Tuesday 21 April 2015

Exam Question

Throughout the foundation and A2 portfolio a lot of digital technology was used to aid the process. My creative skills have developed from AS to A2 in multiple ways, from looking at intertextuality, style, simulation and consumerism.

In AS the use of digital technology was very simple. I used Final Cut Pro to put together our music video clips, this was simple and easy to use. I used basic colour correction in final cut to make the video clips look darker and then added the soundtrack over the video to complete the opening sequence. I also used final cut to make titles that disappeared behind the person when they walked across the screen. In comparison to A2 we were a lot more flexible in how we edited, more style was needed to sell our product. I used beat editing and lip syncing as this is what a typical music video included, this was a challenge but allowed us to learn how to precisely edit. This allowed my coursework to progress and in comparison to my AS my A2 coursework has become more complex and of a higher quality.

In research and planning I looked at other existing opening sequences cresting storyboards of a range of ideas. In A2 we had guidelines to follow which restricted us, we recycled and used a bricolage of existing ideas to make our own music video as we knew these ideas would sell. In A2 we had more freedom, I researched various different artists and chose my unsigned artist. We used Spotify to find our unsigned artist and was then free to create our own music video to match the genre of the song we chose. We also used YouTube and survey monkey to gather feedback of our rough cut so that we could further improve. Twitter and instagram was also used in A2 to gather information about her target audience so that we could gather a profile of her target audience so we knew what to include in our music video.

Looking back at my AS work it is clear that I didn't use an extensive amount of digital technology to its full potential. I used final cut, Prezi and blogger to present our work. This is because it was my first time in creating my own video and we had a genre convention to follow and not break. We used basic digital technology in As to make the video, in comparison to our A2 work we used a wider range of digital technology such as Wix to create the website, Photoshop to create our digipak and final cut pro/after effects to piece together our music video. For example I used an overlay effect in final cut to create a cloning effect of our main character to create a dreaming illusion. This was done using final cut, this shows a more productive and professional use of final cut in comparison to AS where we just put the different clips together.

Friday 27 March 2015

Practice Exam question


We used a lot of digital technology throughout our foundation portfolio and advanced portfolio. My creative skills have developed over AS to A2 in various ways. From looking at the originality, style, intertextuality, simulation and consumerism throughout digital technology over the two years it is clear how it has developed. 

In AS, the use of digital technology we used was rather basic. For example, our preliminary task in AS used simple shot types and editing techniques. This was because we were getting started in the task and developing our skills. We also copied other videos for technique, ideas and appearance. However, when experimenting with ideas in A2, we were a lot more complex and had to introduce more style to sell our product. We needed to learn about lip syncing and beat editing throughout our work, as well as having more control and better outcomes. Therefore, when looking at how we experimented with ideas and how much we had developed our skills in this area, we can see how my work had become more complex and of a higher quality in A2 compare to AS. This was because we had more of the idea that we needed to sell our product and make sure the audience received what they had asked for and that they like it. 

In the research and planning of our thriller we had to use digital technology to find examples of other thrillers we could take inspiration from and to find out the audience of a typical thriller. We did this to comply with the guidelines of what we could create and to not take any risks. In A2 we became more developed in using digital technology when finding an idea. The first way we had to use technology was to find an artist and contact them. This shows development in the fact we are not just using intertextual references to think of an idea but to take an aspiring artist and offer them our campaign to their music. We also had to collect our own audience feedback of the rough cut we created and take this feedback into consideration when finalising the music video. 

Considering the amount of technology we used throughout AS for research and planning, production and post-production, it could be said that we was not experimental. In AS we mainly used blogger, Final Cut Pro and sometimes prezi. Our use of digital technology throughout AS was therefore basic and could highly be developed. We used basic methods of technology to get our ideas and information across the portfolio in a simple way that could easily be understood. Comparing this to the work we produced for A2, we can see how much more developed and varied the use of technology is. As well as using blogger, Final Cut Pro and prezi, we also used Wix, Photoshop and created video diaries and voice overs. We had to be more developed in A2 as we needed to sell our products and create a campaign for the music video. Without using softwares such as Wix and Photoshop, we would not have been able to do this as effectively. We also used Final Cut in a more sophisticated way and used it to create hyper reality. For example, in my music video I used an overlay of videos so that it appeared the character was in the room in two different places at the same time. This also creates hyper-reality and originality in the music video. This shows development in simulation and originality from AS because in AS we were more basic as we was almost copying other thrillers and did not want to take risks that may cause our film to have a hybrid genre. 

