADVISEDTOEND

    THEPREGNANCY4HEHUMOURINTHISMOVIECOMESFROMTHE

    INCONGRUENCEOFTHISBIOLOGICALCOMMUTATION)TILLUSTRATES

    HOWEVENTODAYMALEANDFEMALEROLESREMAINDIVIDED

    MeaningMeaning derives from the cultural and social context

    just as much as it does from the text. Indonesian

    shadow theatre would have little meaning to a western

    audience because they do not have access to the cul-

    tural context.

    Even within the same culture, different meanings

    can be read into one text. A text provides information-

    rich sequences that are rather like building blocks.

    Most people would use the blocks to build understand-

    ings that look similar, but each persons ideas would be

    a little different. Life experiences, gender, race or class

    may all be factors infl uencing a persons construction.

    Some people could build quite unusual structures, yet

    still be using the same set of building blocks. In the

    same way, people make different interpretations of the

    blocks of meaning that are media texts.

    Producers meanings

    personal experiences

    social context cultural context

    Audiences meanings personal experiences social context cultural context

    Context

    Text

    Figure 2.3:!TEXTFOREXAMPLEATELEVISIONPROGRAMEXISTSWITHINASOCIALANDCULTURALCONTEXT0RODUCERSANDAUDIENCES

    WITHINTHESECONTEXTSEACHCONTRIBUTETOTHEMEANINGOF

    THETEXT#ERTAININUENCESAFFECTTHEPRODUCERSANDTHE

    AUDIENCEISSUBJECTTOARANGEOFOTHERINUENCES0UT

    SIMPLYMEANINGISMADEONBOTHSIDESOFTHETEXT

    5_61_05447_Media_ch02.indd 6 10/8/07 4:10:46 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    Genres and codesThere may be many codes linked to and operating within

    the larger conventional code of a large or small genre.

    For example, the semiotician Roland Barthes suggests

    the narrative genre consists of at least fi ve key codes:

    character codes, in which signs relating to person-

    ality, appearance and speech are grouped

    suspense codes, in which information is hidden

    from the reader until the end

    plot codes, which use familiar patterns of story

    development

    structural codes, featuring oppositions such as good

    versus evil or city versus country

    cultural codes based on cultural knowledge, beliefs

    and values.

    Barthes argues that by varying these codes, par-

    ticular genres such as romance or horror movies are

    produced.

    Activities1. Title sequences of movies and television programs

    are often rich in meaningful signs, as producers

    show the key elements of the program and

    the audience they are appealing to. Analyse a

    title sequence in terms of the denotation and

    connotation of its introductory sign systems.

    2. Collect images (or words) you believe are clearly

    more polysemous than most. The meaning of

    these signs will depend on context. Use captions to

    anchor the meaning to a particular interpretation

    you wish the audience to make. Discuss the results

    with your class.

    3. Make a list of well-known visual media conventions

    and outline their meanings. Examples of

    conventions might include cuts, fades, wipes, split

    screens and dissolves.

    PRODUCTION TASKSSelect one of the following production tasks.

    4. Prepare the script for a 20- to 30-shot video

    sequence that relies on the powerful connotative

    effect of selected images to present an emotional

    appeal. The topic can be of your own choice.

    Remember to specify your audience. In a column on

    the side of the script, explain the connotative effect

    you hope to achieve on your target audience with

    each of your chosen shots.

    Choosing a topic that allows you to take a strong

    view about something may make it easier to think

    of ways to manipulate associations and images.

    For example, emotive images are readily available

    for topics dealing with environmental issues.

    Advertisements are another suitable choice.

    5. Create a magazine advertisement. Cut connotative

    images from magazines and assemble them into

    a composite image to sell a product. Explain the

    totality of the effect and give detailed explanations

    of the connotations of each individual image.

    WRITTEN TASK6. In 600 words, analyse a television advertisement in

    relation to the following aspects:

    (a) denotation and connotation

    (b) polysemy (where noticeable)

    (c) technical codes and symbolic codes

    (d) use of recognisable conventions.

    Genres

    Genres are like coloured spectacles that we

    can change but never remove. They are rules

    which always limit the way writers and readers

    construct meaning in texts but which are

    essential in enabling us to read at all.

