Tuesday, 14 November 2017

Minecraft

14/11/17

What is Minecraft?
Minecraft is a sandbox video game created and designed by Swedish game designer Markus "Notch" Persson and later fully developed and published by Mojang. The creative and building aspects of Minecraft allow players to build with a variety of different cubes in a 3D procedurally generated world. Other activities in the game include exploration, resource gathering, crafting, and combat.

When was it created?
Minecraft was released on 18 November 2011. It was first released on 17th May 2009 as a developmental release.

By who?
Minecraft was created and designed by Swedish game designer Markus "Notch" Persson.

Who purchased it?
Microsoft bought out the company 'Mojang'.

How much is it worth?
Microsoft bought it for $2.5billion.

What is the age demographic?
Some reports suggest the biggest group are kids between the ages of 5 and 15.
(https://www.huffingtonpost.com/ondi-timoner/the-minecraft-generation_b_5900518.html) 


Key Terminologies
Digitally convergent media: Video games consoles are an excellent example of a digitally convergent device, you can not only play games but access social media, surf the internet, stream films and TV content and upload content into cloud based servers. Cross-media content helps maximise profits and also improve reach to new customers. 
Production: This refers to all phases of designing, developing and making the media product; this process is addressed in this factsheet.
Distribution: This refers to all processes linked to delivering the media product to audiences both through tangible (disc) and digital (Cloud based) media.

Consumption: Explores the way in which the media text is used by audiences for pleasure but also explores the rise of user generated content across several platforms.
Di
Discuss how Youtube was used as a platform to market the game.

Youtube was used as a platform to market the game 'Minecraft' by creating gameplays and different videos relating to the game to act as an advertising device for the game. Official advertisements can cost a lot of money, and uploading a youtube video is free, giving Minecraft and the company behind the game a cheap way to advertise their product to the world and their specific age demographic (around the range of 5 to 15 year old). These videos create a viral hype and talkability, which helps the games to be marketed and advertised to people around the world. When people see this particular video, it may then cause them to click on other similar youtube videos, or to tell other people about the game and persuade them to buy it, or stream it, and then play it. 

The success of the games market:

– The UK’s: US$4 billion
– China: US$24.4 billion
– America: US$23.6 billion.

A recent report by the UKIE suggests that the global games market is now worth in excess of US$100 billion. In comparison to traditional media like film, radio, print and television, video games are much younger, exponentially growing since the 1970s.

The Origin of Minecraft:
- Minecraft's Swedish creator, Markus “Notch” Persson started creating the game in May of 2009 having been inspired by similar games such as Dwarf Fortress, a single- player construction and management game; his goal was to produce a Role Playing Game variation.
Minecraft’s initial reception wasn’t commercially viable, seen more as a niche product for players with expert knowledge of computers and programming.

Marketing and Distribution:

         Without the commercial backing of a mainstream publisher, and no money spent on advertising revenue, the game relied on word of mouth between gamers and featured on sites such as the Penny Arcade web comic to generate interest amongst gamers.
        By January 2011, the beta-version of the game had passed over one million purchases in just only a month, and by April 2011 Persson estimated that $33 million of revenue had been made. 

Minecraft and Lego:

Minecraft and Lego have collaborated on a product that would appeal to their age demographic, but that also would be able to market both products in an effective way. Both Lego and Minecraft are creative 'sandbox' games with a relatively same age range. The game was carefully marketed to audiences as identified above, as an online version of Lego and in doing so aligned itself with one of the most iconic ‘learning construction education products’ in history. 

Minecraft: Eduction Edition


Minecraft can be used in education as teachers are able to incorporate it in their lessons to get across what they are trying to teach. Minecraft can be used in various lessons such as maths and physics and it offers special features for teachers such as tutorials, classroom management tools, classroom collaborations and sample lessons.





Minecraft's Multiplatform Format:
In November 2011, prior to the game’s official release, Minecraft had over 16 million registered users and 4 million purchases. Due to its popularity, Minecraft was released across multiple platforms becoming a commercially viable franchise with increased interactivity. In particular, Minecraft: Pocket Edition was released on Sony Xperia Play, available on Sony Xperia smartphones. Minecraft also become available on Android and iOS devices shortly after.

Distribution:
Versions of the game can be purchased over the internet using such outlets
the 
Playstation Network or Xbox Live Arcade. Recent additions include the Nintendo platform which was excluded from the initial Minecraft releases; available to download from December 2015 with physical copies from June 2016 and most recently for Nintendo Switch (May 2017) and Nintendo 3DS (download only from September 2017).

