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SPCM 100 Weeks 1-5

by: Mikaila Arao

SPCM 100 Weeks 1-5 Spcm 100

Mikaila Arao
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communication and pop culture
communication in pop culture
Usama Alshaibi
Class Notes




Popular in communication in pop culture

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This 20 page Class Notes was uploaded by Mikaila Arao on Friday September 23, 2016. The Class Notes belongs to Spcm 100 at Colorado State University taught by Usama Alshaibi in Fall 2016. Since its upload, it has received 4 views.


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Date Created: 09/23/16
08/24/2016 ▯ Pop Culture types  1.) High culture o Culture of the elites  Classical music, fine arts, literature, philosophy, cuisine  2.) Folk culture  mass culture o Folk: lifestyle, artifacts, and tradition of a society  Handmade: music, dance, storytelling crafts, clothing, food o Mass: (commercial) culture that is widely distributed  Commercial: assembly line, packaged, processed, etc.  3.) Mass mediated Culture o 190ss print, electronic and photo media  4.) Pop Culture o Blends: high, folk/mass, mass mediated  5.) ‘Sub’ Culture o outside the core of dominant culture  minority groups, regions, LGBT, teens, punk  6.) Counter Culture o Opposes or defies dominant culture  Hippy, punk, rap  Fluid: sub/counter cross over into pop/culture  Dr. Dre’s career!  High and Mass culture have always existed o Mass mediated culture started around the 1900s  Pop culture originated in 1950s o Affected by  Folk, mass, mass mediated, high and low culture, counter culture  Pop culture blurs/ obliterates distinctions between high and mass culture o Amadeus, The Simpsons, breaking bad  Why is pop culture important??? o Like family, education, and religion- socializes us as to what is good, bad, desirable, objectionable ▯ VOCAB  Communication: o Exchange of ideas, information  Symbol systems  Words, images, gestures, appearances, etc  Mass Communication: o communication generated through media designed to reach large audiences to inform, persuade, or entertain  one to many  mass media: o the means or channels of mass communication  print  books, magazines, newspapers  electronic  photo  digital  culture o the system of values, attitudes, beliefs, and traditions shared by a group of people  symbols, language, sayings  religion, education, science  fashion, clothing, style, architecture  music, dance, performances, art forms  Pop Culture o Any product, lifestyle, environment that can be perceived o Always influences people what to do believe and how to behave  Always human made  Movies, TV shows, music, books, magazines  What is appropriate/ inappropriate  Text o Anything considered to be a subject for analysis  Movies, TV shows, magazines, etc.  “Read” a text o try to make sense of it ( through critical thinking)  analysis, what is or isn’t there  Media Literacy o Ability to access, analyze, evaluate, and create media in a variety of forms ▯ Tools we will be learning  Semiotics o The study of signs and symbols of popular culture  What they mean, how they work  Marxist analysis o Power, ideology, hegemony ▯ ▯  Media industries make most of their money from advertising sponsors and corporate connections not from your subscriptions ▯ Oligopoly  A situation in which a particular market is controlled by a small group of firms ▯ Syndication  Running automatically  Filmed in new york but played over 5,000 networks around the country ▯ Cross Promotion  If a conglomerate owns all the companies they advertise for each other Conflict of Interest (WILL BE QUIZZED ON) ▯ ▯ Video News Release ▯ ▯ Impact of Media Ownership  Homogeny of consent  Support of status quo  Programming as “product”/ derivative programming  Cross promotion  Conflicts of interest  Ignoring public service responsibilities  ▯ Other Players in Pop Culture  Scorekeepers o Media trackers, surveyors, and researchers  Tv ratings, radio activity o Agenda setters  Influential people who set public opinion  Bloggers  Media personalities and celebs  Computer programmers  CEOs and politicians  Teenagers ▯ Regulators   FCC (federal communicative commission) o It blocks out content o Regulates content that goes out on TV, radio, media, etc. o Only fines if the public complains ▯ Net Neutrality  Benefits all of us but the corporations control it  Fast and slow internet (what you can afford) ▯ ▯ Hypodermic- Needle Model  i.e. social learning theory o media has immediate, direct influence o “inject” information, ideas, and propaganda into the public o assumes people are passive and uncritical  just because they tell you to do doesn’t mean you are necessarily going to get it ▯ Minimalist Effects  Media has little or only indirect effect o Selective exposure and selective retention ▯ Agenda Setting Theory  Screen “reality” = actually reality  The more you watch, the more you believe o Overestimate the risk of being victimized  Jaws, COPs  Believe their world unsafe and mean  Assume the crime rate is increasing even when it may be not ▯ Cumulative effects  Media influence is gradual but profound o Media messages are everywhere and inescapable o Outrageous seems normal over time  Media doesn’t have a powerful, immediate effect o However, over time it is a profound effect o Over time is shapes our opinion ▯ Types of Effects  Cognitive o Media plants ideas and information in our mind  How to look and act  Attitudinal o Media can create and shape our opinions, beliefs, and values  Cultivation theory  Media exposure over time subtly ‘cultivates’ viewer’s perceptions of reality  Emotional o Media makes us feel things  Fear, rage, lust, sadness  Physiological o Media can influence our bodily systems  Pupil dilation, heart rate, arousal, blood pressure  Behavioral o Media can trigger actions  Buy a product, avoid a situation, call a friend ▯ Title = italicize ▯ Specific title with in album, TV series etc. = quotes ▯ ▯ ▯ Genre  Comedy  Sci fi  Romantic  horror  Sub genres ▯ Subject  The topic on which the creator chooses to address o War o Politics o Love o Racism o Friendship o Again o Crime ▯ Themes  The dominant idea, moral, or lesson 9 usually persuasive0 that is developed and repeated in a text o The early bird gets the worm o Honesty is the