    Brian Moon, language educator

    Genres (from a French word meaning type, classi-

    fi cation or category) are repeated sets of codes and

    conventions (see pages 57). In the media they are

    ways of putting texts into categories according to

    the characteristics they share. Similar plot lines,

    characters or settings in different fi lms, for example,

    suggest they belong to the same genre. The habitual

    use of genre conventions tends to mean their struc-

    ture stays the same, at least for as long as they are a

    useful way of doing things. Consequently they have

    predictable patterns.

    However, unlike the classifi cation systems of

    biology, for instance, genre classifi cation is vague and

    blurry. Boundaries between genres are not strictly

    defi ned. Hybrid texts change those boundaries all

    the time. Indeed, fi lm genre specialist Stephen Neale

    argues that each new text extends or changes the

    genre by adding something new or altering one of the

    5_61_05447_Media_ch02.indd 7 10/8/07 4:10:46 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    Report genres are based on the retelling of factual

    information but can use aspects of narrative as

    they relate events. News stories fall within the

    report genre.

    Exposition or expository genres aim to convince or

    argue a point of view. Documentaries and newspaper

    feature articles are regarded as expositions.

    Non-narrative genres are those that do not tell stories.

    For instance, a single-frame newspaper cartoon

    does not have any plot development and so is a non-

    narrative text. Music videos that dont rely on a story

    and use jumbled imagery are another example.

    Smaller genresMost people use the smaller categories of genre

    when they think of genre texts. These may be

    divided into:

    Specifi c genres. There are many well-known

    media genres, such as the horror movie,

    the newspaper feature article, the situation

    comedy and so on. Each of these will fi t into

    one or other of the larger categories.

    Subgenres. Genres are often divided into

    subgenres. For example, the horror fi lm genre

    has at least fi ve smaller subgenres slasher,

    supernatural, and so on (see page 265).

    Features of genresGenres have the following characteristics.

    Genres have a step-by-step structure. In

    other words, they have a relatively predictable

    structure of stages that follow one another in a

    sequence. In the narrative genre, the Hollywood

    formula for musicals was said to be boy meets girl,

    boy loses girl, boy gets girl. This is an example of the

    familiar narrative structure of orientation, complica-

    tion and resolution.

    Audiences can usually identify genres because they

    have recognisable features and step-by-step struc-

    tures. Audience enjoyment of them is often derived

    from the familiarity of repetition, with just enough

    variation to add spice.

    Genres are a development of the cultural context.

    In a particular culture, people get used to interacting

    in certain ways. The rituals of traditional Maori

    greeting, for example, developed out of the habitual

    interactions of that culture. Within a culture, people

    like hearing stories with familiar subject matter. In

    Japan, a favourite genre is the samurai story. Respect,

    loyalty and tradition are important to this genre.

    The values and beliefs of the culture will affect the

    types of stories it prefers. For example, western culture

    conventions. In this way, says communications aca-

    demic John Hartley, the creation of just one western

    fi lm changes the whole genre.

    Genres are based on shared knowledge held by the

    producers and the audiences. Genres are a means of

    selecting and constructing a certain view of the world.

    As such, they are closely related to audience reading

    practices (see page 149). An important feature of

    all genres is the tendency to progress in stages. For

    example, the narrative genre typically begins with an

    orientation stage before moving to a complications

    stage, possibly an evaluation stage and, fi nally, a reso-

    lution stage.

    Figure 2.4:'ENRESAREMADEUPOFCODESANDCONVENTIONSASWELLASEXPECTATIONSOFTHEPRODUCERANDTHEAUDIENCE

    4HERELATIONSHIPAMONGTHESEFACTORSISCIRCULAR!CHANGE

    INAUDIENCEEXPECTATIONORINTERPRETATIONCANMEANTHE

    NEEDFORAGENRECHANGE0RODUCEREXPERIMENTATIONTOO

    MAYMEETAUDIENCEAPPROVALANDTHEREFORECHANGEAGENRE

    Types of genresJust as cars, for example, can be roughly divided

    between large and small models, genres can be clas-

    sifi ed into larger and smaller varieties.