First Version of Minecraft:




Newest Version of Minecraft:



Developments in production:
Minecraft started in 2009 when Swedish game developer Markus “Notch” Persson started working on an experimental sandbox game where players could build and navigate a world of textured cubes. Notch himself credits other indie games like Zachary Barth’s Infiniminer for this idea.
2010 Minecraft was developed as a multiplayer game using JAVA code. Gamers were able to contribute to the development of the program eliminating bugs and facilitating multiplayer capability. In September of 2013, Microsoft bought all rights to Minecraft from Mojang for $2.5 billion dollars.
2017 Microsoft ownership develops the cross platform capability of Minecraft which is now available on C gamers but those who own smartphones, Microsoft consoles (Xbox); Playstation 3, 4 and PS Vita; and more recently Nintendo consoles (Wii U) and hand-held devices (Nintendo Switch and Nintendo New 3DS, New 2DS XL and New 3DS XL)
This opens up the market for the game (potentially increasing profits). Newer games e.g. for smart phones were programmed in C++ (which limit the Minecraft community from modifying the code).
Minecraft: Story Mode follows more of the recognisable institutional conventions of game development including tutorials on how to play the game.

Summary
Minecraft has been continuing to be developed since 2009 when game designier Markus Persson started this experimental sandbox game. The Minecraft from 2010 was developed into a mulitplayer game using a JAVA code. People involved in playing minecraft were able to contribute to the development of the game by eliminating bugs themselves and enabling multiplayer capability. Microsoft then bought Mojang (Persson's company) for $2.5billion. Minecraft is developing due to the fact that there are many different platforms to play video games on such as games consoles (Xbox, playstations etc.), Nintendo consoles (Wii, Wii U), and mobile devices (Apple, Samsung and Sony) as well as handheld consoles such as Nintendo Switch and Nintendo 3DS. The disadvantages of this for the minecraft community are that because the game has been bought out by Microsoft, the original gamers from the community are no longer able to fix bugs and make improvements to the game due to the fact that the game is being produced and distributed on such a large scale. Another disadvantage is that Minecraft for smartphones were programmed in C++, which is a much more complex code that limits the Minecraft community in how much they are able to modify the code due to the fact that the code is more difficult than a JAVA code.

Minecraft Story Mode


Minecraft Story Mode is different from previous versions as it is a episodic point and click graphic adventure that in turn creates a story that the gamer can follow and continue into the game. It is also different because it is made by a different company (telltale games) and was not created by the original company.




17/11/17



Task 1:
Minecraft & Technological change?  Record notes on how Minecraft has developed over recent years through the impact of microsoft, by the development of Microsoft Realms & online subscription payments.


The impact of Microsoft:
When the Xbox and PlayStation versions were created there was often a chance to offer digital versions of the same game across the Windows 10 operating system to promote the Microsoft brand across home computers, a form of synergy.
Users were often encouraged to download the game through the cloud servers rather than a physical copy of the game which would incur more of a cost for the institution.
physical copies of Minecraft were often released six months after the downloadable version, most likely as a way to limit the impact of piracy, hacking and file sharing.


The introduction of Minecraft Realms (2013) has tried to give the producers more control over the distribution and circulation of the game since some pro-am consumers were creating their own virtual spaces and hacks across illegitimate servers, such as https://www.wizardhax.com/play/ as one example.

What is Minecraft Realm?
Minecraft Realm is an official subscription-based server hosting service that allows players to create and manage their own private Minecraft servers. Hosted by Mojang,
Realms provides an easy and fast way to allow owners to manage their gaming content.
In Minecraft Java Edition, Realms also allows players to choose from a list of minigames to play temporarily, as well as several pre-made world template. Realms is intended for use by small groups of friends or as a family server.

What is your view on the role of game producers protecting themselves and its customers from hacking?
My view is that it is important that game producers are protecting themselves from hacking as they have spent their time and money developing an original game only for it to be copied and imitated by other illegitimate companies. It is also important to protect customers from hacking due to personal information being released.

What is your view on accessing games through piracy?
People that are most likely to access a game through privacy are low income families and individuals that cannot afford to buy the real game, but still want to experience the game and play it. I think that it is wrong, but for some individuals it is the only way to be able to access video games.


Task 2: 
Record notes on Minecraft related to ownership
Recognize the way Minecraft developed as a grassroots movement in Mojang.
Recognize how “Microsoft Studios” have diversified the brand and product offerings
Question.  Discuss whether you believe “independent” game developers and prosumers need to surrender their creative license to conglomerate interests (Microsoft) to maximise profits.

Mojang was founded in 2009 by Markus “Notch” Persson who developed Minecraft.
Following the release of the game in 2011 it has sold 121 million copies worldwide.
It is a grassroots program meanning the program developed through input from its users.
Microsoft Studios bought out Mojang and the intellectual property rights of Minecraft in
2014 for 2.5 $Bn. 
Mojang Studios is their only first-party studio in Europe.

