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Analysing Moving Image Texts: ‘Film Language’
‘Film language’ describes the way directors, producers and editors create meaning from the moving images of
film, video and television. We ‘decode’ the meanings in a similar way to how we interpret written language. As
with written language, but much more so, we do not just ‘read what we see’ – we bring to our interpretation of
moving images a whole range of pre-existing expectations and knowledge that affect the meaning we take from
what we see. A very important aspect of film language is its highly compelling appearance of reality. Modern
technology is increasingly able to make imaginative fiction seem entirely believable and trustworthy – as if it
were a ‘window on the world’. This means that moving images can act not only to entertain, inform and educate
but also be propaganda to convince and reinforce someone else’s pointy of view.
SIGNS, CODES and
CONVENTIONS
Denotation, denotes, denoting;
connotation, connotes,
connoting; iconic, iconicity;
index, indexical, indexicality;
symbol, symbolic, symbolism…
Semiotics is the name given to the study of the way by which meaning is created in the world, especially in
the mass media. It is based upon the idea of ‘signs’ and ‘codes’, ‘denotation’ and ‘connotation’. A sign is the
basic unit of meaning in semiotics. A sign is any individual thing that signifiesmeaning; for example, your
clothes are a group of ‘fashion signs’ which signify meaning (perhaps you are trying to look ‘cool’?). There are
two ways that signs create meaning: all signs have a literal meaning, which is called their denotation; but,
depending on the context, many signs also suggest other ‘layers’ of meaning, which is called their
connotation. For example, an image of a girl dressed all in white denotes just that, i.e. this is what you
‘see’; but it may also connote innocence or purity (and all that this means in our society and culture), i.e. this
is what you ‘think’. Connotation, therefore, is always more than the denotation.
Signs rarely work alone. They are most often combined with other signs to form a code. A code is a group
of signs that we recognise as going ‘naturally together’ to signify meaning (e.g. a rose is a sign; but
being handed to a girl by a boy could create a ‘romance code’ and suggest love). Film and TV codes are often
called technical codes because technical equipment is used to create them. There are three ways through
which codes and signs can signify meaning:
Iconicity: an iconic sign or code looks just like the thing it seems to represent, e.g. an image of a
cowboy seems to be just that; but it is called iconic because it suggests far more than it should: for
example, our culture tends to associate extra meanings with the idea of ‘cowboy’, such as toughness,
heroism, masculinity, etc. Iconic signs are never reality: they are a representation of reality.
Indexicality (an indexical sign or code) in a sign directly suggests meaning because what it shows
seems to be the result of something we associate with the thing it represents, e.g. smoke suggests fire,
sweat suggests exercise, appearance can suggest wealth, etc. This can be a short-cut way for a film
director to create meaning.
Symbolism (a symbolic sign or code) suggests meaning because we have learned this meaning in our
culture; a symbol, in itself, has no association with what it means, e.g. a red heart shape suggests love;
letters combine to make words, etc.
The meaning we gain from codes is said to be culturally determined which means that our culture ‘taught’
us that particular way to interpret the meaning. For example, when we see our national flag, the Union Jack,
we see more than what it simply denotes – a piece of coloured cloth: patriotism and pride, etc.
An important code is an enigma code. These codes put a fascinating question in the mind of the audience
that only watching the movie will answer. They tempt the audience to watch and are often used in trailers.
A convention is simply a way of doing something that we are so used to we usually fail to notice it;
conventions can seem ‘perfectly natural’ or ‘realistic’ yet are anything but. So: women in cowboys tend
conventionally to be either ‘very good’ or ‘very bad’ – and this seems ‘normal’ within the genre of cowboy
movies; the wheels of a car always screech; guns always kill outright; a punch always knocks a person out
cold. Genre and narrative are important media conventions that are covered later, as are editing techniques
and the use of certain shot types (such as an establishing shot sequence or montage – see later).
