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Grace Arnell
1b. Narrative. The term narrative is a spoken or written account of connected events; a story. The
narrative can be dissected further in terms of the type from retrospective to cyclical to convey a
message be it symbolic or ideological to its audience. When considering the feature narrative in
termsof mymusicvideo“HeyThere Delilah”byThe Plain White T’s I used a retrospective narrative
which was performance based with dream like flash backs throughout. I used the micro features;
mise en scene, editing, camera and sound to portray my narrative.
Saussure’s theory on semiotics enables me to portray my narrative successfully within my music
video;using symbols and signifiers to suggest a male verses female dichotomy. When considering
the camera techniques I used extreme close ups of the female and males eyes and lips; physical
characteristics that are distinctive to each gender and hyperbolised in media as sexual. In order to
enforce the dichotomy I placed the shots next to each other in a pattern of female, male, female,
male duringthe lyrics“close youreyes”toplace visualsonthe wording.Iplacedthe male artists live
performance in black and white compared to the female in colour to subliminally reinforce the
difference between the genders. This relating to the narrative as my main focus was to portray the
artist’spersonal experiences with a girlfriend within the iconic city of London and the sentimental
meaning it has to him. To make my work excellent at relating to my primary target audience the
Uses andGratificationstheory;relationships with artist and self-identity needed to be enforced to
convey my narrative. I choses the themes of nostalgia and love as these were relatable to many
audiences and could relate the narrative of his love for a city and the girl to many situations the
audiences have personal been involved in. Extreme close ups as well as point of view shots
presented how the male felt towards the female understanding the physical sexualised emotions
due to the choice of close up of her lips; Laura Mulvey’s Male Gaze Theory. This can be said to be
seen in many real world media text when expressing a narrative of a retrospective love story of
some sort. A final point to do with Saussure’s theory is the lyrics itself in my music video which
expressthe story.The songitself isinterpretedasalove songinvolving aniconiccitysuch as London;
this means my narrative aspect needed to include camera visuals such as the London eye which
instantly signify the city.
Moreover, the narrative needed to be enforced not only through camera shots but the editing;
editingthe establishingshotsof Londontoappearthroughoutthe live performance was paramount
inconveyinghispastevents.Inordertomake the dreamlike flashbacksclearIeditedthe footage to
blurthe scenesat a scale of 4, allowingme to connote a “fuzzy” effect which suggests the narrative
for the artist is a blur and so making the narrative for the audience more realistic. Furthermore to
presentthe effectthe audience wasthere orto be able to relate betterto the narrative I used many
pointof viewshotsto give asense of involvement. To contrast the live performance narrative from
the retrospective narrativeIusedthe elementof colour;placingthe performance inblack and white
with a high contrast of 5 to give a raw detailed effect and the retrospective in colour but blurred.
When comparing these editing skills I chose the difference is extremely apparent and makes the
audience able tounderstandthe differentstorylinesinwhichare running alongside each other. For
example the song lyrics constantly refer to the artist’s guitar as well as the band being known for
becoming famous through this. Therefore I repeated shots within my video of the guitar which is
part of the narrative as the artist is trying to break into the industry and thanking his fans for
allowing him to do so with this talent.
AndrewGoodwinisthe final personinwhichIwill considerwhenlookingatmy musicvideoin terms
of narrative structure. Goodwin created a six element theory; element one being the visuals are
illustrationsof the lyrics. An example within my own work with arguably uses Laura Mulvey's male
gaze as well,the lyrics“close youreyes”wasenhancedthroughthe visualsof the female closing her
eyes.The simple ideanotonlyillustratedAndrew Goodwin'sideabutdue to using the females eyes
and lips together from the males perspective enforces the way in which females are seen in the
Grace Arnell
mediaby audiences. I furthered this with the idea that when the lyrics “walking to you” I captured
the femalesshoeswalkingroundthe hallsof herschool,whichlaterlinked to the ending lyrics “two
more years and you’ll be done with school” which gives the music video constant linking and
repetition throughout. A final example which is a strong link to Goodwin’s theory is the constant
reference tothe artistsiconicguitar,close ups appear capturing the detail and visually showing the
audiences his guitar I which arguably made him famous.