    Larger genresBroad categories of genre are based on whether texts

    are fi ction or nonfi ction and whether or not they use

    story techniques. The large genres are as follows:

    Narrative genres use storytelling codes and conven-

    tions such as plot, character and setting. They are

    fi ctional or literary genres. The narrative genre

    includes most Hollywood movies.

    5_61_05447_Media_ch02.indd 8 10/8/07 4:10:48 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    generally favours stories in which good triumphs over

    evil. There is little demand for stories in which evil is

    rewarded or good and evil meet with random conse-

    quences. These preferences lead the audience to expect

    particular characters and familiar plots. The interest

    lies in the twists and turns along the way to resolution.

    Particular communities and countries favour

    certain genres. For example, the Australian cultural

    context appears to have been favourable to the devel-

    opment of the television soap opera. Australian soaps

    are now shown around the world.

    Genres can change. Genres change at about the same

    pace as the overall culture. Being closely tied to the

    culture, they reveal the concerns of the time, as well

    as who has most power in that culture. For example,

    some nineteenth-century British novels, mostly written

    by women, portray a class-based society that denied

    women access to power. This is shown in the 1995

    movie of Jane Austens novel Sense and Sensibility.

    Genres are changing relatively quickly at the

    moment. Technology has brought about a rapid trans-

    formation in culture, changing previously accepted

    ways of doing things. As genres are ways of doing

    things, they too are changing.

    Multigeneric or hybrid texts. Many texts mix and

    match a range of genres to suit new purposes created

    by a changing society. For example, TV programs such

    as the crime drama The Bill combine elements of soap

    opera in the format. Documentaries, often regarded

    as belonging to the larger exposition genre, can also

    display features of the report genre. Docudrama com-

    bines both genres with the storytelling features of the

    narrative genre.

    Intertextuality

    All kinds of texts gain meaning through

    similarities with other texts. If this were not

    true, readers would be astonished and puzzled

    by every new text.

    Brian Moon, language educator

    Intertextuality is best understood as the textual

    equivalent of cross-referencing, says Queensland Uni-

    versity of Technologys John Hartley. It refers to the

    way in which any one text is woven into the whole

    culture and operates as a link to many other texts. It

    is also a reading practice carried out by audiences.

    The ability of the audience to use their familiarity

    with other texts is a skill built up as cultural knowl-

    edge develops. By drawing on references to other

    texts, audiences are able to derive more complex and

    enjoyable meanings.

    The animated television sitcom The Simpsons is

    an obvious example of a text that uses intertextuality

    to maximum effect. When young children watch the

    program they are largely unaware of the hundreds of

    in jokes and references to other television programs,

    movies and books. As they become teenagers, more

    of these references become apparent and so they

    derive more enjoyment from watching the program.

    For adults watching with their families, this effect

    is often greater still, affording them extra pleasure

    when they watch the show.

    Types of intertextualityThe following are types of intertextuality, according

    to John Hartley:

    Genre relationships. Other texts within a genre

    that the audience has seen can be used as a refer-

    ence point to help understand and predict a new

    text.

    Character and actor relationships. Well-known

    actors or characters provide a link to other texts

    and a sense of familiarity.

    Direct quote relationships. Sometimes a text

    makes a direct quote from another text, using it in

    some new way. This kind of recycling is common

    in music videos and in television comedies such as

    The Simpsons.

    Figure 2.5:4HE3IMPSONSCROSSREFERENCES-ARK4WAINSMUCHLOVEDNOVEL!DVENTURESOF(UCKLEBERRY&INN

    4HEREFERENCEISPROBABLYLOSTONYOUNGCHILDRENBUTMORE

    EXPERIENCEDVIEWERSGAINAHEIGHTENEDSENSEOFPLEASURE

    FROMRECOGNISINGTHEINTERTEXTUALITY

    5_61_05447_Media_ch02.indd 9 10/8/07 4:10:49 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    Genres and audiencesThere has been very little research into how audi-

    ences make sense of genres to construct meaning for

    themselves. However, two possible approaches are

    indicated.

    Genres build audiences. A media genre is a way of creating an identifi able product for sale, says

    John Hartley. This product will then attract a

    certain sort of audience. In the case of television

    genres, the audience attracted can then be on-

    sold to advertisers. Genres also serve as a way for

    producers to manipulate audience memories and

    expectations.

