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.
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.
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.
How do music videos reinforce or subvert bodily performance of ‘the other’ gender?
NOTE: ESSAY AND VIDEO CONTAIN EXPLICIT CONTENT
An analysis of narrative codes (in particular, symbols and motifs) in the music video ‘Special Cases’.
How are television products influenced by the convergence of media industries and platforms?
How do local organisational structures successfully negotiate conflict, external subsystem demands, and feedback? Abstract Cybernetic organisations are comprised […]