Grassroots Programming: The program has been developed through input from its users.

Other games that Microsoft Studio have produced:
- Halo series (15+)
- Gears of War series (18+)
- Fable (16+)

> Microsoft Studios is the video game production wing for Microsoft, responsible for the development and publishing of games for the Xbox, Xbox 360, Xbox One, Games for Windows, Steam, Windows Store and Windows Phone platforms.

> Microsoft work with third party development studios
Their decision to invest US$2.5 billion to purchase Mojang was taken as Minecraft enjoyed global success and a loyal fan base.

This meant that they would receive long term revenue (profits).


> Other collaborations with games developers includes Telltale Games who helped develop the Minecraft: Story Mode in 2015.
Playstation versions were developed by 4J Studios.

Changes in Ownership and control:
- The vision of the founder Markus Persson to use Minecraft as a grassroots (bottom up) collective for the development of the brand appears to be lost.
- Following his transfer of intellectual property rights to Microsoft, there is evidence to suggest that Persson did not wish to develop a virtual reality version of the game with Oculus.
- Under Microsoft's ownership plans to work on a virtual reality version of Minecraft were renewed.

I feel as though in order for the game to be able to make money and develop in the best way possible, smaller independent developing companies should be able to work with conglomerate companies to be able to make profit but also to make the game the best that it can be. However, this means that the audience are no longer able to become involved in the process of making the game and they may feel a lack of control, and because the company is now part of a conglomerate the prices of the games will now go up, meaning original players of the game may have to pay out more than they would have originally and may not be able to afford to play it.


Task 3:
Minecraft - The significance of economic factor
Recognize why Minecraft’s production costs under Mojang were substantially lower compared to Mainstream games producers.
Recognize how Minecraft is linked to Not for profit organisations

> With the continued growth of video games you could focus on the marketing campaigns for games often having worldwide and simultaneous releases across each video game market. 
> Budgets for games vary and Minecraft is a good example of a game that was made and developed using readily available open source software within the gaming community; creating the original Minecraft using Java gave it the advantage of being cross-platform: it will run on Windows, Mac OS X, and Linux. 
> Other mainstream games that require entire teams of programmers, artists and engineers to make video games that have budgets equal or exceeding that of mainstream films.  AN example of this includes CALL OF DUTY.
> Call of Duty is a first-person shooter video game franchise. The series began on Microsoft Windows, and later expanded to consoles and handhelds. Several spin-off games have been released. The earlier games in the series are set primarily in World War II, but later games like Call of Duty 4: Modern Warfare are set in modern times or in futuristic settings. The most recently announced game, Call of Duty: WWII, was released on November 3, 2017 and return the series to its mid-20th century roots.

Amount of Money it cost to produce Call of Duty: Modern Warfare 2 - $250million


Developers for Call of Duty:


esrb.org age rating - 17+
This particular game may not be suitable for people under the age of 17, as it contains violent content not suitable for children, sound effects may be too loud for children, flashing lights may not be suitable for people with epilepsy and mature and adult themes such as war.

http://www.adweek.com/brand-marketing/inside-massive-campaign-behind-call-duty-advanced-warfare-160993/
Identify how much was spent on marketing the game and at least three marketing approaches taken.
Call of Duty costs $50million to $100million to launch every year. They use a variety of different marketing approaches and one of which is that they start to release teasers for the game about 6 months before general release, meaning that the audience and gamers start to become aware of the new game and become excited for the new release. They also have new maps, add ons and fun stuff that is available for purchase every few weeks between game launches. They also use Hollywood stars such as Jonah Hill and Sam Worthington to star in a particular part of the game, to create hype and talkability around the game, making people want to buy it. Behinds the scenes footage of characters preparing for the game also creates hype amongst fans also.

Discuss how the marketing approach for Minecraft is different.
The marketing approach for Minecraft is different as they tend to use blogposts and youtube videos to market their content and also create hype and talkability about their products. Parody videos on youtube have also become popular, which makes people talk about their product and also generates interest around the product.

Example Exam Question: The significance of economic factors, including commercial and not-for-profit public funding, to media industries and their products.
Minecraft has also been linked to non-profit projects such as the UNs Block by Block project, which encourages communities around the world to redesign their neighbourhoods using Minecraft. An educational version has also been developed, MinecraftEdu (2012), which has several applications to help teach subject and develop a culture of computer programming amongst digital natives.



Task 4:
Minecraft: – Maintaining audiences
Record notes on the methods used by Minecraft to maintain/increase market share through:
- Youtube tutorials
- Youtube celebrity parodies
- Celebrity parodies of Minecraft
- Through intertextual references (Matt Groening “The Simpson’s)
- Through product synergies - Lego
Discuss in what way is the message of Minecraft expanded globally through celebrity fandom.
Discuss how this method of promotion is likely to be lower in cost compared to large scale advertising campaigns e.g. research the advertising/marketing cost for Call of Duty World war 2.