    Audience members use genre to build their own

    identities. Some research has been attempted into

    gender preferences for particular genres. There is

    also some indication that people may use prefer-

    ences for certain genres as building blocks to their

    sense of self. For instance, someone who has seen

    the romantic comedy Bridget Joness Diary (2001)

    several times may possibly be using this movie to

    tell themselves something about their own desires

    or who they are.

    Genres and industryIt probably isnt a coincidence that Antz (1998) by

    Dreamworks and A Bugs Life (1998) by Disney/Pixar

    came out in the same year. It just makes good eco-

    nomic sense! Once a genre has been found to be

    successful, various studios will produce more of them

    to extract the most profi t.

    Recycling genre products has several other eco-

    nomic advantages. As Nicholas Abercrombie points

    out, considerable savings can be made by reusing

    props, sets and costumes. Teams of writers and tech-

    nicians can be built up and their skills specialised

    into particular styles of production. Producing more

    of something eventually leads to what are called econ-

    omies of scale cost effi ciencies created by mass

    production.

    Genres change relatively slowly compared with the

    pace of production. Therefore media companies are

    able to standardise their production within genres and

    know that their techniques will suit the market for a

    reasonable period of time. Different audiences can be

    catered for using different genres; this increases prof-

    itability because it leads to better targeting.

    Activities1. As a whole class, make a list of all the media text

    genres you can think of. Begin with movies and

    then consider other media texts.

    2. In small groups, list movies that came out in roughly

    the same time period and seem to have dealt with

    the same topic and used the same genre. Suggest

    some reasons for the similarities.

    3. View an episode of The Simpsons and make a list of

    textual cross-references.

    Language elements of fi lm and television

    The shot and narrative purposeIn fi lm, the term shot has at least two defi nitions,

    and in the early days of cinema they were clearly

    distinguished. The arrival of computer-based media

    has tended to blur the differences between the two.

    In the fi rst defi nition (camera on/off), a shot is the

    interval of time from when the camera is fi rst turned

    on in a scene until the stop button is pressed. This

    defi nition includes any continuous movement within

    the shot. In the second, less common defi nition (posi-

    tion change), the shot is the duration of time until the

    camera is moved to another position. Depending on

    how strictly it is interpreted, this defi nition may or

    may not include continuous camera movement.

    The shot is the prime vehicle for carrying the narra-

    tive. In the visual language of photography, television

    and fi lm, the shot is the smallest unit of communic-

    ation. It is equivalent to a short sentence in prose. A

    typical Hollywood movie has between 800 and 1200

    shots or picture statements.

    Like sentences, picture statements have subjects.

    The picture statement may be saying, Look at these

    great wide open plains. The next shot may say, Look

    at this man on a horse see what he is doing. Picture

    statements are usually changed for one of two reasons:

    a new subject is being introduced, or something dif-

    ferent about the same subject is going to be shown.

    A fi lmmaker or photographer can consider fi ve var-

    iables when creating a shot: shot size, framing, focus,

    angle and movement.

    5_61_05447_Media_ch02.indd 10 10/8/07 4:10:50 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    Close-up (CU): shows the detail of a subject.

    A typical close-up may show only the face of a

    person. The close-up is often used in narrative to

    show emotion. It is common in both film and tele-

    vision, but television narrative relies more heavily

    on it. A face in close-up is what, before the age of

    film, only a mother or a lover ever saw, says media

    analyst Dennis Porter.

    Big close-up (BCU): shows almost all of the detail

    of its subject. On the face, a big close-up would

    include from the middle of the forehead to just

    above the chin. This would show the the social

    triangle of the eyes and mouth. Big close-ups are

    used to show extremes of emotion.

    Extreme close-up (ECU): shows only a portion of

    detail or magnifies something that is minute. An

    example could be a dramatic focus on someones

    eyes. Often an extreme close-up is used to create a

    sense of mystery. It can be very effective in hiding

    what something is until a dramatic camera pull-

    back.

