Banal lives, exciting games – why is The Sims so popular?

As one of the world's best selling games, The Sims has enjoyed widespread success. The game's popularity can be examined in a multitude of ways: through identity construction, narrative, construction of imagined worlds and inhabiting virtual spaces, and spectatorship. All these elements are worth consideration as they form aspects of most popular contemporary media texts.… Continue reading Banal lives, exciting games – why is The Sims so popular?

Gender identity in lingerie advertising

Gender identities in advertising are constructed to seem natural, but are based around 'ideal' identities that circulate in society. An imagined ‘femininity’ (concerning the 2004 Elle MacPherson Intimates lingerie campaign) is constructed through a binary relationship with an imagined masculine ‘other’, and attracts consumers through its combination of cosmopolitan appeal with an Australian femininity. Culture… Continue reading Gender identity in lingerie advertising

How do personal stereos impact our cultural behaviours?

The Apple iPod was introduced in 2001, its innovative features and interface finding a key place in the music industry by combining the technology of computing software and music stereos. Users  could suddenly mobilise their desires upon their own media items: moving, mashing-up, unbundling and sharing.Users of these and other multimedia devices are made to… Continue reading How do personal stereos impact our cultural behaviours?

Performing ‘the other’ in music video

How do music videos reinforce or subvert bodily performance of 'the other' gender? NOTE: ESSAY AND VIDEO CONTAIN EXPLICIT CONTENT ‘Girls can wear jeans and cut their hair short, wear shirts and boots, because it’s ok to be a boy - but for a boy to look like a girl is degrading, because you think… Continue reading Performing ‘the other’ in music video

Narrative economy in music video

An analysis of narrative codes (in particular, symbols and motifs) in the music video ‘Special Cases’. ‘Art is a system which is pure, no unit ever goes wasted, however long, however loose, however tenuous may be the thread connecting it to one of the levels of the story.’ Barthes, 1977, pp. 89-90 Sequence: Special Cases,… Continue reading Narrative economy in music video

Converging platforms

How are television products influenced by the convergence of media industries and platforms? The shift from fixed to mobile usage does not simply result in a transfer of the same experience to a greater range of places – rather, it profoundly changes the ways in which people orient towards these technologies and how these artefacts… Continue reading Converging platforms

Cybernetic systems in community radio

How do local organisational structures successfully negotiate conflict, external subsystem demands, and feedback? Abstract Cybernetic organisations are comprised of any number of subsystems, which must be permeable in order to exchange information, resources, input, and engage in processes of exchange and feedback. Conflict can arise in these systems as a result of challenges made to… Continue reading Cybernetic systems in community radio