How media organisations maintain, including through marketing, varieties of audiences nationally and globally.
The cultural impact of Minecraft is significant. Much of Minecraft’s success was due to word of mouth and audiences sharing their own mods and game footage across web forums and video sharing sites such as YouTube.
Different versions of Minecraft were released to entice different audiences, moving away from creation only narratives to include story modes, spectator modes and multi-player functionality across Minecraft Realms.

Lego
Minecraft’s association with LEGO was done to
- encourage younger audiences
- develop merchandise opportunities
Culturally, other developers and games studios have made intertextual references to Minecraft across games such as Runescape and The Elder Scrolls V

This has been done to grow the brand as you have young people interested in Lego and building various different Lego sets, but they may not be as aware of Minecraft and the game. by crossing these two brands together it grows the Minecraft brand and may get younger people interested in the game. Additionally to this, these videos encourage younger audiences to become involved in the game, but it also develops ideas for merchandise that can be released that would be appealing to younger audiences rather than older ones. For example, the Lego Minecraft Set 21118, would appeal to younger audiences because it is a collaboration between Lego and Minecraft. They are also both sandbox games where you can use the imagination, increasing younger interests in both Minecraft and Lego.

Minecraft being included in Lady Gaga's music video could benefit the game by heightening its exposure to her audience, and allowing people to become interested in the idea of Minecraft and then go on to buy the game and play it. Lady Gaga's target audience could be teenagers around the age of 17 and onwards.


Task 5: 
Regulatory framework
Recognize the regulatory frame work for video games classification
What is PEGI
Why is the PEGI rating for Minecraft products different
How does Minecraft seek to regulate their product?
Arguably Tetris is similar conceptually to Minecraft. Why?

UK Video Standards Council applies the PEGI rating system to Minecraft.
It is regarded as being family friendly and the initial Minecraft series was rated a PEGI 7 but the later series is higher
The introduction of Minecraft Stories were classified higher because narratives and dialogue were being introduced. 

Minecraft Xbox One Edition
Microsoft studios
The content of this game is suitable for persons aged 7 years and over only.
It contains: Non realistic looking violence towards fantasy characters - - Pictures or sounds likely to be scary to young children - Non realistic looking violence towards characters which although human are not very detailed.
System: Xbox One
Genre: Puzzle
Release date: 2017-09-20

Question: why should Tetris be rated a 3 whilst in the case of Minecraft a similar game visually it has a 12?
Tetris is rated at a 3 because it contains nothing that is unsuitable for any person, whereas minecraft contains some mild violence that people under the age of 12 may not understand and could put an impression on them in a negative way.

> Minecraft Realms are hosted on specialised servers by Mojang. 
> The terms and conditions require users to comply to the following regulations:, it must:
- not be offensive to people;
- not be illegal or unlawful;
- be honest and not mislead, trick or exploit anyone else nor impersonate others;
- not infringe anyone's copyright or other rights;
- not be racist, sexist or homophobic;
- not be bullying or abusive;
- not damage our or another person's reputation;
- not include pornography;
- not include advertising.

If any of these terms and conditions are violated, it will damage the reputation of the brand, which would mean they would earn less money and it would prevent other people in the future playing the game. Vulnerable people also play minecraft so it could be easy for them to be impressionable in the presence of other people that may be hateful or abusive towards either them or other people. These terms and conditions regulate minecraft.

Minecraft was developed using Java code which meant that it could be used on a variety of devices form iOS to  PC’s and android phones. 
The use of Java has meant that there are several rival and clones to the game Minecraft. http://castleminer.com/ is just one example
of a game with remarkable similarities and there is much scope for debate about how you go about copyrighting ideas if everyone is using open source software
.
when Microsoft purchased Mojang there was a surge in clone titles for rival consoles, such as Nintendo (who did not officially receive versions of Minecraft at the time) including Battleminer
It is hard for minecraft to copyright their idea because it is not an original idea and because at the start of minecraft there were not many platforms for minecraft, rival ideas were being introduced onto platforms such as Nintendo.