Exam mock question

Explain how your skills in the creative use of digital technology has developed over time? Refer to a range of examples from your media productions in your answer.

The more experience you have with postmodernism the more you have understanding of what it is leading to you being able to have more of a creative producer.

When starting to use the digital technology I would use the internet and refere to exiting media texts, such as, with the Thriller created in the first year we created a Thriller text which meant researching what was included in a Thriller, from this I watch a number of different Thrillers with different genres, this shows that I used a modern way of gathering research of a Thriller due to watching a film on a television and also where films were created in a morden world. Where we was only willing to get inspiration from existing thriller films, intertextuality was widely used. Where as in the second year we was using the internet a lot more to research different artist within the sam genre, we used YouTube to do the majority of research of the music video, we also used email to comunicate to our artists and audience. The use of technology was a lot less compared to the huge use of it in A2, this is because in AS we wasn't challenging and we just conformed with what was required from the brief, where as we was able to have more freedom when went on to A2 as we was able to present our work in different ways and was able to do trial runs to see what conformed with our artists genre and what didn't. We was more aware of deadlines when we came to A2 as we was creating a product to sell which made us more focused on reaching the deadlines. We also had a larger audience relationship when getting to A2 as we had an audience and artist where we would gather feedback from where as in AS we gathered feedback from friends which can sometimes give very biast feedback.

Before we when to produce the time we had between production and research & planning was shorted as we didn't dig in depth with what we had available to us on the internet. As we limited ourselfs with what we wanted to find out. Where as in A2 we was more indepth with with the work inbetween with tasks that will relate to our production.


Tuesday 24 March 2015

24.03.15 lesson notes

How do post modern media texts challenge traditional text-reader relations and the concept of representation? - Immersion, challenges - collapses it 
Thesis
Black mirror and wreck it Ralph are post modernism to different extents however neither challenge text-reader relations. They are both modernist forms (reference gaming & social media). They are stylistically Pomo (intertextuality, nostalgia, style over substance), black mirror theoretically uses Pomo ideas.

How does post modernism make text a richer experience for audience?
To what extent can some texts be considered to be post-modern? 

1) Must be able to define post modernism - relationship to modernism - traditional ideas and structures - Post modernism rejects this
2) applying characteristics to text - empty, superficial, hyper real - what POMO looks like Jameson
3) apply to texts - thinking POMO - argue but this is 
4) historical 

Revision - 
Reading over notes - not recommended 
Practice papers 
Deciding on what words are important 

Construct 3 paragraphs 
Can we consider all 3 texts as post modern based only on simulation? 
Fluid identities - gaming yes, you create a simulation of yourself, WIR no, BM no (links to prefer the fake)
Simulation - gaming yes, simulated worlds, people and scenarios, WIR yes, all animated
Advance in technology
Social autism
Collapse of boundaries
Audience part of text - no longer tell what is real
Prefer the fake
1982 TRON enters the game world
Exposes who we really are without social boundaries 
Lack of morality 
Consumerism is the only value - everything is a commodity
Media is more democratic - everyone can take part
Superficial 
A detachment from reality by screens 
Digimodernism continues and intensifies 
Kirby 


Lesson 24.03.2015

1. Define post modernism
- Compare to modernism
- Rejection of structure
- Emptiness

2. Applying - Style - Jameson
- Superficial
- Hyperreal
- Distorted

3. Thinking Pomo - Theoretical
This is a structure

4. Historical


Black mirror and Wreck it Ralph are post modern to different extents. Neither challenge text reader relations as they are modernist forms. They are stylistically post modern as they have intertextual references, nostalgia and style over substance and black mirror is as it theoretically uses postmodern ideas.

Representation
fluid identity
sims

Sunday 22 March 2015

Friday 20 March 2015

Lesson notes 03/02/15

Summary of blog post; 
The post is saying how black mirror gives a representation of how technology is starting to take over people and they are becoming obsessed with the idea of it. It is saying how we buy things that don't exist and want to watch other people's lives on TV, so we don't care so much for ourselves and are becoming lost in the idea of the virtual world. It also demonstrates how we rely on TV and are becoming submersed into it; we want things shown from adverts and put time and money into it. 