    Extreme long shot (ELS) Long shot (LS)

    Medium long shot (MLS) Medium shot (MS)

    Medium close-up (MCU) Close-up (CU)

    Big close-up (BCU) Extreme close-up (ECU)

    Figure 2.6:4HEEIGHTSHOTSIZES4HEHUMANBODYISTRADITIONALLYUSEDTODENETHESIZEOFTHESHOT7E

    MEASUREEVERYTHINGAGAINSTOURSELVES

    Shot sizesThere are eight main shot sizes. Visual emphasis is

    directly related to the size of the subject in the shot.

    A big, close subject is more powerful. Therefore, the

    choice of which shot to use is the most fundamental

    decision every director makes.

    The definition of shot sizes depends on the subject

    of the shot. A close-up of an elephant is very different

    from a close-up of an ant! Most definitions work

    on a human scale. They define the size of the shot

    according to how much of the human body can be

    fitted into the frame. Figure 2.6 (below) illustrates the

    eight different shot sizes. The main narrative purpose

    of each shot size is as follows:

    Extreme long shot (ELS): a wide view of the com-

    plete setting, such as a coral reef in the middle

    of a vast ocean. In human terms, a person would

    be barely visible in the scene. In the narrative, an

    extreme long shot gives a sense of scale and also

    provides location.

    Long shot (LS): closer than the extreme long shot

    but still shows the complete scene. On a human

    scale, a human figure is clearly visible and the

    complete person fits easily within the frame. In a

    typical long shot, the background still dominates

    the human figure. A long shot is most often used

    in narrative to establish the scene.

    Medium long shot (MLS): a great deal of infor-

    mation about the setting is still visible. Human

    characters can be seen in detail and almost all of

    the body (usually from just below the knees) is in

    the frame. French filmmakers once called this the

    American shot, as it was very common in Holly-

    wood during the film noir period (see page 254). A

    common purpose of this shot is to provide for both

    dialogue and action. In noir films a detective may

    be surrounded by a carefully arranged formation

    of underworld characters.

    Medium shot (MS): defined by some as not too

    close, not too far. On the human body, a medium

    shot would start at around the waist and include a

    little space above the head. Gesture and expression

    are now more clearly visible. The medium shot is

    ideal for dialogue and some limited action.

    Medium close-up (MCU): frames the subject mod-

    erately closely. Medium close-ups used to be the

    typical frame for a newsreader, but many are now

    framed in medium shot. The head and shoulders fit

    comfortably in the frame with a little room above

    the head. The medium close-up is a common shot

    size in television narratives. This is partly explained

    by televisions history as a domestic medium (see

    page 317).

    5_61_05447_Media_ch02.indd 11 10/8/07 4:10:51 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    FramingThe photographic frame is not just a simple border,

    according to American film academics David Bord-

    well and Kristin Thompson. It is not like the margin

    of a page. The frame produces a vantage point. It gives

    a point of view, and it selects some details over others.

    The frame lets us see some things and not others.

    Bordwell and Thompson list four main ways that

    framing can influence what the audience sees.

    Aspect ratio. The size and shape of the frame is

    called the aspect ratio because it is based on the

    ratio of width to height (gained by dividing width

    by height). The standard television ratio is 4:3 or

    1.33:1, while widescreen television uses 16:9 or

    1.78:1. Cinema uses a variety of ratios, but most

    widescreen formats are slightly larger than 16:9,

    with 1.85:1 the most common. However, some epic

    films such as The Lord of the Rings (2001, 2002,

    2003) use Cinemascope with a ratio of 2.35:1.

    On-screen and off-screen space. When the audi-

    ence sees a shot on screen everyone assumes that

    space and life continues consistently outside the

    frame and all around it. How a director uses this

    assumption can be important to the narrative. An

    example of this is the use of looking space or talking

    space. This is an area of negative or empty space

    in front of a framed person that suggests someone

    else is outside the frame. Another way of suggesting

    space outside the frame is to use eyelines. A char-

    acter can appear to look towards a point outside

    the frame.

