Skip to main content

Applying media theory’s to Stranger things and The killing

Postmodernism - Baudrillard
- images and songs are the key feature in our society
- challenges the established order
- hyperreality is the idea that representations are now more apparent then reality.
- hyper real representations to represent reality instead they are representations of representations that no longer relate to reality.
Applying postmodernism to Stranger things -
Stranger things can be. Described as hyper real due to the representation of the 80s which are based on other media representations from films and media texts from this time including E.T and IT. Stephen King and Spielberg have created representations through the supernatural and American life in the 80s which is already Stephen King and Spielberg have created representations through the supernatural and American life in the 80s which is already hyperreal. These ideas have then been represented in stranger things.
Applying post modernism to the killing -
The Nordic Noir genre presents Denmark and crime in a certain way which is not realistic making it hyperreal. This representation has then been used in the killing  making it a representation of a representation.
Semiology - Barthes
- meaning is communicated through signs which are made up of the signifier and the signified (The thing itself and its meaning)
- The word myths is used to describe the way connotations suggested by your side have become normal.
- The meaning created by the Myths often reflect dominant ideologies and values.
Applying semiology to stranger things -
This theory could be applied to stranger things in many ways through the setting and characters.
For example the wheelers house is presented as higher class and we make assumptions about the family due to dominant ideologies This is the same for the buyers house as it is presented opposite to the wheelers house. We gather information about the people that live in these house before knowing them as characters.
Apply the semiology to the killing-
The characters are presented differently due to their Jobs. For example Sarah Lund, a detective is seen as established and honest due to the connotations of her job, whereas troels, a politician is presented as secretive due to dominant ideologies surrounding careers. We assume this without knowing the characters.





Comments

Popular posts from this blog

Minecraft exam Question

EXPLAIN THE SIGNIFICANCE OF ECONOMIC FACTORS IN THE GAMING  INDUSTRY.  USE MINECRAFT TO SUPPORT YOUR ANSWER.  Ownership affects a products production, distribution and circulation. Specifically in the case of Minecraft when it was originally owned by creater Markus Perrson under the company Mojang a niche company with a small budget. This affected production in that it was produced to be a sandbox game and only distributed via PC. Minecraft was not officially released until November 2011, therefore was supported by word of mouth to circulate amoung the niche audience of programmers and moders. In 2012 Minecraft became multidevice available on xbox. The ownership of Minecraft changed when it was sold for $2.5 billion to microsoft, a large conglomerate in the gaming industry. under this new ownership production has changed as versions of the game on Nintendo switch and nintendo DS are available to download. With the gaming industry worth $100 billion microsof...

Minecraft Audience notes

 Audience under Mojang: -Prior to Minecrafts official release, Mojang targeted a niche market of programmers and modders.  -With being produded by a small company, there was no revenue for adverstising, therefore Minecraft relied on word of mouth to circulate the game. - However Minecraft still managed to reach a fairly large audience with 16 million registered users and 4 million purchases before release in November 2011. Synergy with Sony: - In 2011 synergy with Sony allowed Minecraft to move out of it's niche market and appeal to older audiences loyal to Sony. -This meant Minecraft was now digitally convergent. Audience under Microsoft: Minecraft increased their audience through a variety of factors including: - Multiplatform  - Diversification - Digital convergence  - Cross media convergence - Synergy - Regulation - Easy to play with no rules - Multiple Modes

LFTVD contexts

Historical context Stranger things- It has a nostalgia element being set in the 80s appealing to audiences who are young during this decade and has also been influenced by 80s cult films. Fear of AIDS/HIV and fear of the unknown are presented in stranger things  as they were apparent during this decade. The killing - The Nordic noir genre started to become popular. People became more interested in crime and the criminal mind as well as the idea of attack on family life rather than wholescale attack on a a city/country. Economic context Stranger things- The show is a Netflix original making it high budget, allowing money to be spent on the narrative, costume, and special effects as most of the cast were unknown. Episodes of presents different classes of wealth and the families for their households. The killing- Produced by a public service broadcaster in Denmark, then was globally distributed, broadcasted on BBC Four in the UK. Low-budget yet mass audience due to its globa...