28/11/17

Task 1 

Describe how audiences are grouped and categorised by media industries, including by age, gender and social class, as well as by lifestyle and taste.
- Apply the segmentation model GEARs as part of the analysis
- Question:  In what way is the content suited to this wide age demographic?
- Read the following link and identify the factors which make the game particularly suited to young people and  “safe”. (http://metro.co.uk/2013/11/22/the-mums-guide-to-minecraft-everything-you-need-to-know-about-the-worlds-biggest-game-4189492/)
- AGE: 21 – and upwards
- List reasons why in your opinion it might appeal to an older demographic, 
Helpful Links: 
- http://www.minecraftforum.net/forums/minecraft-editions/minecraft-playstation-3-edition/mcps3-discussion/2064622-how-old-is-too-old-to-play-minecraft
- http://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2125268-what-do-you-think-about-old-people-playing

AGE

under 15 (147 votes [20.59%])
15-21 (312 votes [43.70%])
22-30 (150 votes [21.01%])
31-40 (58 votes [8.12%])
41-50 (23 votes [3.22%])
51-60 (5 votes [0.70%])
61-70 (1 votes [0.14%])
71-80 (1 votes [0.14%])
81+ (17 votes [2.38%])

Analysis
Over 80% of the demographic is represented by Under15’s through to 22 – 30’s
Of the 80%  50% are aged 15 -21 and 25% each are under 15 and between 22 – 30

Question: In what way is the content suited to this wide age demographic?
The content within Minecraft is suited to this wide age demographic as players are able to create their own world and they are able to create whatever they want within their specific Minecraft world, therefore making it suitable for people of all ages. Younger people may want to play the game to be creative and start gaming in a simpler way, and it could also help them to learn. Older people may play the game as they have grown up with it and they may also use it as a form of escapism. Additionally to this, there is a multiplayer feature in which friends can play Minecraft together.


Read the following link and identify the factors which make the game particularly suited to young people and  “safe”. http://metro.co.uk/2013/11/22/the-mums-guide-to-minecraft-everything-you-need-to-know-about-the-worlds-biggest-game-4189492/
- Allows them to play the game and interact within the game istelf without allowing online interaction and only in selected modes, making it safe.
- Apple and android versions are only £4.99, cheap for kids to buy.
- Teaches problem solving.

List reasons why in your opinion it might appeal to an older demographic,
Struggling? Follow the links below to help you

- broader perspective and greater diversity
- playing game with friends, allows you to be social.
- escapism.

In my opinion, men may be more interested in playing Minecraft than women due to the fact that people interested in video games tend to be male and this is possibly due to the fact that a lot of games in the video game industry involve violence and crime, which is something that may not appeal to all females. You are able to play Minecraft in survival mode, which involves aspects of violence.

Task 2

Describe How media producers target, attract, reach, address and potentially construct audiences. 

Minecraft as a game /brand has been developed. The existing game has been upgraded and is increasingly becoming more sophisticated (Graphically and contains new features). It also includes open world game play.
Minecraft Realms was launched to attract and encourage audiences to use the game on dedicated servers and increase subscription revenues. 
Minecraft StoryMode targets a newer audiences with New stories. 

Mojang

Initially there was little work to advertise the original version of Minecraft; it was simply word of mouth across forums that created a buzz about the game.

Microsoft 

Now that Minecraft is established and owned by a division of a conglomerate, the methods used to distribute and market the game are similar to popular mainstream releases. 

Identify the approaches taken by Microsoft to market the game.
Educational Minecraft will help to introduce Minecraft to a younger audience and possibly persuading them to play the game outside of education. It also helps to make education more interesting and helps them to engage with the subject. Code is also modern and helps younger people to become interested in code and computer science.

There is evidence to suggest that mobile and hand-held devices are really driving the sales of Minecraft forward. For example, the release of the PlayStation Vita version of Minecraft boosted sales of Minecraft by 79%, outselling PS3 and PS4 releases and making it the largest launch on a PlayStation console. The appeal is being fuelled by a new generation of gamers who prefer hand-held devices over traditional consoles. 

Minecraft marketplace is a place where you are able to design, create and buy new skins and scenes for your minecraft world. It includes minecraft coin which is how you are able to buy the skins and worlds.

Friday, 10 November 2017

The Big Issue: Representation Essay (10/11/17)

You will create a 500 word essay in which you will discuss the way The Big Issue Represents the poor/working class. As part of your essay you will explore the stereotypes associated with the working class and underclass.  

The Big Issue represents the poor and working class individuals in a very different way to how many mainstream media platforms represent working class or underclass individuals and families. The representation of homelessness, working class or underclass individuals amongst mainstream media is predominantly right wing. Newspapers such as The Sun or the Daily Mail usually portray a stereotypical view of lower class citizens and suggest that most working class or underclass individuals abuse the welfare system or that they are all 'CHAVS' (council house and violent) in some way. Lawler (2005) showed that CHAV is used as a term of disgust and contempt and argues that the media use discriminatory and offensive language to show how people in society view working class and underclass individuals, which is as stereotypical form of appearance. Underclass is defined as the segment of the population that occupies the lowest possible position in a class hierarchy, below the core body of the working class. Many articles have featured in The Sun that suggest that these underclass members of society are unnecessarily on benefits when they don't actually require them, which is a stereotypical view and not all working class or underclass members of society abuse the welfare system, but rely on it to survive. 