In conclusionmymusicvideousesthe micro features in order to present the narrative successfully
with the themes of nostalgia and love. When using the theories it aided me to have a greater
understanding of my work and what I needed to do in order to make the video connect with the
primary and secondary target audience so my work seemed professional and similar to real media
text.
2. Giveyour definitionofpostmodernismandsupportit withexamples
Postmodernismisatendencyiscontemporaryculture characterisedbythe rejectionof objective
truth andglobal cultural narrative.Postmodernism, particularlyasanacademicmovementcanbe
understoodasa reactionto modernisminthe humanities. The ideaof modernismisoften
associatedwithidentity,unityandauthority, whereas Postmodernismisassociatedwithdifference,
pluralityandscepticism. The theory postmodernity canbe recognisedinmanymediaformats for
example;film,musicvideos,videogames andtelevision,incorporatingmanyfeaturestoenable
audiencestoidentifyit suchas irony,intertextualreferencingandpastiche whichcontrasta
conventional musicvideo. Whensuccessfullyappliedthe mediumcanbe describedas playful,
curiousand startlingtoaudiencesthatwatchthe videoyetunsuccessfulcanhave damagingeffects
becomingdetachedfromaudiencesandoftennihilisticandsexist.Toenforce theseideaswithin
differentmediumsIhave putforwardcase studiesfromreal world textswhichare seentoconvey
the elementsthat are postmodern.
Fredric Jameson put forward that postmodernity is the merging of all discourse into an
undistinguishablewhole,beingthe result of acolonisationof the cultural sphere whichhad retained
at least partial autonomy during the prior modernist era. Jameson has two well-known theories
based on the characterisation of postmodernism being; pastiche and historicity (collage of
juxtapositionwithoutanormative ground). He also argued that postmodernity suffers from a crisis
inhistoricity;“There nolongerseemstobe anorganic relationshipbetweenthe historywe learnand
currentexperienceof everydaylife.ThisrelatestoKatyPerry’s“This is how we do” music video due
to her ideas presented being centred on the binary opposites of parody and pastiche taking other
renowned works; mocking some forms and paying respect to others. An example of this is
replicating the swimming pool scene from High School Musical 2 when they present one of their
iconic songs. The scene is mocked through the style of parody within the video, including mise en
scene suchas oversizedprops whichare iconicwithinthe filmandfansof Katy wouldtypicallywatch
the filmandso be able to make the links.Inadditionmore linksinthe formof parody are made such
as Miley Cyrus within draw cartoons that take her iconic dance movements and mock them. The
camera focusesonthe cartoon havingone ineachthird walkingacrossthe screenbeingportrayedas
intoxicatedanddrunkwithalcohol inone hand.This putsforward Mileys bad press about drugs and
drinkand mocksherrecentactionsthroughchildlike cartoonwhichare meantto be “innocent”. The
lyrics within the song do not correlate to the visuals and so being an obvious indication that the
Grace Arnell
music video is postmodern. Finally, pastiche (opposite to parody) is also a major element taking
iconic artists and brands such as Chanel and Moet champagne and making the camera focus on the
brandsand audience take focus.Althoughthe youngaudience would not be able to purchase these
productsnecessarilytheywouldbe able tounderstandwhatthe productsare.Katyis paying respect
to those previousworkswhichare knowninthe media to have had a major impact in history and so
havinga range of references suggests although she mocks and respects some work they are in fact
all equal.
Moreoverwhenobservingthe mediumof videogame the new Sims4 (The SIMSStudio, Series – The
SIMS, Platform– MicrosoftWindowsOSX) can be arguedto be the best example of postmodernity.
The game isnonlinearwithnospecificgoalsorrewardsto achieve the nextlevel. The game is based
around real life situations where the player must create characters and family’s and control their
everyday lives; from house building to relationships. The gamer explores different personalities
which can change throughout game play. Sims can multi task – talk while completing an action.
Furniture,buildingsandneighbourhoodsare presentsalongthe way.There are some goals in which
can be achievedsuchasthe Legacy Challenge allowingplayerstocreate a familylast10 generations.