Screens replace reality, reflect emptiness 
Irony - Bing's speech - buying shit we don't need - apps, avatar 
Black mirror - more Pomo - uses theoretical - awareness - a message - after X factor
Black mirror is almost like a warning - mention in intro 
Wreck it Ralph doesn't deliberately use theoretical approach - uses stylistic approach (Jameson) - nostalgia 

Wreck it Ralph - stylistic 
Historical 

Black mirror, stylistic
Historical & theoretical 

Commodity - product 

Parasitic relationship - if nobody goes to work then the 99% collapse - won't do because it's all they know - world will become dystopia - fear 

Our view of reality is created by the 1% who give us this view 
Society of the spectale - deborde - black mirror - warning 

Screenshot 1 - dystopia, technology is taking over and people have lack of control over it, no belief in progress 
2 - grand narrative because he has morals and is saving people, good vs evil
3 - both because she is a tom boy princess, woman in power, celebrates the individual in her 

Tuesday 17 March 2015

Lesson Notes - Hands

Creativity:


Digital technology:
Tech - skill: 
Editing - colour correction 
Editing - beat editing - put music to video (AS), beat editing final cut to given track (A2)
Camera work - composition and framing 
Photoshop - layering 
Be detailed in evidence - how & why
Choose the most significant 

In the first essay you are writing about 1
In the heads essay you are talking about 1 piece of work
In the hands essay you are talking about more than 1 piece of work

Do POMO first as it is an hour long.

You don't need theories in this exam 
Prepare for 2 out of the 5 things (digital technology, creativity, research and planning, post production, real media texts) 

Research and planning - looking at other works, intertextual references 

Structure - 
Pre-production (Planning etc.)
Production (Filming & capture)
Post Production (Editing etc.)





 

Tuesday 10 March 2015

Lesson notes - 10/03/15

C - Apply the Pomo concept
B - Analyse (why is it pomo?)


Digimodernism:
What are Kirkby's main ideas for post-post modernism?
- It has displaced postmodernism to establish itself as the 21st centuries new cultrual landscape.
- It came from a computerization of text
- Developments in technology
- a new form of textuality characterized by onwardness [exploration], haphazardness [randomness], evanescence [disappearance], and anonymous, social and multiple authorship [production/creation].
- It is the successor to post-modernism - it gradually eclipsed it as the dominant culture
- Barrier between real and hyper real has collapsed - strengthening of simulation


How did he come to these conclusions?


Do you agree?

Game of death: 
Loss of morality - grand narratives - lyotard 
Voyerism - power and control (panopticon) - foucault
Commodity - torture - debord 
Simulation - experiment actors 
                  - zizek - sadistic - fluid identities 
Not stylistically post modern - Jameson ✖️

Apathy - lack of belief

Gaming is a product of Pomo, TV and films are modern - historical 
Stylistic - hyper reality and simulation, we try to shape reality ourselves 
Lyotard - morality - end of morality? 
Commodity - buying fake things to express fake self - debord 
Foucault - power and control, you're not bound by any structure 

Tuesday 24 February 2015

Lesson 24:02:15

Plato's allegory of the cave: 
Immersion & flow - immersed so fully in the simulated world that they don't believe the truth about the actual real world 

Hyper reality - you don't know the whole idea of the real world and you're stuck in one idea of what is real

Simulation - other people putting the simulation in (shadows) - celebrities 

Panopticon - you're trapped and other people can see you in the real world and the cave is like a prison, people can keep you chained in or let you out to see the real world

Technology has bought us to a place in history that has allowed us to produce simulations (avatars, 2nd lives, immersive reality, hyper reality) - this postmodernism: the collapse of the real and artificial. Baudrillard suggested we can no longer tell the difference - we are lost in simulation. This opens us up to the concept through familiarity with virtual worlds/virtual identity that reality itself is a simulation. Ironically by moving to digimodernism, we find our selves in Plato's cave.  

Tuesday 10 February 2015

Conclusion assessment

B grade - emphiness - rejecting the traditional ideas - lack of belief in progress 

1)how is gaming more Pomo then BM and WIR? 
gaming is more post modern compared to WIR and BM as gaming is a doing word so therefor the audience is introacting with the game making it immersive. You cans create an artificial version of yourself making you an avatar. The TV program doesn't let you interact with the films or programs   
2) how is gaming more Pomo then 1980s retro games 2 ways - fluid Identity and immersion flow 
Where the retro games only allow your to be one person within the game, where as games such a sims3/4 allow to recreate yourself and also and do things your wouldn't necessarily perform in actual real life making it hyper real. You can progress through out the game. You don't have to keep anything the same, change is always allowed 
3) how is TV (mod 1950s) trying to stay relevant? BM 
BM uses post modern theories to warn the audience which is by the use of dystopia. Talks about pomo in a negative way to reduce the amour which it is used.  