An article from the Daily Mail with the headline: "Vile Product of Welfare UK" portrays a man with 17 children as 'vile' and that he 'milked the benefit system'. This article also suggests that his actions against 6 of his children are due to him being from a working class or underclass family. Shildrick and MacDonald (2007) suggest that the poor are undeserving of sympathy because they got themselves into that situation and this particular article from the Daily Mail is a stereotypical portrayal of the working class or the underclass individuals within society. Another example of how mainstream media portray working class and underclass individuals is another article from the Daily Mail with the headline: "75% of incapacity claimants ARE fit to work". This article implies that their view of underclass or working class individuals is that they are lazy, and are abusing the welfare system within the UK. This is a stereotypical view on these classes and not all people from a working class or underclass family are like this.


The Big Issue show a counter stereotype of the working class and underclass individuals, and suggests that underclass and working class individuals need the same help as homeless individuals, through the 'hand up not a hand out' approach. The Big Issue is a left wing aspect of the media, and show individuals of a working class and underclass family to be hard working individuals that are not given the same opportunities as other individuals in society. This is why they take the approach of a 'hand up not a hand out' as this shows other media platforms that homeless individuals are not always archetypes of the typical stereotypes of homelessness, but are individuals that need to get back on their feet and create a better life. British press is dominated by right wing media with newspapers such as the Daily Mail, The Sun and The Telegraph, and people who read these particular newspapers are getting their news solely from these sources, so they are unable to see the opposing side of the argument. The Big Issue, in this particular article, are representing homeless individuals as people who do not get the help and support that they need to stay off the streets, so will end up sleeping rough and turning to drugs in times of need, rather than turning to a support system. The Big Issue listen to homeless people as individuals, as well as treating them as individuals rather than a stereotypical groups. Additionally to this, The Big Issue, they refer to homeless people as part of society, rather than excluding them from it.

Thursday, 9 November 2017

The Big Issue: Bob Big In Japan Essay (09/11/17)

You will analyse the media language and media representation of the following issue of The Big Issue


- 1273: Bob Big in Japan (September 11 - 17th 2017)

Discuss the use of media language in The Big Issue's representation of homelessness through the front cover of issue 1273.

The Big Issue is a charity that was founded in 1991 by John Bird, and is a charity street newspaper that aims to help homeless individuals to rebuild their life and get them back onto their feet. They believe in a ‘hand up and not a hand out’ and recognise that earning an income is a key step in a person’s journey towards stability and a better life. They also help individuals to earn some type of income, so that they are able to continue this further into their lives. They aim to deliver social and financial inclusion to people in need of it the most, so that they are able to have access to some type of housing and that they are able to have access to healthcare if if should be needed. Their representation on homelessness differs from the mainstream media, particularly the right wing press including the Daily Mail, The Sun and The Telegraph. The mainstream media and many right wing media platforms convey the homeless stereotype as being lazy, or addicted to drugs and alcohol. The Big Issue is a left wing aspect of the media that portrays a counter stereotype of homelessness, and show them to be hard working individuals that are not given the same opportunities as other individuals in society. This is why they take the approach of a 'hand up not a hand out' as this shows other media platforms that homeless individuals are not always archetypes of the typical stereotype of homelessness, but are individuals that need to get back on their feet.

The representation of homelessness, working class or underclass individuals amongst mainstream media is predominantly right wing. Newspapers such as The Sun or the Daily Mail usually portray a stereotypical view of lower class citizens and suggest that most working class or underclass individuals abuse the welfare system or that they are all 'CHAVS' (council house and violent) in some way. Underclass is defined as the segment of the population that occupies the lowest possible position in a class hierarchy, below the core body of the working class. Many articles have featured in The Sun that suggest that these underclass members of society are unnecessarily on benefits when they don't actually require them, which is a stereotypical view and not all working class or underclass members of society abuse the welfare system, but rely on it to survive. The Big Issue show a counter stereotype of this, and suggests that underclass and working class individuals need the same help as homeless individuals, through the 'hand up not a hand out' approach. 