MISE-EN-SCÈNE
(French for ‘put in the scene’)
Cinema and TV codes are created within an area bounded by the edges of a screen. By controlling what
objects and action are in this frame, a film director creates what is called a mise-en-scène. Asking questions
such as ‘who, what and where’ of the characters and objects and their relative positions, expressions,
appearance, costume, make-up, scenery, props, lighting, sounds, etc. in a mise-en-scene will help you
analyse it. Try to consider what effects are created in a mise-en-scene, what meaning they have (their
denotation and, most importantly, connotation), how they have been created and why they were created
(which will be the director’s purpose – perhaps to develop a character, a mood, the storyline or plot and
sometimes to explore a deeper meaning or idea, i.e. a theme).
EDITING
Some important edits are
called: continuity (or
‘Hollywood’) edits; MTV (‘music
television’) edits; cross-cuts;
follow-cuts; match-cuts; jump-
cuts; eye-line matches;
dissolves; fades; montages;
bridging; flashbacks…
Editing is the placing of separate shots together. This allows a director to manipulate space and time –
hundreds of miles or weeks of time can be reduced to a few scenes that appear perfectly natural and
believable to the audience. A montage is a most important editing technique. It is a series of shots that are
edited together to create a kind of ‘individual unit’ of meaning.
Continuity edits – especially matched cuts – are called ‘Hollywood editing’. This creates a sequence that
seems to flow naturally on from the previous one, and in which the edits are ‘invisible’. These have the effect
of creating a realistic and seamless flow to a story or narrative (see below) where one event leads naturally
onto the next. Jump-cuts are dramatic edits; MTV edits are rapid sequences of fast jump cuts used to
create a conscious effect as used first in pop-videos; cross-cuts follow different actions such as two people
talking; follow-cuts follow an action to its consequence, e.g. a character looking edits to what they look at
eye-line matches are a kind of follow cut). A sound-bridge is a sound edit that allows sound from one
shot to cross into the next to create continuity.
SHOT TYPES
Establishing shot / long-shot /
mid-shot / close-up / point-of-
view shot / soft-focus…
An establishing shot is usually the opening shot of a sequence; it ‘sets the scene’ and locates the action. It
is often followed by a mid-shot followed by a close-up shot. A subjective point-of-view shot (POV) is at
eye-level and appears as if you are viewing the scene from the character’s perspective (as in ‘Blair Witch’). An
objective point-of-view shot acts as if you are an observer secretly looking into a scene.
CAMERA ANGLE
Eye-line match / high / low
Camera angles can signify meaning, e.g. a subjective POV high angle shot can crate a superior feel.
CAMERA MOVEMENT
Zooming / tracking / panning /
hand-held
Different camera movements can create significant meaning – a zoom into a close-up of a face can create
emotion, a pan across a war scene can suggest violence; POV tracking shots and POV hand-held
camera shot can create tension and involvement by making you feel as if you are a part of the action.
LIGHTING
High key, neutral, low key
Lighting can create atmosphere and mood as well as signify meaning, e.g. in a horror movie, light and shade
are important codes of meaning. High-key lighting is harsh, soft-key lighting creates a romantic
atmosphere, spotlighting picks out a character from a group, etc.
‘DIEGESIS’ AND SOUND Diegesis means the ‘world of the film’: if something seems to be a part of the ‘world of the film’, it is called
‘diegetic’. So, sound that is a part of the action is diegetic sound, e.g. wind noise, screeching cars, etc; but
sound that is added to create, most often, mood or atmosphere is called non-diegetic sound. Diegetic
sounds may also be added in after filming, or may be exaggerated for effect (e.g. loud footsteps).
VISUAL EFFECTS / SFX SFX (‘special effects’) often use computer-generated graphics to create compelling realism and meaning.