Lesson notes - gaming

Immersion - deep mental involvement in something, break separation of real and artificial - you begin to have emotion towards your sim and will become a addicted to making them have a good or a bad life

Flow - a game where you need to complete levels to continue but now you are part of the game - the game just continues and has no end to it

Fluid identities - construct a new version of our selves, a hyper real version of you, we don't have a set identity - you can create a sim version of yourself, it's a hyper real simulation of you

Simulacra - a simulation of someone or something - given away by the name, the sims is about the life of simulated characters

Ironic position/ Detached position - viewers watch a programme knowing it's bad but watch it to see what other people are watching - 

Sandbox games - there is no limit to what you can do, free roaming - no limit to the sims, you can cheat to gain more money and if your sim has children you can then play as them if your sim dies

Avatar - a simulation of a person, designed to look like you - a sim is an avatar of someone you have either created or an avatar of yourself 

What does zizek suggest about hyper reality and fluid identity? 

He is saying how we prefer ourselves in the hyper real world and feel more real in ourselves there, although it is hyper real. It's our pleasure to reinvent ourselves in a hyper real world and we feel as though it's real - we are immersed into it. 

Historical - narrative has weakened, hyper reality and simulation has strengthened, audience theories have weakened 
Cultural value (has meaning/significance) vs popularity

Gaming is post-post modern, more post modern than black mirror;
Because of fluid identities and removal of barrier between text and audience 


Fluid identities in second life: her real life is in the game, she is making money out of a virtual shop. This is a sandbox game, you make an avatar of you and live a second life. This is post modern because there are no consequences to real life, it is very like sims where you become immersed into the game; this woman has become so immersed that it is now her career 

Conclusion
Gaming is more post modern than black mirror and wreck it Ralph because it blurs the boundaries between text and audience. You cannot have the game without the audience but the TV or film will still exist without them. Games are a simulation of reality and blur the boundaries between real and artificial. Some games also contain no grand narratives and no human progress. Games are deliberately post modern so gamers become immersed into the game. It's is rejecting structures of of grand narratives and collapses structure between real and hyper real. 
Gaming is more involved than 1980s retro games because we are now allowed to follow a sandbox game, giving no narrative and no real life consequences. It also allows you to escape to your virtual self and become part of the game. Baudrillard believes you are escaping to your better self online whereas zizek thinks you are escaping to your real self. It is rejecting that text and audience are separate things.
 Film and TV have been around for a long time so to relate to a post modern audience they have to incorporate things that are breaking boundaries between audience and text. For example X Factor and Big Brother, the audience determine the outcome by voting. 
Film is using nostalgia and intertextuality to relate to a post modern audience and is incorporating gaming. For example wreck it Ralph uses Mario kart, pacman, sonic and halo. 

Monday 9 February 2015

Post modern game

The Sims

The Sims consist of multiple examples of post-modenism.


It is hyper-real, there are features such as aliens, wear wolves, vampires etc. You can also make the sims look anyway you want, no matter how crazy this is.

It is also a simulation, given away by the name Sims.

It could also be considered, by the way you play the game, that it is more about style over substance. This is because you could spend hours designing the person/people and their home and not really be bothered about the actual story they will live. This has developed even more over time, as you can change colours and designs of almost everything in the Sims now, whereas in the first Sims there was little to choose from.


It can be seen that the Sims does not consider morality. In the Sims you can cause death, affairs and bullies. In the newest of Sims, Sims 4, you can give your Sims traits. Some of these can be seen as immoral, e.g hates children and mean. 
You can also make the Sim isolated and have individualism in the game. You could shut them off from all communication possible, give them no phone or computer. Or you could lock them in a room/house so they are trapped. This is like a panopticon - you are always watching your Sim but they cannot escape.

The Sims also collapses the boundries between real and artificial. The Sims makes you feel as though your Sims have feelings and are almost real. You are immersed into the game and want to give them the best life possible. 







Style over Substance HW

Do audiences like empty texts?
It can be argued audiences now prefer 'empty' texts. This is because a lot of TV programmes, music videos etc. now are more focused on the appearance of it rather than the actual story behind it. Therefore it's empty because it has no meaning behind it or story.

Is style more important than narrative?
Yes, it is often seen as more important now that the media text looks good rather than having a good story. An example of this is this video for an advert for TOWIE. This is because the show shows peoples lives, and gives people a view of what they would rather have their life like. 