Newman (2006) suggested that through media platforms such as film and television, the working class or underclass individuals are depicted in a negative way and as 'dumb' or 'stupid'. This is evident through characters like Homer Simpson from The Simpsons, and Phil Mitchell from Eastenders. As well as this, Newman also argued that not many television and dramas focus on the everyday lives of working class or underclass individuals, which is surprising considering that this class of people make up a significant amount of society. Butsch (1992) also implied that working class individuals are almost always portrayed as flawed individuals, such as cheating the benefits and welfare system. The word 'CHAV' often comes up when describing individuals from working class and underclass families and that it is predominantly used as a term of disgust and contempt. Lawler (2005) argued that the media's use of the discriminatory and offensive language, as well as stereotypes, are used to portray the view that they have of underclass individuals, which is predominantly negative. Swale (2006) also highlighted that right wing newspapers such as the Daily Mail and The Sun imply that people from underclass societies are responsible for their own poverty. A news article from The Sun with the headline: "Homeless put up in 4-star hotels" states that "council chiefs are blowing millions booking homeless people into posh hotels because of a loophole in new benefit limits". The term 'blowing millions' suggest that The Sun believe it is not necessary to do this, and that they believe that the money could be used for something else, which connotes that they view homelessness with a right wing view.

In this particular issue of The Big Issue, they use a direct mode of address as 'Bob', the cat in the centre of the magazine cover, is looking directly into the camera, giving the effect that he is directly looking towards the audience. This creates a connection with the audience and also makes Bob the main focus of the cover, insinuating that this particular issue is mainly about Bob. The main coverline text that accompanies the image is "BOB: BIG IN JAPAN", which gives context to the image and gives an insight that the feature article may be about Bob's success in Japan, and how he came to be so successful in Japan. The colours used within this article are saturated, with the uses of neon pinks and blues to capture the attention of the reader. Additionally to this, the saturated colours hint to the audience that the article is a positive one and rather than being about James Bowen's struggles on the street, it is about his and Bob's success both in the UK and internationally. The use of the background being a city in Japan also gives context to the article, and sets in place what the content of the article is going to include. The pink also relates to the Japanese cherry blossom, which is a huge part of their culture and therefore hinting at the location on the front cover. As well as the mode of address being direct, The Big Issue have decided to go with an informal mode of address. This is shown through the use of the pun in the bottom left corner of the magazine, which reads "Look, Bobzilla!" This pun may have been used to fit with the article, and to suggest the popularity of Bob in both the UK and internationally. This front cover could also include a lot of saturated colour to contrast from the views on homelessness of other charitable organisations. Most of the campaigns you see on homelessness are in dull colours or black and white, and this contrasts this massively with the saturated pink and blue colours.

The font is sans serif font, which shows that it is a modern newspaper and less traditional. A lot of newspapers still use serif font to accentuate the traditionalism of their newspaper. The use of a sans serif font could imply that they have a modern and less traditional outlook on homelessness and how to help homeless individuals. The tagline below The Big Issue logo, 'a hand up not a hand out' further highlights to the buyers of the newspapers that The Big Issue allows vendors to make a living and get them back on their feet and possibly off of the streets for good. It also continues to promote what the main aim of the Big Issue is. For every £2.50 magazine sold, the vendor is able to keep £2. On a 'good day' as described, a vendor sells 10 copies, giving them maximum of £20 a day for themselves. 

The film itself, A Streetcat Named Bob, is a vehicle for highlighting the issues of homelessness in some ways. James Bowen was born in Surrey in 1979, and had a childhood in Australia. He was diagnosed with ADHD and manic depression as a child. He returned to England in 1997 and soon he was living at various flats and squats around London. When he ran out of places to sleep, he moved to the streets. It was a desperate decade in which he was robbed by other users and dealers, and beaten by drunks while sleeping rough. James admits his life only changed in 2007 when he found a dishevelled cat curled up in the hallway of his sheltered accommodation while he was a participant on a drug rehabilitation programme. Living hand to mouth on the streets the last thing he needed was a pet. Yet something drew James to the strikingly intelligent cat and he spent the last of his savings taking him to the vet to treat an injury to Bob’s leg. From that day onward the cat would not leave James’ side. On discovering that he was a stray, he named him Bob and has been with him ever since, now owning him. The Big Issue was important for James as it allowed him to make part of his money (along with busking) and get back onto his feet, which he would then have to use to provide food for the cat and himself, which would prevent him from using the money earned on drugs and alcohol. The Big Issue use James Bowen as it is one of the few success stories they are able to use to give hope to other Big Issue vendors that they are able to get back onto their feet and off of the streets. A Streetcat Named Bob is able to highlight the issues surrounding homelessness, but also gives an insight into the causes. There are social causes to homelessness, which include a lack of affordable housing, poverty and unemployment; and life events which cause homelessness. Many become homeless after leaving prison, psychiatric care or the army and have nowhere else to go. Many homeless women have escaped a violent relationship and many people become homeless because they can simply cannot afford rent anymore. Life events such as the breaking down of a relationship, losing a job, having mental health issues or a disability, or the abuse of substances and alcohol.