NARRATIVE The use of a narrative structure is a major convention of cinema and TV. We are all immersed in narratives
and have been since childhood as we tell of or hear about the complex events of the world not in the form of
long-winded complex details or bald information but as absorbing and interesting stories. Yet this way of
explaining real as opposed to fictional events greatly oversimplifies reality whilst at the same time,
paradoxically, appearing very realistic and believable. For instance, real events are rarely clearly ‘connected’
by such simple ‘cause and effect’ relationships as in stories (i.e. this leads to that because…). Yet in narrative
they always are. And in the real world people are not either good (i.e. ‘heroes’) or evil (i.e. ‘villains’); but in
narrative they always are to some degree at least. And so on. For better or worse, we tell and hear of world
events as narratives and media producers know this and use it to create media texts that rely on narrative
structures and forms to be absorbing, compelling and convincingly realistic. Because of this, filmed narratives
can easily trick us into thinking we are viewing a real ‘window on the world’.
GENRE Genre means the kind of narrative being told, e.g. detective, sci-fi, horror, etc. Genre defines a text by its
similarities to other texts. Importantly, when we watch a genre film we have many pre-existing expectations
of the types of characters, setting and events we want to see (prediction is a major aspect of our enjoyment
of a film, and genre helps this). Genre conventions are an important way a director can create believable
‘versions of reality’ because we fail to see that what is shown is not reality at all, but a media convention that
we have become accustomed to seeing in that kind of film. So… we don’t mind the owner of a casino being
horribly killed because we see him, in the gangster genre as naturally a ‘villain’. Film companies use genre to
sell and make films: a popular genre creates a greater chance of commercial success; and genre can be cost
effective, making it cheaper to write new stories and reducing the need for entirely new sets.
ICONOGRAPHY Iconography is an important aspect of genre. We come to expect to see certain objects within the mise-en-
scene of a particular genre, for example, in a Western, we expect to see dusty lonely roads, saloon bars,
cowboy hats and horses, jails, sheriffs badges, etc.; in a modern horror film, we expect lonely girls, ‘normal’
objects, use of dark and light, etc. These ‘genre indicators’ are called the iconography of the genre.
THE ‘STAR SYSTEM’ Celebrities and film stars are an important part of the iconography of cinema and TV. Different stars can be
important signifiers of meaning. They can create expectations of character and action, help identify genre,
and create powerful iconic representation of such as masculinity and femininity.
REALISM
‘Verisimilitude’
‘Generic verisimilitude’
‘Cultural verisimilitude’
Cinema and TV are able to offer high levels of ‘realism’: the bright screen, the clear and powerful Dolby
sound, darkened room, etc. are highly compelling and persuasive. Such ‘appearance of reality’ is given the
odd name of verisimilitude. This is yet another convention of course – there is nothing ‘realistic’ about an
image on a flat screen. There are two kinds of verisimilitude: generic verisimilitude is the ‘realism’ that
convinces us because of the genre we are watching (in the horror genres it seems highly realistic for a
vampire to sink his teeth into a person’s neck); cultural verisimilitude is the kind of reality that convinces
us because it looks like the way things are or should be within our own society.
— ANALYSING A MOVING IMAGE EXTRACT —
Moving images create compelling viewing for an audience: the realism, excitement, anticipation, prediction, tension, emotion…
Keep these things in mind as you analyse and discuss the key mise-en-scenes and montage sequences that contribute
significantly to the meaning created. Always keep in mind, too, the potential for ideological effects – such as the reinforcement
of existing societal values (and remember to ask yourself which groups in society these values favour).
Within a particular mise-en-scene or montage, look for the signs that create particular codes of meaning and the connotations
created by such aspects as shot type, camera angle, lighting, sound, and so on. Consider how iconography suggests a particular
genre and how other genre conventions create interest and realism; also consider the contribution of stars, the use of
stereotypes and other aspects of representation. Think about how character, tension, mood, etc. are created and why.
There should be three key aspects to a film analysis: the METHOD of creation, the EFFECT of this on the audience; and the
PURPOSE or INTENTION of the director.