Sims 4 is a role play, strategic, life simulation game which means players can create a character of
themselvesorsomeone whoisentirelydifferent.Thisisseen as postmodern as you are able to play
different versions of yourself within the game. This is also hyper real as Baudrillard stated that
simulacrum is not a copy of the real but becomes truth in its own right. Players can control the
character, withsuchdetail andreal life activitiesthe characteritself beginstocreate itsownidentity
and the playerbecome more emergedwithinthe game.There are intertextual linkswithinthe game
whichare takenfromthe real world.Thisisbecause the games aims to become as professional and
a real simulated life as possible. T.V programs have been incorporated as well as references to
famousfiguressuchas Shakespeare andhisfamous work of Romeo and Juliet which audiences will
be able to identify and hence feel the game is more realistic. Within the game famous icons are
referenced in serious but also mocking ways. Shakespeare for example is mentioned within a
parody,mockingandoverexaggeratingthe famousworkof RomeoandJulietwithoverexaggerated
actionsand iconssuch as love hearts.Withinthe game there isanoptionforthe Simscharacter itself
to create its own Sims; Meta Meta narrative. Moreover the characters themselves address the
camera and star directly out of the screen if they need assistance for example if they are hungry.
Thisis self-reflectivitydue tothe Simsaware thatthey are being controlled and manipulated by the
gamerand turningto the screenwhen in need. Furthermore, the creation of your own character or
self,placingyourowncharacteristicswithinanotherfigureisaprojection of yourself into the game;
giving you self a true experience.
The case study “The Anomaly” is set in a futuristic film which takes elements from other iconic
postmodernfilmstoenhance the genre to the audience. The films narrative is based upon a battle
over control of the mind and of cutting-edge biotechnology. Traumatised ex-soldier Ryan Reeve
(Noel Clarke) wakesupinthe back of a van nextto a youngboywho isbeing held prisoner. He frees
the boy and must work out what is happening in bursts of consciousness each lasting less than ten
minutes,while hismindisswitched repeatedly to a parallel existence under mind control of which
he has no recollection. This narrative explained instantly the idea of the postmodern element;
Grace Arnell
merging of time and space, the camera shots edited together to have quick cuts from location to
locationaswell as changingtime period. Furthermore, the moviesnarrativethenbegins to lead the
audience toquestions suchaswhatis actually real andwhatis not.JeanBaudrillardisa 20th Century
philosopher,hismostfamouswork being Simulacra and the Hyper Real. Simulacra is the process in
whicha representationof somethingcomestoreplace the thingwhichisactuallybeingrepresented.
The representation becomes more important than the real thing. Furthermore, Hyperreality is the
divisionbetween‘real’andsimulation has collapsed, therefore an illusion of an object is no longer
possible because the real object is no longer there. An example is celebrities who reach a point at
whicheveryaspectof theirlivesistakencare of by someone else who are said to be surrounded by
the hyper real world. They lose the ability to interact with people on a normal level and ‘normal’
people are considered to follow these icons and try to copy. This is a common case in which
someone has become more engaged in the hyper real than the actual real world. The hyper real is
more real than what is actually real, and in relation to the film the character himself loses what is
real.He is within a dream within a dream. When the audience is finally able to understand what is
realityand whatis a dreamstate withinthe filmitgivesasense of intelligence. This is a postmodern
elementasthe audience isable tomake the links and feel they know more than others. Within the
film there are many intertextual references to the iconic postmodern films that have made a dent
withinhistory.These are The Matrix and Blade Runner. There are scenes and ideas within the films
whichhave been placedinmycase studybut givena moderntwist.Italsoallowsthe film to identify
itself aspostmoderndue tothese elements.Firstof all The Matrix isreferencedwithinthe filmusing
the ideaof pastiche, the filmtakesthe ideaof the “headjack”and copies this within their own film.
The character moving from dreams due to this head jack and “bugs” which are robotic as well as a
wrist control. Audiences being aware of the “head jack” from matrix and so able to instantly
understand the genre. Moreover, the musical score from The Blade Runner is used within a fight
scene andso postmodernfans would gain a sense of intelligence from noticing this fact. However,
postmodernfilmisknownfor needing to be watch many times to constantly pick up on references
and so audiences will more than likely not realise this first time.
GoggleBox is a British observational documentary/reality show which features recurring English
couples, families and friends sitting in their living rooms watching weekly British television shows.
