To what extent has social media altered how media products are consumed? Practice question4/29/2021 Social media has affected how video games are consumed in many ways, to have a game recognized and talked about is a huge part of the marketing space today. Companies have found a variety of ways to reach their consumers through social media, from advertisements on applications or connecting to their audience for direct feedback and new followers' companies have created new ways to fulfill their social media needs. A specific way companies market their video game is through promotional videos through streamers where popular influencers in the gaming community are paid to display a product and speak highly of it, a specific example of this is the game Apex Legends that paid popular streamers to stream the game over their competitors. This gave the game instant fame and was one of the most popular games in the gaming landscape for a time being. Another way in which these companies can promote their game is their own social media presence. Companies can make their social media through apps such as Twitter and YouTube and publish content that would persuade audiences to purchase the game, this includes trailers and gameplay that companies post to get favorable reception on their post and thus attention towards their game. Companies also advertise their product through giveaways that entice players to get the game and get more attention towards it whilst giving away in-game content. There are a variety of another way social media affects video games and the media has altered how these games are consumed.
In recent years, media has garnered a lot of power today in ways such as power and influence. This influence can be done in music, film, and other products. An example of a big media ownership company would be Disney. The Walt Disney Company has become the third largest global media conglomerate and has gained revenue of $25 billion, with 27% derived from parks and resorts, 24% from studio entertainment, and 17% from media networks in the 2000’s according to PBS.Org. This type of conglomerate has many benefits but also comes with its issues as well.
The issues with conglomerates like Disney are the amount of power they control. For conglomerates in general they have control of many smaller organizations, some of these include ESPN, Fox, Marvel, and Lucas films, all owned by The Walt Disney Company. This means that these extremely popular companies which although seem independent are all controlled by Disney. Anything these smaller companies do are supervised by them. This means that Disney has a lot of power and control over what content Is being made which in some cases can sway public opinion on certain topics. Although having a lot of issues companies do many things that help each other when under a conglomerate. This is called synergy and there are many forms of it within this media. There are 4 types of synergy cross-promotion, cross production, and cross advertising. An example of cross-promotion is when a company of Disney such as ESPN would broadcast promotions from one of Disney's other companies such as marvel. Cross-production would be the taking of characters owned by a company such as marvel and then using it in a new fashion. Cross-advertising is when an advertiser wants to display their product through conglomerate which means all its sub-companies. This is particularly important for these companies because it allows themselves to benefit themselves and gives themselves a lot more exposure. Due to the synergy between these companies, they cause many impacts in society. One example of this I already stated and was about how they can sway public opinion. Other than in this specific way they can also cause issues because they have no accountability and if the main conglomerate fails, the rest of the sub companies fail. This can hurt the economy and many industries in the respective companies' businesses. If this were to happen the ripple effect in society will be great and media itself would be greatly affected. All in all, these conglomerates have many issues and benefits within society. This includes the helping from a variety of companies too then having complete control over media with no control. These impacts are very vast and from a media standpoint is one of the greatest impacts on the industry that there is Sources. https://www.pbs.org/wgbh/pages/frontline/shows/cool/giants/disney.html#:~:text=The%20Walt%20Disney%20Company%20is,and%2017%25%20from%20media%20networks. https://www.vox.com/2018/1/23/16905844/media-landscape-verizon-amazon-comcast-disney-fox-relationships-chart https://www.youtube.com/watch?v=rOhh0bic0h4 1.In this video there was a multitude of Camera shots used. In the very beginning of the film there was a closeup shot of him on a train with his hoody on so you can barely see his face, this gave off an ominous aura around the protagonist. At his job a two shot was used displaying the position of both the girl and the protagonist together about to converse, this led to another over the shoulder shot during the conversation with the girl constantly switching which shoulder the audience was looking over depending on who was speaking. Inserts were also used as the protagonist revealed how he was hacking individuals and stalking their profile where the camera show how a screen would look as he would be doing this. Medium shots were also constantly used during conversations with the therapist and as he was walking in some scenes that allowed us to see his surrounding and background such as the office and the workers within it. An eyeliner shot was also used to show where the protagonist was looking during certain scenes such as inside the bar and as he was walking down the street which changed into a dolly track shot where it was following his side as he was walking forward.
2.Sounds that were used during this video was a direct address to the audience by the protagonist during certain areas of the film where he would converse to the audience during the scenes of commentary.Background sounds used such as during the flashback where we can hear inside the bar even though it is not of importance to the scene as he was just observing it.Ambience music used in background as protagonist directly addresses audience of him hacking her friend and constantly throughout conversation with therapist. 3.Mise-en-scene that was used was specifically the boyfriend waits outside of scene while girlfriend and protagonist were conversing with each other where mid conversation we see the boyfriend walk into scene by an over the shoulder shot over the protagonist shoulder where we see his facial expression and reaction where he proceeds to then walk away.In the beginning of that conversation there was also a flashback showing the reason as to what he was doing the night before giving us insight. During the scene as he was talking to the girl, there was actors in the background that was making the scene seem authentic as well which helps the scene seem realistic. 4.Editing that was used during this film was credits at bottom right of screen while protagonist walks down the street at beginning of the video.Scene at the end of video where protagonist is ripping on the workings of society the scenes cut one after the other to what he's talking about for example as he talks about Steve Jobs the scene cuts to a video of him speaking, then to children building his products as he says that he slaves off children and a lot more examples of him ripping on who societies idolize and what they materialize.In the scene prior to this, the video edits in his hacking works and what he was able to uncover as he was talking about what he has figured out about the person by doing this act, this shot chat logs, emails, and other camera shots to have the audience see what he was discussing. The importance of marketing video games today is extremely important and is essential for creating an audience for your product. This is due to competition, if companies' competition advertises their products first and better, they will have a bigger audience talking about their game which will lead to other people hearing about the game and so on. An example of this can either be a mainstream title or a regular game that hasn’t gained an audience yet. For example, two mainstream games, the Call of Duty franchise and the Battlefield franchise were competing for audiences and both were rivaling each other for more sales, this led to extreme advertising for both companies and led to record-breaking sales for both games, without this advertising no one would have known about the release of these games, nor the competition that both franchises were entailing. A regular game that hasn’t gained an audience yet however would-be Hyper Scape, this battle royale game was competing with other already known franchises which is a hard task to accomplish. The game, however, did not advertise its game nearly at all and the game had a very poor release that also led to a lot of backlashes due to disliked game mechanics and a low player base. This shows the importance of video game marketing and that it is almost essential to do for success. There is a multitude of ways to market games however, this can be done through advertisements such as commercials, game reviews, streamers, showcase events, and trailers. These all-help companies to get consumers to interact with the brand which increases awareness and correlates to sales. Companies will do this most likely before their product is even released which builds up “hype” or in other words a desire to play the game so when it is released, they will buy it instantly or even pre-order it when available. This marketing can also occur after release depending on sales and content that is release post-launch and will be displayed through multiple ways of media that were discussed earlier.
As discussed many times throughout my blog post and my critical reflection question I changed my design software from Photopea to canva and i believe this deserves a post. The reason for this change is because Photopea although was a cite good for editing purposes it was not easy to create designs and combine them with ideas i had in mind. Canva on the other hand was very easy to design my ideas and combine them. The cite also had examples of magazine pages that can be looked at as a baseline and also had a variety of font template that were free to use. Once this change was made although i still had some issues, most of them were fixed because of this.
After finishing my magazine the main challenges i had was with designing my slides. This included pictures, contrast, fonts, and color. To fix these issues as explained in my critical reflection presentation I studied many examples of magazines and the designs they used including photos, and texts that i then attributed into my magazines keeping them in mind. This was a huge improvement for my final product.
1. One way an editor impacts a film is their ability to shift the perspective of a film by who the films cut to and at what moments that can influence a character and their experience. These can change the ways people think of their films that can open up new opportunities for the audiences.
2. Editors use cutting away from scenes in order to evoke 6 different priorities. This includes emotion, story, rhythm, eye trace, and the editor's awareness of the two-dimensional and three-dimensional space in a film so the editors can control the understanding of the film. 3. The last way the editor impacts the film is his collaboration with his director where there can discuss how they want their film to come to life. For the production of my magazine the photos i collected were all online and other then my first revisions of my cover and table of contents, i made sure all of my photos fit the scale of my pages and were also transparent to make designing easier for pages. One photo i used that wasn’t transparent was the cover picture of Patrick Mahomes where I had to use photoshop and crop he background out from around him so it was able to not ruin the background i desired.
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April 2021
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