    A

    B

    Figure 2.7:3PACEOUTSIDETHEFRAMEISSUGGESTEDINBOTHTHESESHOTS3HOT!USESkLOOKINGSPACElTOSUGGESTTHATTHE

    CHARACTERISTALKINGTOSOMEONEOUTSIDETHEFRAME3HOT"

    HASNEGATIVESPACEBEHINDTHEPERSONSUGGESTINGACTIONIS

    HAPPENINGOUTSIDETHEFRAMEBEHINDHIM

    Angle, height and distance. The idea of the frame as a vantage point suggests that framing places the

    viewer in a certain position perhaps above or

    below the subject, or close or far in the distance.

    Each of these positions affects the narrative in

    some way.

    Frame movement. As the camera moves, so too does the frame. How this happens in relation to

    the events on the screen changes our involvement

    in the story.

    Figure 2.8:+EPTINCHECKMATE%ACHOFTHESEFRAMINGSOFACHESSGAMEHASANENTIRELYDIFFERENTMEANING4HE

    WIDERFRAMEGIVESTHEAUDIENCEMOREINFORMATION"UT

    EVENTHISWIDERFRAMEISASELECTION"EYONDTHEFRAME

    COULDBEAPRISONWARDERALUNCHTROLLEYORANYNUMBER

    OFOTHERTHINGSCAPABLEOFCHANGINGTHEMEANINGOFTHE

    PICTUREFURTHER

    5_61_05447_Media_ch02.indd 12 10/8/07 4:10:57 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    CompositionComposing a shot is a matter of arranging the ele-

    ments to create a desirable effect within the narrative.

    The following two conventions are among the most

    commonly used:

    Lines and diagonals. Placing elements on imagi-

    nary lines can create interesting effects. The lines

    may be horizontal, vertical or diagonal across the

    image. In the narrative, diagonal lines build a

    sense of drama and may be used to direct atten-

    tion towards a character or event.

    Figure 2.9:)N!LFRED

    (ITCHCOCKlSLM0SYCHO

    DIAGONALLINES

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    TOTHEPOWERFULGURE

    OFTHEPOLICEMANAND

    THUSHELPTOPOSITION

    THECHARACTERWITHIN

    THENARRATIVE

    Rule of thirds. Some say the subject of a photo-

    graph should never be placed in the centre of the

    frame. Instead, the focus of interest should be at

    the intersection of imaginary lines that divide the

    frame into thirds.

    Figure 2.10:k2AISINGTHEAGAT)WO*IMAlWASTHEMOSTREPRINTEDPHOTOGRAPHOF7ORLD7AR))6ICTORIOUSBUT

    EXHAUSTEDASMALLGROUPOFMARINESCLIMBED-OUNT

    3URIBACHITOHOISTTHEAG4HEROUTETOTHETOPOFTHE

    MOUNTAINWASLITTEREDWITHTHEBODIESOFNEARLY

    DEADMEN.OTICETHEUSEOFSTRONGDIAGONALSANDTHE

    APPLICATIONOFTHERULEOFTHIRDSINTHEPHOTOGRAPH

    Figure 2.11:!MERICANPHOTOGRAPHER4HOMAS&RANKLINCAMEUPONASMALLGROUPOFREGHTERSINTHERUBBLEOF

    THE7ORLD4RADE#ENTERON3EPTEMBERk4HESHOT

    IMMEDIATELYFELTIMPORTANTTOMEl&RANKLINSAIDk)TSAID

    SOMETHINGTOMEABOUTTHESTRENGTHOFTHE!MERICAN

    PEOPLEANDABOUTTHECOURAGEOFALLTHEREGHTERSWHO

    INTHEFACEOFTHISHORRIBLEDISASTERHADAJOBTODOIN

    BATTLINGTHEUNIMAGINABLEl

    Depth of fieldIf an image is out of focus you wont want to bother

    looking at it. A filmmaker can use focus to make the

    audience pay attention to certain details within the

    narrative. Selective focus can be used to draw atten-

    tion to someones face, for example. The background

    and other details can be downplayed by keeping them

    out of focus. The area of the frame that is in sharp

    focus is called the depth of field. The depth of this

    area is determined by the length of lens and size of

    aperture used. Generally speaking, a wide-angle lens

    has a greater depth of field than a telephoto lens

    that is, more of the image will be in focus with a

    wide-angle lens.