The show is filmed in the viewer’s homes by two small HD remote control cameras known as “hot
heads” operated by a small team elsewhere in the home that have set up a temporary production
control room. The program (Series 4 Episode 11) concept is centred on the concept of intertextuality
taking other programs and allowing the families to watch and comment on the nations weekly TV for
example; The X Factor, Downton Abbey and The Great British Bake Off, the show almost doubled the
first series opener live audience of 807,000 (4.5%). The show peaked with an audience of 1.7m
(9.1%) and was also well up on the 1m (6%) slot average. There are products such as Thornton’s
chocolate which are clearly referenced and shown in the program. They are made full focus to the
audience by putting them in the middle 3rd of the screen and close to the centre. This means the
audiences eye are automatically drawn to the product and the bright colours makes the label clear
to make out. Another is the programs in which they are filmed (with 2 dual cameras) they clearly
discuss shows such as The X Factor which begins to suggest to the audience to watch them as well to
Grace Arnell
have their own opinion and so gain a sense of intelligence and understating. There is a voice over
throughout the show which acts as the voice of reason and narrator, allowing the audience to keep
up with what family is on screen and where they are. The voice is non diegetic and mocking almost
the Big Brother voice over (parody) which is also a postmodern show created by channel 4. Relying
on audience’s prior knowledge to create humour. The program as a whole loses the concept of time
and space in a sense that the cameras constantly change between each family or individual and the
location. The cameras switch between the north and south, city and country; breakdown of binary
divides. The families are watching the programs at different times,flicking from one to the other and
also using catch up. Hence the audience loosing track of time due to watching the program at 10pm
but the show itself recorded earlier on in the evening. There is also no structure to the narrative the
cameras keep switching from one family and program to the next (audiences are able to keep up
which gives them a sense of intelligence – especially if able to understand there remarks). The main
idea of the show is to record every day typical families watching the nations favourite TV and
capturing their reactions. GoggleBox records the families around the country and their reactions,
being welcoming and relatable to the audiences. The audiences forgetting they are watching the
program and are given the illusion they are part of the family. Joining in with agreeing or disagreeing
with comments due to more than likely watching the show. The audience lose a sense of reality as
they forget the families are there to be entertaining and exaggerate and believe it is real happening
at that moment.mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

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Daley work

  • 1. Grace Arnell 1b. Narrative. The term narrative is a spoken or written account of connected events; a story. The narrative can be dissected further in terms of the type from retrospective to cyclical to convey a message be it symbolic or ideological to its audience. When considering the feature narrative in termsof mymusicvideo“HeyThere Delilah”byThe Plain White T’s I used a retrospective narrative which was performance based with dream like flash backs throughout. I used the micro features; mise en scene, editing, camera and sound to portray my narrative. Saussure’s theory on semiotics enables me to portray my narrative successfully within my music video;using symbols and signifiers to suggest a male verses female dichotomy. When considering the camera techniques I used extreme close ups of the female and males eyes and lips; physical characteristics that are distinctive to each gender and hyperbolised in media as sexual. In order to enforce the dichotomy I placed the shots next to each other in a pattern of female, male, female, male duringthe lyrics“close youreyes”toplace visualsonthe wording.Iplacedthe male artists live performance in black and white compared to the female in colour to subliminally reinforce the difference between the genders. This relating to the narrative as my main focus was to portray the artist’spersonal experiences with a girlfriend within the iconic city of London and the sentimental meaning it has to him. To make my work excellent at relating to my primary target audience the Uses andGratificationstheory;relationships with artist and self-identity needed to be enforced to convey my narrative. I choses the themes of nostalgia and love as these were relatable to many audiences and could relate the narrative of his love for a city and the girl to many situations the audiences have personal been involved in. Extreme close ups as well as point of view shots presented how the male felt towards the female understanding the physical sexualised emotions due to the choice of close up of her lips; Laura Mulvey’s Male Gaze Theory. This can be