Tuesday, 7 November 2017

The Big Issue: Money for Good (07/11/17)

You will analyse the media language and media representation of the following issue of The Big Issue:
- Issue 1277: Money for Good (October 9th - 15th 2017)


The main colour included on the front cover of this specific issue of The Big Issue is green. Green is usually associated with the idea of money and finance. In the top right corner of the magazine, there is a puff that states that this specific issue is a 'finance edition', which suggests to the reader that the main focus of the issue is money, and that there will be different stories and advertisements that include the subject of money in some way. The picture inside of the puff is a piggy bank, which is also something associated with money, finance and being able to save money. The colours featured on the front cover of this issue are predominantly green and orange, which are complimentary colours and contrast each other but make the issue more eye catching for the reader. There are also different variations of green within the issue, which is in keeping with the colour scheme and the theme of money. The main coverline 'Money for Good' is the largest piece of text which is main focus of the composition and the font used in sans serif, giving it less traditional and more modern feel. The text in front of the main coverline says 'How to save it, spend it & make the world a better place'. This could suggest to the audience that this issue will focus on how to help people save money, spend it in the right way and use it to make the world a better place. Additionally, it could connote that by buying a copy of The Big Issue, you are helping to make someone's life better. The banner at the top of the page is orange, which immediately draws the readers attention to the top of the page. The play on words 'the only way is ethics' has connotations towards The Only Way is Essex, but also that the issue is about money and ethics. 

The use of celebrities in promoting the magazine's values is extremely important and in this particular issue of The Big Issue, Paolo Nutini and Dawn French are the main celebrities featured on the front cover. Paolo Nutini is a singer who grew up in Paisley in Scotland. Paisley is considered to be one of the most deprived areas in Scotland. They have recently put in a bid for the UK City of Culture 2021. Paolo Nutini has been featured in the Big Issue to discuss why he feels that Paisley deserves to win City of Culture, but also what can be done to help the urban renewal of the city. This relates to The Big Issue, this issue in particular, due to the fact that money is needed to make this happen. In relation to the front cover, they have used a direct but informal mode of address in the picture of him. It is direct as he is facing the audience and looking directly at the camera. The mode of address is informal due to the way that he is dressed, for example with his top button undone. These modes of address help to engage the audience with The Big Issue, but also to engage the audience with the story on Paolo Nutini and Paisley. In my opinion, the government is investing more money on the south than it is in the north. For example, the development of the crossrail, in the south alone, has cost the government £14.8billion so far. This particular issue may want to address the urban renewal of the north due to the fact that the north is more underdeveloped than the south, and this is possibly where more homelessness and poverty occurs. 

Brexit has had a significant impact on the poorer communities and individuals throughout the UK. There was predictions that immigration was expected to reduce due to the fact that Brexit could possibly weaken the country and reduce job creation throughout the UK. According to The Express, there has been a significant fall in the value of the pound, which would make it less attractive for people to come and live and work in the UK. Additionally to this, due to the fact that there has been a significant fall to the value of the pound, food prices have been fluctuating unpredictably since Brexit, but predominantly food prices have risen since the UK decided to leave the EU in early 2017. This means that the poorer individuals may not have been able to afford enough food to feed themselves and their families. The value of the pound has been increasing since, meaning that food prices may be lowered in the coming months. Unemployment has also been at the highest it has been until the 1970s, meaning that it is possible that homeless individuals, as well as already unemployed people may find it harder to find a job and get back onto their feet. In my opinion, the poorer communities and poorer individuals of the UK would not be better off if the UK leave the EU due to the fact that unemployment has risen meaning it is harder to find a job, food prices have risen and as have housing prices. This means that it would be significantly harder for them to continue to survive on their current income due to the effects of Brexit.

Dr. Muhammed Yunus is the founder of the 'Microcredit' concept and won a Nobel Peace Prize for his work in 2006. The Microcredit concept uses small loans made at affordable interest rates to transform the lives of people living in poverty, mostly women living in poverty. This links with the ethical position of The Big Issue due to the fact that The Big Issue was founded and designed to help homeless individuals earn a decent living and to use the money to help them live a slightly better life, as demonstrated by the 'hand up not a hand out' slogan used by The Big Issue. Unlike right wing press, The Big Issue is an organisation that delivers news stories to people, but also presents a counter stereotype of homeless individuals rather than the typical 'lazy, drug addicted' stereotype that most right wing press use in their news articles about the homeless. In my opinion, this does not fit with the commonly held notions that the poor are flawed individuals or lazy (according the Shildrick and MacDonald (2007) and Butsch (1992). Through homeless individuals or people living in poverty going out to apply for these Microcredit loans, they are defying against the stereotypes and proving to people that they are far from lazy and that they are doing something to help themselves and their situation. Muhammed Yunus now has an idea for a new plan that could redesign the world's economic engine, proposing a world with zero poverty and zero unemployment. To do this, society would have to redefine the notion of 'self-interest' and the way that they view our roles in the jobs market.