best policy ▯ Conflict  The central struggle between two forces o Character vs. self o Character vs. character o Character vs. nature o Character vs. society/ technology/ machine ▯ Master Plots  Quest: search for a person, place or thing  Pursuit: one character chases another  Escape: hero confided against will  Revenge: ▯ Tone  The creator’s attitude toward a subject o What the author thinks  Pessimism, seriousness, humor, depressing, ironic, suspicious ▯ Mood  The feeling you experience ▯ Narrative Point of View  1 person: narrator is a character within the story “I” nd  2 person: YOU are a character  3 person: narrator is an unspecified entity or uninvolved person that conveys the story, but not a character within the story ▯ Classifying Popular Culture  Archetype o The original model after which others are patterned  The prototype  Constantly repeated in stories  Librarian, crusader, damsel in distress ▯ Narrative Element  Time o Time of day o Time elapsed over the course  Place o Type of setting o Location  Setting o Context ▯ ▯ Summarizing  Summarize chronologically o follow the plot from start to finish ▯ Plot  Sequence of events  What happens in the story  NOT a summary ▯ Setting  Context o Why are the people there ▯ Plot Summary  Initiating event o What triggered the setting ▯ ▯ Mise En Scene  From French  Means that which has been put into the scene or put together o Aka Everything that get put on stage  Describes the primary feature of cinematic representation  The first step in understanding how films produce and reflect meaning  Consists of all the elements placed in front of the camera to be photographed o Settings, props, lighting, costume, makeup  Don’t worry about if it looks real or not  Take in the whole picture  Film studies assume that everything within the image has expressive meaning whether it was intended to be or not ▯ Shot  A continuous block of unedited footage from a single point of view ▯ Scene  Composed of several shots  A continues block of storytelling either set in a single location or following a particular character  The end of a scene is typically marked by a change in location, style or time ▯ Sequence  A series of scenes that form a distinct narrative unit, which is usually connected either by a unity of location or unity of time ▯ Close up  A shot which tightly frames a person or an object  It isolates the person or object in the image, making it appear relatively large  Usually someone’s face  Not fixed  Medium shot o Waist up  Long shot o See whole body o Usually with horizon o Appears to be taken from a distance  A long shot can become a medium shot o Someone running into a camera  Medium close up o Some shoulders are showing  Extreme close up o A finger pressing a doorbell  Medium long shot  All but feet/shins Camera angles  Where camera is in relation to subject  Eye level o A camera is placed on the level of the character’s eyes  Low angle shot o Shooting the character from below with a low angle shot o Camera is looking up at the subject o Can see above subject (ceiling) o Gives power to characters  High angle o Shooting the character rom above with o Characters look smaller o Can see ground o Gives vulnerability to characters  Bird’s eye view o An extreme overhead shot taking directly above a character or location o LOOKS STRAIGHT DOWN  If there is any angle that it is an high angle shot  Canted angle o When the camera tilts horizontally and/ or vertically o Look at horizon to see if it is straight or at an angle o Used to give an uneasy feeling  Frame o Describes the borders of the image  Composition o Arrangements of the lines o Balanced o Symmetry ▯ Arrangements  Depth o Background, foreground, middle ground  Density o How much visual info is packed into the image  Stark, moderate, detailed, cluttered, empty  Shot and camera proxemics o Long shot, medium shot, medium close up, extreme close up  Framing o Tight or loose  Can the character move around  Focus o Deep (sharp detail) o Shallow (fuzzy)  Symmetry o Does it create horizontal, vertical, or diagonal lines  Characters o Placement  Top/bottom/let/ right o Staging  Full front, ¼ profile, back o Stance  Aggressive, passive, welcoming, sexual, victimized  Prominence o What stands out o Dominant  What is our eye attracted to first o Secondary  Where does the eye go after the dominant o Dimensions  What size is it  How does it compare in proportion to other elements o Lighting  High key  Light  Low key  Dark  Contrast of light/dark ▯ Prominence  Characters o Appearance  Clothing  Hair  Makeup  Accessories  Props  Set o Locations o Setting o Props o Furnishing o Words o Names o Text signs  Colors o Dominance o Text o Graphics o Signs o Symbolism o Clothing o Lighting o Contrast o Filters ▯ Color symbolism  Pink o Youth, innocence  Red o Love, passion, blood  Yellow o Energy, warning  Orange o Warmth, energy  Purple o Royal ▯ Intertextuality  The way texts refer to other texts  Direct mention vs. indirect mention  Easter eggs o Creators are hiding info in the movie, show, commercial etc.  parody o A composition that imitates the style of another composition, normally for comic effect and often by applying that style to and outlandish or inappropriate subject  Re-enactment  Wink/nod  Indirect allusion o Version of parody  Satire o Has to be more sophisticated o Not necessarily imitating anything o Is making a point ▯ Symbolism  A sign that stands for something else o Person, place, object  Aim is to not merely describe or summarize o Analyze o Interpret o Evaluate  Symbols are abstract  o o Victorian Period (folk culture)  High regard for social etiquette  Conservative morals o The roaring 20s  Advertising and consumer culture take hold  Incomes and leisure time rising  Advent of credit on demand  Mass production and distribution enabled access to consumer product o Transition: folk to mass culture  Rise of commercial leisure o Professional sports and vaudeville o Vaudeville examples  Novelty  Burlesque  Comedy  Stunts o Early film technologies  Edward Muybridge  Form of animation o Phenakistoscope  Lumiere brothers devise cinematograph o First to employ image projection o Short films of everyday events  George melies o Trip to the moon  Phonograph o Came after the radio 


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