said to be seen in many real world media text when expressing a narrative of a retrospective love story of some sort. A final point to do with Saussure’s theory is the lyrics itself in my music video which expressthe story.The songitself isinterpretedasalove songinvolving aniconiccitysuch as London; this means my narrative aspect needed to include camera visuals such as the London eye which instantly signify the city. Moreover, the narrative needed to be enforced not only through camera shots but the editing; editingthe establishingshotsof Londontoappearthroughoutthe live performance was paramount inconveyinghispastevents.Inordertomake the dreamlike flashbacksclearIeditedthe footage to blurthe scenesat a scale of 4, allowingme to connote a “fuzzy” effect which suggests the narrative for the artist is a blur and so making the narrative for the audience more realistic. Furthermore to presentthe effectthe audience wasthere orto be able to relate betterto the narrative I used many pointof viewshotsto give asense of involvement. To contrast the live performance narrative from the retrospective narrativeIusedthe elementof colour;placingthe performance inblack and white with a high contrast of 5 to give a raw detailed effect and the retrospective in colour but blurred. When comparing these editing skills I chose the difference is extremely apparent and makes the audience able tounderstandthe differentstorylinesinwhichare running alongside each other. For example the song lyrics constantly refer to the artist’s guitar as well as the band being known for becoming famous through this. Therefore I repeated shots within my video of the guitar which is part of the narrative as the artist is trying to break into the industry and thanking his fans for allowing him to do so with this talent. AndrewGoodwinisthe final personinwhichIwill considerwhenlookingatmy musicvideoin terms of narrative structure. Goodwin created a six element theory; element one being the visuals are illustrationsof the lyrics. An example within my own work with arguably uses Laura Mulvey's male gaze as well,the lyrics“close youreyes”wasenhancedthroughthe visualsof the female closing her eyes.The simple ideanotonlyillustratedAndrew Goodwin'sideabutdue to using the females eyes and lips together from the males perspective enforces the way in which females are seen in the
  • 2. Grace Arnell mediaby audiences. I furthered this with the idea that when the lyrics “walking to you” I captured the femalesshoeswalkingroundthe hallsof herschool,whichlaterlinked to the ending lyrics “two more years and you’ll be done with school” which gives the music video constant linking and repetition throughout. A final example which is a strong link to Goodwin’s theory is the constant reference tothe artistsiconicguitar,close ups appear capturing the detail and visually showing the audiences his guitar I which arguably made him famous. In conclusionmymusicvideousesthe micro features in order to present the narrative successfully with the themes of nostalgia and love. When using the theories it aided me to have a greater understanding of my work and what I needed to do in order to make the video connect with the primary and secondary target audience so my work seemed professional and similar to real media text. 2. Giveyour definitionofpostmodernismandsupportit withexamples Postmodernismisatendencyiscontemporaryculture characterisedbythe rejectionof objective truth andglobal cultural narrative.Postmodernism, particularlyasanacademicmovementcanbe understoodasa reactionto modernisminthe humanities. The ideaof modernismisoften associatedwithidentity,unityandauthority, whereas Postmodernismisassociatedwithdifference, pluralityandscepticism. The theory postmodernity canbe recognisedinmanymediaformats for example;film,musicvideos,videogames andtelevision,incorporatingmanyfeaturestoenable audiencestoidentifyit suchas irony,intertextualreferencingandpastiche whichcontrasta conventional musicvideo. Whensuccessfullyappliedthe mediumcanbe describedas playful, curiousand startlingtoaudiencesthatwatchthe videoyetunsuccessfulcanhave damagingeffects becomingdetachedfromaudiencesandoftennihilisticandsexist.Toenforce theseideaswithin differentmediumsIhave putforwardcase studiesfromreal world textswhichare seentoconvey the elementsthat are postmodern. Fredric Jameson put forward that postmodernity is the merging of all discourse into an undistinguishablewhole,beingthe result of acolonisationof the cultural sphere whichhad retained at least partial autonomy during the prior modernist era. Jameson has two well-known theories based on the characterisation of postmodernism being; pastiche and historicity (collage of juxtapositionwithoutanormative ground). He also argued that postmodernity suffers from a crisis inhistoricity;“There nolongerseemstobe anorganic relationshipbetweenthe historywe learnand currentexperienceof everydaylife.ThisrelatestoKatyPerry’s“This is how we do” music video due to her ideas presented being centred on the binary opposites of parody and pastiche taking other renowned works; mocking some forms and paying respect to others. An example of this is