© Steve Campsall - 27/06/2002 (Rev. 26/07/2003) Media - Film Analysis Prompt Sheet
2

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Film language

  • 1. Analysing Moving Image Texts: ‘Film Language’ ‘Film language’ describes the way directors, producers and editors create meaning from the moving images of film, video and television. We ‘decode’ the meanings in a similar way to how we interpret written language. As with written language, but much more so, we do not just ‘read what we see’ – we bring to our interpretation of moving images a whole range of pre-existing expectations and knowledge that affect the meaning we take from what we see. A very important aspect of film language is its highly compelling appearance of reality. Modern technology is increasingly able to make imaginative fiction seem entirely believable and trustworthy – as if it were a ‘window on the world’. This means that moving images can act not only to entertain, inform and educate but also be propaganda to convince and reinforce someone else’s pointy of view. SIGNS, CODES and CONVENTIONS Denotation, denotes, denoting; connotation, connotes, connoting; iconic, iconicity; index, indexical, indexicality; symbol, symbolic, symbolism… Semiotics is the name given to the study of the way by which meaning is created in the world, especially in the mass media. It is based upon the idea of ‘signs’ and ‘codes’, ‘denotation’ and ‘connotation’. A sign is the basic unit of meaning in semiotics. A sign is any individual thing that signifiesmeaning; for example, your clothes are a group of ‘fashion signs’ which signify meaning (perhaps you are trying to look ‘cool’?). There are two ways that signs create meaning: all signs have a literal meaning, which is called their denotation; but, depending on the context, many signs also suggest other ‘layers’ of meaning, which is called their connotation. For example, an image of a girl dressed all in white denotes just that, i.e. this is what you ‘see’; but it may also connote innocence or purity (and all that this means in our society and culture), i.e. this is what you ‘think’. Connotation, therefore, is always more than the denotation. Signs rarely work alone. They are most often combined with other signs to form a code. A code is a group of signs that we recognise as going ‘naturally together’ to signify meaning (e.g. a rose is a sign; but being handed to a girl by a boy could create a ‘romance code’ and suggest love). Film and TV codes are often called technical codes because technical equipment is used to create them. There are three ways through which codes and signs can signify meaning: Iconicity: an iconic sign or code looks just like the thing it seems to represent, e.g. an image of a cowboy seems to be just that; but it is called iconic because it suggests far more than it should: for example, our culture tends to associate extra meanings with the idea of ‘cowboy’, such as toughness, heroism, masculinity, etc. Iconic signs are never reality: they are a representation of reality. Indexicality (an indexical sign or code) in a sign directly suggests meaning because what it shows seems to be the result of something we associate with the thing it represents, e.g. smoke suggests fire, sweat suggests exercise, appearance can suggest wealth, etc. This can be a short-cut way for a film director to create meaning. Symbolism (a symbolic sign or code) suggests meaning because we have learned this meaning in our culture; a symbol, in itself, has no association with what it means, e.g. a red heart shape suggests love; letters combine to make words, etc. The meaning we gain from codes is said to be culturally determined which means that our culture ‘taught’ us that particular way to interpret the meaning. For example, when we see our national flag, the Union Jack, we see more than what it simply denotes – a piece of coloured cloth: patriotism and pride, etc. An important code is an enigma code. These codes put a fascinating question in the mind of the audience that only watching the movie will answer. They tempt the audience to watch and are often used in trailers. A convention is simply a way of doing something that we are so used to we usually fail to notice it; conventions can seem ‘perfectly natural’ or ‘realistic’ yet are anything but. So: women in cowboys tend conventionally to be either ‘very good’ or ‘very bad’ – and this seems ‘normal’ within the genre of cowboy movies; the wheels of a car always screech; guns always kill outright; a punch always knocks a person out cold. Genre and narrative are important media conventions that