    5_61_05447_Media_ch02.indd 13 10/8/07 4:11:01 PM

  • NEWWAYSANDMEANINGS

    MEDIA

    Types and uses

    If I made big budget films I would have that

    deep depth of field because it plays upon the

    effect of surprise. It can give you a whole series

    of little tricks, little hiding places, little hooks in

    the image where you can hang surprises, places

    where they can suddenly appear, just like that.

    You can create the off-frame within the frame.

    Benoit Jacquot, French film director, Seventh Heaven (1998)

    There are two main types and usages of depth of

    field.

    Deep focus. The term deep focus is applied to films

    that have everything in focus, from the foreground to

    the distant background. Deep focus films need lots of

    light, a small camera aperture, a fast wide-angle lens

    and fast film stock. Deep focus tends to favour long

    takes. With so much of the frame in focus there is more

    information for the audience to absorb. Therefore there

    is a greater need to linger on the shot. Deep focus also

    favours the invisible style of continuity editing (see

    page 25). Movies using deep focus include Citizen Kane

    (1941), Jaws (1975) and The Untouchables (1987).

    Because deep focus mimics the operation of the

    human eye, it creates a greater sense of realism (see

    page 229). The filmed image looks more like the real

    world. Some critics say this allows the audience to

    make up their own minds about meaning a lot more

    easily just as in real life.

    Selective focus. Many modern films use a selective

    focus or shallow focus technique, where only some of

    the shot is in focus. Selective focus or shallow focus

    relies more on quick cutting and lots of close-ups. It is

    therefore more suited to montage editing (see page 21)

    and the quicker pace of many films.

    Selective focus is often said to be less realist in its

    approach, and more expressive and personal. Because

    the audience seems to see less of the real world, the

    directors personal view is strengthened. A film that

    exemplifies the selective focus approach is Baz Luhr-

    manns Moulin Rouge (2001).

    Changing focusSometimes the focus is changed in the middle of a

    single shot. The two main kinds of focus change are:

    Follow focus. The camera follows the moving

    subject, keeping the subject in focus while the

    background changes.

    Pull or rack focus. The focus suddenly changes to

    direct attention away from one subject and towards

    another. For example, a shot with wire net fencing in

    sharp focus may suddenly be pull focused onto the

    prisoners exercising in the enclosed yard beyond.

    Figure 2.12:4HEDEEPFOCUSTECHNIQUEISEVIDENTINTHISSHOTFROM#ITIZEN+ANESHOWING+ANE/RSON7ELLESINTHEFOREGROUNDADDRESSINGARAPTAUDIENCEOFBUSINESSMENATALONGBANQUETINGTABLE

    5_61_05447_Media_ch02.indd 14 10/8/07 4:11:03 PM

  • CHAPTER,ANGUAGEqPRODUCTIONELEMENTS

    Camera angleThe camera angle helps set the relationship the

    audience has with the subject of the shot. Camera

    angle can also establish the power relations between

    characters on screen. An example of this occurs in

    the musical Dirty Dancing (1987), when Baby first

    declares her admiration and love for Johnny. Having

    played her hand, she is shown as vulnerable in a high

    camera angle. He is powerful because he may reject

    her. A low camera angle ensures he towers over her,

    until he softens and then declares his love in return.

    At that moment, the camera angle returns to normal

    and equalises their power relations.

    The main camera angles are as follows:

    High camera angle. This angle is created when the

    camera is positioned high and tilts down on the

    subject. High camera angles tend to place the audi-

    ence in the position of an adult looking down on

    a child. The subject looks inferior or unimportant

    and the viewer feels superior.

    Figure 2.13:)NTHELM0SYCHO-ARION#RANESTEALSANDDRIVESOUTOF0HOENIX!RIZONATO

    #ALIFORNIA3HESLEEPSOVERNIGHTINTHECARBUTISAWAKENED

    BYASUSPICIOUSPOLICEMAN-ARIONISINTIMIDATEDBYTHE

    POLICEMANANDTHEHIGHCAMERAANGLEHASTHENARRATIVE

    PURPOSEOFMAKINGUSFEELHERLACKOFPOWERAND

    VULNERABILITY

    Extremely high camera angle. If the camera is very

    high, almost ove