replicating the swimming pool scene from High School Musical 2 when they present one of their iconic songs. The scene is mocked through the style of parody within the video, including mise en scene suchas oversizedprops whichare iconicwithinthe filmandfansof Katy wouldtypicallywatch the filmandso be able to make the links.Inadditionmore linksinthe formof parody are made such as Miley Cyrus within draw cartoons that take her iconic dance movements and mock them. The camera focusesonthe cartoon havingone ineachthird walkingacrossthe screenbeingportrayedas intoxicatedanddrunkwithalcohol inone hand.This putsforward Mileys bad press about drugs and drinkand mocksherrecentactionsthroughchildlike cartoonwhichare meantto be “innocent”. The lyrics within the song do not correlate to the visuals and so being an obvious indication that the
  • 3. Grace Arnell music video is postmodern. Finally, pastiche (opposite to parody) is also a major element taking iconic artists and brands such as Chanel and Moet champagne and making the camera focus on the brandsand audience take focus.Althoughthe youngaudience would not be able to purchase these productsnecessarilytheywouldbe able tounderstandwhatthe productsare.Katyis paying respect to those previousworkswhichare knowninthe media to have had a major impact in history and so havinga range of references suggests although she mocks and respects some work they are in fact all equal. Moreoverwhenobservingthe mediumof videogame the new Sims4 (The SIMSStudio, Series – The SIMS, Platform– MicrosoftWindowsOSX) can be arguedto be the best example of postmodernity. The game isnonlinearwithnospecificgoalsorrewardsto achieve the nextlevel. The game is based around real life situations where the player must create characters and family’s and control their everyday lives; from house building to relationships. The gamer explores different personalities which can change throughout game play. Sims can multi task – talk while completing an action. Furniture,buildingsandneighbourhoodsare presentsalongthe way.There are some goals in which can be achievedsuchasthe Legacy Challenge allowingplayerstocreate a familylast10 generations. Sims 4 is a role play, strategic, life simulation game which means players can create a character of themselvesorsomeone whoisentirelydifferent.Thisisseen as postmodern as you are able to play different versions of yourself within the game. This is also hyper real as Baudrillard stated that simulacrum is not a copy of the real but becomes truth in its own right. Players can control the character, withsuchdetail andreal life activitiesthe characteritself beginstocreate itsownidentity and the playerbecome more emergedwithinthe game.There are intertextual linkswithinthe game whichare takenfromthe real world.Thisisbecause the games aims to become as professional and a real simulated life as possible. T.V programs have been incorporated as well as references to famousfiguressuchas Shakespeare andhisfamous work of Romeo and Juliet which audiences will be able to identify and hence feel the game is more realistic. Within the game famous icons are referenced in serious but also mocking ways. Shakespeare for example is mentioned within a parody,mockingandoverexaggeratingthe famousworkof RomeoandJulietwithoverexaggerated actionsand iconssuch as love hearts.Withinthe game there isanoptionforthe Simscharacter itself to create its own Sims; Meta Meta narrative. Moreover the characters themselves address the camera and star directly out of the screen if they need assistance for example if they are hungry. Thisis self-reflectivitydue tothe Simsaware thatthey are being controlled and manipulated by the gamerand turningto the screenwhen in need. Furthermore, the creation of your own character or self,placingyourowncharacteristicswithinanotherfigureisaprojection of yourself into the game; giving you self a true experience. The case study “The Anomaly” is set in a futuristic film which takes elements from other iconic postmodernfilmstoenhance the genre to the audience. The films narrative is based upon a battle over control of the mind and of cutting-edge biotechnology. Traumatised ex-soldier Ryan Reeve (Noel Clarke) wakesupinthe back of a van nextto a youngboywho isbeing held prisoner. He frees the boy and must work out what is happening in bursts of consciousness each lasting less than ten minutes,while hismindisswitched repeatedly to a parallel existence under mind control of which he has no recollection. This narrative explained instantly the idea of the postmodern element;