are covered later, as are editing techniques and the use of certain shot types (such as an establishing shot sequence or montage – see later). MISE-EN-SCÈNE (French for ‘put in the scene’) Cinema and TV codes are created within an area bounded by the edges of a screen. By controlling what objects and action are in this frame, a film director creates what is called a mise-en-scène. Asking questions such as ‘who, what and where’ of the characters and objects and their relative positions, expressions, appearance, costume, make-up, scenery, props, lighting, sounds, etc. in a mise-en-scene will help you analyse it. Try to consider what effects are created in a mise-en-scene, what meaning they have (their denotation and, most importantly, connotation), how they have been created and why they were created (which will be the director’s purpose – perhaps to develop a character, a mood, the storyline or plot and sometimes to explore a deeper meaning or idea, i.e. a theme). EDITING Some important edits are called: continuity (or ‘Hollywood’) edits; MTV (‘music television’) edits; cross-cuts; follow-cuts; match-cuts; jump- cuts; eye-line matches; dissolves; fades; montages; bridging; flashbacks… Editing is the placing of separate shots together. This allows a director to manipulate space and time – hundreds of miles or weeks of time can be reduced to a few scenes that appear perfectly natural and believable to the audience. A montage is a most important editing technique. It is a series of shots that are edited together to create a kind of ‘individual unit’ of meaning. Continuity edits – especially matched cuts – are called ‘Hollywood editing’. This creates a sequence that seems to flow naturally on from the previous one, and in which the edits are ‘invisible’. These have the effect of creating a realistic and seamless flow to a story or narrative (see below) where one event leads naturally onto the next. Jump-cuts are dramatic edits; MTV edits are rapid sequences of fast jump cuts used to create a conscious effect as used first in pop-videos; cross-cuts follow different actions such as two people talking; follow-cuts follow an action to its consequence, e.g. a character looking edits to what they look at eye-line matches are a kind of follow cut). A sound-bridge is a sound edit that allows sound from one shot to cross into the next to create continuity. SHOT TYPES Establishing shot / long-shot / mid-shot / close-up / point-of- view shot / soft-focus… An establishing shot is usually the opening shot of a sequence; it ‘sets the scene’ and locates the action. It is often followed by a mid-shot followed by a close-up shot. A subjective point-of-view shot (POV) is at eye-level and appears as if you are viewing the scene from the character’s perspective (as in ‘Blair Witch’). An objective point-of-view shot acts as if you are an observer secretly looking into a scene.
  • 2. CAMERA ANGLE Eye-line match / high / low Camera angles can signify meaning, e.g. a subjective POV high angle shot can crate a superior feel. CAMERA MOVEMENT Zooming / tracking / panning / hand-held Different camera movements can create significant meaning – a zoom into a close-up of a face can create emotion, a pan across a war scene can suggest violence; POV tracking shots and POV hand-held camera shot can create tension and involvement by making you feel as if you are a part of the action. LIGHTING High key, neutral, low key Lighting can create atmosphere and mood as well as signify meaning, e.g. in a horror movie, light and shade are important codes of meaning. High-key lighting is harsh, soft-key lighting creates a romantic atmosphere, spotlighting picks out a character from a group, etc. ‘DIEGESIS’ AND SOUND Diegesis means the ‘world of the film’: if something seems to be a part of the ‘world of the film’, it is called ‘diegetic’. So, sound that is a part of the action is diegetic sound, e.g. wind noise, screeching cars, etc; but sound that is added to create, most often, mood or atmosphere is called non-diegetic sound. Diegetic sounds may also be added in after filming, or may be exaggerated for effect (e.g. loud footsteps). VISUAL EFFECTS / SFX SFX (‘special effects’) often use computer-generated graphics to create compelling realism and meaning. NARRATIVE The use of a narrative structure is a major convention of cinema and TV. We are all immersed in narratives and have been since childhood as we tell of or hear about the complex events of the world not in the form of long-winded complex details or bald information but as absorbing and interesting stories. Yet this way of explaining real as opposed to fictional events greatly oversimplifies reality whilst at the same time, paradoxically, appearing very realistic and believable. For instance, real events are rarely clearly ‘connected’ by such simple ‘cause and effect’ relationships as in stories (i.e. this leads to that because…). Yet in narrative they always are. And in the real world people are not either good (i.e. ‘heroes’) or evil (i.e. ‘villains’); but in narrative they always are to some degree at least. And so on. For better or worse, we tell and hear of world events as narratives and media producers know this and use it to create media texts that rely on narrative structures and forms to be absorbing, compelling and convincingly realistic. Because of this, filmed narratives can easily trick us into thinking we are viewing a real ‘window on the world’. GENRE Genre means the kind of narrative being told, e.g. detective, sci-fi, horror, etc. Genre defines a text by its similarities to other texts. Importantly, when we watch a genre film we have many pre-existing expectations of the types of characters, setting and events we want to see (prediction is a major aspect of our enjoyment of a film, and genre helps this). Genre conventions are an important way a director can create believable ‘versions of reality’ because we fail to see that what is shown is not reality at all, but a media convention that we have become accustomed to seeing in that kind of film. So… we don’t mind the owner of a casino being horribly killed because we see him, in the gangster genre as naturally a ‘villain’. Film companies use genre to sell and make films: a popular genre creates a greater chance of commercial success; and genre can be cost effective, making it cheaper to write new stories and reducing the need for entirely new sets. ICONOGRAPHY Iconography is an important aspect of genre. We come to expect to see certain objects within the mise-en- scene of a particular genre, for example, in a Western, we expect to see dusty lonely roads, saloon bars, cowboy hats and horses, jails, sheriffs badges, etc.; in a modern horror film, we expect lonely girls, ‘normal’ objects, use of dark and light, etc. These ‘genre indicators’ are called the iconography of the genre. THE ‘STAR SYSTEM’ Celebrities and film stars are an important part of the iconography of cinema and TV. Different stars can be important signifiers of meaning. They can create expectations of character and action, help identify genre, and create powerful iconic representation of such as masculinity and femininity. REALISM ‘Verisimilitude’ ‘Generic verisimilitude’ ‘Cultural verisimilitude’ Cinema and TV are able to offer high levels of ‘realism’: the bright screen, the clear and powerful Dolby sound, darkened room, etc. are highly compelling and persuasive. Such ‘appearance of reality’ is given the odd name of verisimilitude. This is yet another convention of course – there is nothing ‘realistic’ about an image on a flat screen. There are two kinds of verisimilitude: generic verisimilitude is the ‘realism’ that convinces us because of the genre we are watching (in the horror genres it seems highly realistic for a vampire to sink his teeth into a person’s neck); cultural verisimilitude is the kind of reality that convinces us because it looks like the way things are or should be within our own society. — ANALYSING A MOVING IMAGE EXTRACT — Moving images create compelling viewing for an audience: the realism, excitement, anticipation, prediction, tension, emotion… Keep these things in mind as you analyse and discuss the key mise-en-scenes and montage sequences that contribute significantly to the meaning created. Always keep in mind, too, the potential for ideological effects – such as the reinforcement of existing societal values (and remember to ask yourself which groups in society these values favour). Within a particular mise-en-scene or montage, look for the signs that create particular codes of meaning and the connotations created by such aspects as shot type, camera angle, lighting, sound, and so on. Consider how iconography suggests a particular genre and how other genre conventions create interest and realism; also consider the contribution of stars, the use of stereotypes and other aspects of representation. Think about how character, tension, mood, etc. are created and why. There should be three key aspects to a film analysis: the METHOD of creation, the EFFECT of this on the audience; and the PURPOSE or INTENTION of the director. © Steve Campsall - 27/06/2002 (Rev. 26/07/2003) Media - Film Analysis Prompt Sheet 2