Tuesday 3 February 2015

Black Mirror Questions



Task 2:
Intertextual Mood Board - what references does Black Mirror make to other texts - consider Reality TV, Games and Social Networks

Annotate and analye, with screen capture examples:
1. What meaning or commentary does it offer on these media forms - cynical or hopeful (why is this PoMo?)
2. Is this a Parody or Pastiche of these texts?

3. What is the role of technology and consumerism in these episodes? What does this do to the concept of 'humanity' and 'community'?

4. How do these texts reflect the 'emptiness' and 'lack of belief in Grand Narratives' (Justice, Morality, Love etc)

5. Why are these episodes Dystopian (examples) and why is this concept Post-Modern?

6. What is the intended purpose of these episodes, and why do they so heavily use Postmodern Concepts?


Answers: 1. It makes media look cynical and as though it wants to ruin while trying to fix somethings. 
2. It is a pastiche of X factor, WII and sims.
3. Their life is technology and they are part of the technology. Their avatars are what make them a community but they are not really together.
4. People have no morals and do not care about other people.
5. They are representations of how the world might be and we will be stuck in a prison.
6. The episode is almost a warning of what will happen if we become too emersed in technology.

Friday 30 January 2015

Lesson

Voyeurism - the idea of looking at someone without them realising, looking at them in a sexual way, gives the person watching power 

Panopticon - a prison designed so that all prisoners could be seen at any time by guards and other prisoners 

Simulacra - a simulation/made up design of someone or something, artificial   

Hyper reality - an idea of a world that is not the regular reality and is somewhat distorted, exaggerated 

Society of the spectacle - representation has replaced social life, idea of style over substance, relationships via media, consumerism - everything has a price tag and becomes a product 

Tuesday 27 January 2015

Ellie's paragraph

Black Mirror 3 VS Wreck It Ralph 1.5
Looking at both Wreck It Raplh and Black Mirror at a stylistic point of view, black mirror contains Simularca, hyper reality and also dystopia and intertextuality with in the series. Wreck It Ralph also contains other styles with in the film such as, hyper reality and intertextuality.

Looking at it from a theoretical black mirror contains, Simularca and artificial, voyeursm and dystopia this is also a channel 4 telly series where as wreck it Ralph contains grand narrative WIR is a Disney film 

From a historical view black mirror no morality or grand , all about the individual, no belonging in morality or beliefs. Wreck it Ralph does not weaken the grand narrative 

Notes from lesson

Black mirror 
+terminology 
-Simularca and artificial 
-voyersim 
-dystopia 
-commodification - something become value- £ charity and Valentine's Day 
- white bear - justice 
Theoretical approach - deeper meaning with in the text - this is a text that deliberity done 
Script write - Charlie Brooker - post modernism theory 
Stylistic - hyper reality and Simularca - reality vs artificiality
Intertextuality - Jameson - the purge 
The trupman show - big brother - Jurassic park - Britians for talent and also Xfactor - Facebook 
Distopia - looked horrible 
History - modisum - post modisum -- very one is individual - segregated in rooms 
Morality - no right no wrong 


Wreck it Ralph 
Stylistic - strong 
Theorehical - not atrong 
Lyotard - still has grand narratives 
Historically - both yea and no 
1982 tron ----> wreck it Ralph 

Style:
Both are recognise as post modisum strongly 

Wreck it Ralph - jntertextaulity 

White bear - Simularca and hyper reality 
Both similar but slightly different 

To what extent
 Black mirror 
Theoretical:
Wreck it Ralph Disney film - has grand narrative 

White bear - channel 4 series - very post modisum - simularcra  and artificial - voyersim and dystopia 
More theory to apply then wreck it Ralph 

Both 

Historical
Wreck it Ralph does not weaker the grand narrative or post modisum 

Barrier between real and artificial - weakened maybe completely collapsed 

Black mirror no morality - no grand narratives - bleak and empty so therefore very Pomo 
 
Black Mirror better 

Black mirror 3 
Wreck it Ralph 1.5 

Lesson notes

Commodification - something becomes valued by money - white bear it's justice 
- how does wreck it Ralph and black mirror compare? 
Wreck it Ralph - style (very strong) 
                           Theoretical (not strong but still has grand narratives)
                          Historically (yes and no) 

Theoretical approach: - deliberate
- Charlie broker knows Pomo theory 

Black mirror: 
Stylistic: 
- simulation - reality v/s artificial 
- hyper reality 
- dystopia 
- intertextuality - the purge, saw, the Truman show, big brother, britains got talent, sims & wii characters, Facebook 