  • 4. Grace Arnell merging of time and space, the camera shots edited together to have quick cuts from location to locationaswell as changingtime period. Furthermore, the moviesnarrativethenbegins to lead the audience toquestions suchaswhatis actually real andwhatis not.JeanBaudrillardisa 20th Century philosopher,hismostfamouswork being Simulacra and the Hyper Real. Simulacra is the process in whicha representationof somethingcomestoreplace the thingwhichisactuallybeingrepresented. The representation becomes more important than the real thing. Furthermore, Hyperreality is the divisionbetween‘real’andsimulation has collapsed, therefore an illusion of an object is no longer possible because the real object is no longer there. An example is celebrities who reach a point at whicheveryaspectof theirlivesistakencare of by someone else who are said to be surrounded by the hyper real world. They lose the ability to interact with people on a normal level and ‘normal’ people are considered to follow these icons and try to copy. This is a common case in which someone has become more engaged in the hyper real than the actual real world. The hyper real is more real than what is actually real, and in relation to the film the character himself loses what is real.He is within a dream within a dream. When the audience is finally able to understand what is realityand whatis a dreamstate withinthe filmitgivesasense of intelligence. This is a postmodern elementasthe audience isable tomake the links and feel they know more than others. Within the film there are many intertextual references to the iconic postmodern films that have made a dent withinhistory.These are The Matrix and Blade Runner. There are scenes and ideas within the films whichhave been placedinmycase studybut givena moderntwist.Italsoallowsthe film to identify itself aspostmoderndue tothese elements.Firstof all The Matrix isreferencedwithinthe filmusing the ideaof pastiche, the filmtakesthe ideaof the “headjack”and copies this within their own film. The character moving from dreams due to this head jack and “bugs” which are robotic as well as a wrist control. Audiences being aware of the “head jack” from matrix and so able to instantly understand the genre. Moreover, the musical score from The Blade Runner is used within a fight scene andso postmodernfans would gain a sense of intelligence from noticing this fact. However, postmodernfilmisknownfor needing to be watch many times to constantly pick up on references and so audiences will more than likely not realise this first time. GoggleBox is a British observational documentary/reality show which features recurring English couples, families and friends sitting in their living rooms watching weekly British television shows. The show is filmed in the viewer’s homes by two small HD remote control cameras known as “hot heads” operated by a small team elsewhere in the home that have set up a temporary production control room. The program (Series 4 Episode 11) concept is centred on the concept of intertextuality taking other programs and allowing the families to watch and comment on the nations weekly TV for example; The X Factor, Downton Abbey and The Great British Bake Off, the show almost doubled the first series opener live audience of 807,000 (4.5%). The show peaked with an audience of 1.7m (9.1%) and was also well up on the 1m (6%) slot average. There are products such as Thornton’s chocolate which are clearly referenced and shown in the program. They are made full focus to the audience by putting them in the middle 3rd of the screen and close to the centre. This means the audiences eye are automatically drawn to the product and the bright colours makes the label clear to make out. Another is the programs in which they are filmed (with 2 dual cameras) they clearly discuss shows such as The X Factor which begins to suggest to the audience to watch them as well to
  • 5. Grace Arnell have their own opinion and so gain a sense of intelligence and understating. There is a voice over throughout the show which acts as the voice of reason and narrator, allowing the audience to keep up with what family is on screen and where they are. The voice is non diegetic and mocking almost the Big Brother voice over (parody) which is also a postmodern show created by channel 4. Relying on audience’s prior knowledge to create humour. The program as a whole loses the concept of time and space in a sense that the cameras constantly change between each family or individual and the location. The cameras switch between the north and south, city and country; breakdown of binary divides. The families are watching the programs at different times,flicking from one to the other and also using catch up. Hence the audience loosing track of time due to watching the program at 10pm but the show itself recorded earlier on in the evening. There is also no structure to the narrative the cameras keep switching from one family and program to the next (audiences are able to keep up which gives them a sense of intelligence – especially if able to understand there remarks). The main idea of the show is to record every day typical families watching the nations favourite TV and capturing their reactions. GoggleBox records the families around the country and their reactions, being welcoming and relatable to the audiences. The audiences forgetting they are watching the program and are given the illusion they are part of the family. Joining in with agreeing or disagreeing with comments due to more than likely watching the show. The audience lose a sense of reality as they forget the families are there to be entertaining and exaggerate and believe it is real happening at that moment.mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm