jackaranda - media new ways and meanings - 3rd edition
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Media New Ways and Meanings - 3rd EditionTRANSCRIPT
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new ways and meanings
med
ia
3rd Edition
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5_61_05447_MEDIA_Prelims 2 16/8/07 10:53:31 AM
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new ways and meanings
Colin Stewart
Adam Kowaltzke
med
ia
3rd Edition
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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.
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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
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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
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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.
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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
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ix
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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.
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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
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NEWWAYSANDMEANINGS
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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
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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
FORMEDBYTHECARSAND
THEROADWAYALLPOINT
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
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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
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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