Historical: 
- individualism - separated in rooms
- morality - no right or wrong
- no grand narratives 
- bleak and empty 
- very Pomo 

Both texts are strongly stylistically post modern: 
Wreck it Ralph strongest stylistic approach is intertextuality 
Black mirror strongest stylistic approach is simulacra & hyper reality 

Theoretical - black mirror is very post modern, wreck it Ralph is not post modern (Disney) 

Wreck it Ralph does not weaken the grand narratives of modernism 
It does strengthen the barrier between real and artificial has collapsed - lost 

When comparing black mirror and wreck it Ralph, black mirror is more post modernism than wreck it Ralph. Black mirror shows strengths of post modernism through style, theories and history. Black mirror has simulacra, hyper reality, dystopia and intertextuality. It strongly has simulacra and hyper reality as reality and artificial are strongly shown as people live in a technological world. In wreck it Ralph, style is also very strong. Intertextuality is the strongest post modern style in this film, as well as including simulacra and hyper reality. Black mirror also has a post modern theoretical approach as there is lack of morality and grand narrative and belief. Wreck it Ralph is not post modern in the theoretical approach as it does have grand narrative and morality, keeping to the modern approach. This is most likely because it's a Disney film. Black mirror is also post modern in the historical approach as everyone is separated and they only love themselves and there is no morality. Wreck it Ralph shows post modern historical theories however is shows modernism as well. It still has grand narratives, however it breaks the barrier between real and artificial. Therefore black mirror is more post modern than wreck it Ralph.  

Celebrates the artificial - they are living a virtual life - doubord
No grand narratives or morality 
Voyerism - Foucault - naked woman, kissing 
Collapses audience - the people have become the game 

Baudrillard - hyper real and simulacra, the more artificial the better, society of the sceptical 
Foucault - voyerism 
Debord - real vs artificial, famous for being famous, popular 

Bens paragraph

In comparison Black mirror in contrast to Wreck it Ralph strongly portrays a higher level of post modernism. Black mirror exercises simularcra, hyper-reality and distopia. This gives a sense of illusion and no belief in progress, the characters in the TV series are left feeling empty and are indivualised rejecting the grand narrative. Black Mirror is also Commodernised by the use of buying justice. Wreck it Ralph in contrast strongly demonstrates intertextuality as there are no new ideas. Looking at both, Black mirror purposely uses Post modernity whereas Wreck it ralph doesn't as it is a Disney film. Wreck it Ralph has modern elements for example Grand narratives like Marriage and religious beliefs.

Friday 23 January 2015

Foucault Notes & lesson notes

- Voyeurism - watching someone without them knowing 
- Panopitcalisation was an innovate prison design in which all inmates could be watched or be under threat of being watched - no privacy
- There is no privacy, anyone can see where you are and what you are doing. 
- Watching (voyeurism) is an act of power and control from the viewer. We are never ourselves in social situations until we are away from others controlling sight. 
- People act differently and the act if watching becomes an act of control.
- Our culture has become a prison - we are part of the prison because we are constantly watching each other etc. 
- Media can be argued to 'manufacture consent' of CCTV
- Big Brother has its name because it comes from the term big brother state which describes how society is constantly trying to monitor everything we do.
- Social networking and the internet gives us great control over voyeurism. 
- growing popularity of social networking has reflected how dependant 


Jameson - style 

Lyotard - theoretical, historical (time) 

Baudrilliard - people are getting 'lost' between what's real and what isn't, hyper sexuality, false sense of reality, lack of emotion, belief (also links to debord), disappointed when you come to reality 

Foucault - 

Debord - no such thing as morality, 

Post-modernism is a theory, not truth! - paradox/hypocritical 
Become about the individual 
Power

Black mirror:
15 million merits 
White bear 

Thursday 22 January 2015

Nostalgia from playing games

From the games listed these are the only ones I felt any nostalgia for:

Fix it Felix
 I feel as though I only felt nostalgia for this game because I have watched the movie. It almost feels as though the characters are real and alive because that's what they were like in the movie.

Mario Bros
 This is almost the exact replica of a mario bros game that used to be on Nintendo DS. I used to play this game and it is exactly the same as that used to be.

Mario Kart 
This game is a replica of the game Mario Kart from Nintendo Wii. 

Pac Man
 This game has been around for years and was available on arcade games, computers etc.

Sonic
This game is very old and I used to play this on Sega and PS2. This looks almost identical to the old SEGA game