CCT 300: Critical Analysis of Media Class 3: Laws of Media and Genre Analysis.
-
Upload
brent-joseph -
Category
Documents
-
view
221 -
download
0
Transcript of CCT 300: Critical Analysis of Media Class 3: Laws of Media and Genre Analysis.
CCT 300: Critical Analysis of Media
Class 3: Laws of Media and Genre Analysis
Administrivia
• Avrim Katzman moving on to build gaming curriculum
• Mike Jones to take over lectures• Kevin Eldred to co-teach labs and help with
evaluation
Public v. Mass (C.W. Mills)
• Localized culture• Horizontal power
structure• Relatively equal ratio
of leaders/followers• “Jack of all trades”
• Global culture, with little individuation
• Centralized power structures
• Few leaders, many followers
• Specialization and division of labour
McLuhan - Laws of Media
• Universal dynamic of media change• Represented as tetrad - four intersecting simultaneous
influences• Grouped into two forces - ground (historical/cultural
convention) and figure (emergent forces/media)• Possible to understand future of media form by analyzing
what it changes and what forces will ground change
Four Forces of Tetrad
• Enhancement (positive change, amplification)• Retrieval (recovery of past forces)• Reversal (new or resurgent challenges jeopardizing new
media)• Obsolescence (erosion of older values/forces)• Again, all operate in concert simultaneously – one does not
necessarily trump others
Genre as Community (Agre)
• Similar people working on similar topics in a similar way
• Distributed cognition and communities of practice
• In postmodern world, genres can become quite specific and localized – arguably more similar to public vs. mass genres
Elements of Genre
• Agre - various elements that define genre• McCloud - examples from comics/graphic
novels as specific genre (notes from both Understanding and Reinventing Comics…)
Breadth
• Genre definitions can be narrowly or broadly construed
• Differences between “all print material” and “Canadian political posters of the 19th century”
• Generally, focused genres have more analytical value
Breadth in Comics
• “All sequential art” as broad definition, but not all that useful beyond a general definition of comics as medium
• Many subgenres of comics that themselves can be dissected (e.g., subtypes of manga) – different subgenres are different literary, artistic and cultural spaces
Genre, Audience and Activity
• Genre implies community of practice and community of consumption
• Specific media meets specific audience needs (e.g., reading pulp fiction vs. literature - done for different purposes and in different contexts, even by same consumers…)
Comic Audience/Activity
• Historical roots of comics - storytelling (e.g., hieroglyphics, temple art, stained glass)
• Contemporary history - entertainment, largely child oriented (e.g., newspaper strips, superhero) with underground alternative strain
• Emerging directions – a broader range of themes and structures (including more serious efforts) in a broader range of forms (e.g., web comics, graphic novels, etc.)
Producer/Consumer Relationship
• Producer and audience relationship important• One-to-many (mass) vs. decentralized and
interactive (public) relationships – dependent on media genre
• Immediacy and impact of feedback loops – what roles do consumers play in relationship?
Consuming comics
• Creators create worlds and characters • Details filled in by reader (Gestalt principles,
specifically closure) lead to engagement• Immediate feedback usually absent, although
web comics change that somewhat
Genre as Grouped Objects
• One instance does not a genre make - must be multiple incidents for a category to have semantic value (e.g., Family Guy is an instance of a sub-genre (e.g., animated TV sitcom, popular culture satire, etc.), not a genre itself…)
• Leverages precedents and expectations - norms and routines formed
Comic Genres
• McC - various subgenres in comics, with distinct idiomatic and structural forms
• Social expectations can frustrate new efforts (e.g., comics as “kid lit” or radical/perverse constrained mainstream exploration politically and culturally)
Genre Bending
• Rules and bounds of genre are not absolute• When rules are broken, interesting things happen –
often new sub-genres emerge• When rules are broken, it might be too interesting
for the audience to accept • Genre bending and economic concerns – innovation
vs. risk
Comic Genre Bending
• Alternative comic genres lead to new applications of craft beyond “men in tights”
• Serious comics like Maus may become mainstream as form of literature, consequentially allowing space for other serious autobiographical works (e.g., Marjane Satrapi’s Persepolis)
• But – initial iteration of Maus was alternative press work, critically acclaimed in niche market but not at all accepted mainstream
Multiplicity of Genres • We are intuitively familiar with many genres• We act with multiple genres simultaneously without
great confusion – although it can frustrate analytical thinking at times
• Instances fall into multiple genre categories simultaneously – e.g., Daily Show/Colbert Report wins Emmys in established genre, but can be seen as political/news satire, even (increasingly?) as serious public affairs programming
• We can integrate genres to create new forms of expression
Comics and multiplicity
• Comics share relations to similar media (e.g., graphic novels of historical events; movies made from graphic novel roots, relation between manga and anime, etc.)
• Integration of non-visual information - done figuratively in text-based comics, more potential for integration in web comics?
Genres are historical
• Change in form evolves over time• Influences from inside craft (e.g., changes in craft,
form, idiom) and outside (e.g., economics, regulation, other media)
Comic History
• Comics emerging from “kid lit” to return to more serious pictographic communication
• New media (as outlined by Manovich last week) = digital creation and distribution create new forms of expression, new opportunities for distribution
• Still influenced by ground though – e.g., McCloud’s Making Comics is digitally created, but still conforms to style used in analog Understanding Comics
Economics of Genre
• Money makes the world go round - and certainly does impact how media are structured, how genres evolve
• Costs involved in maintaining and sustaining producer/consumer community – without some return on investment or covering of costs, community may suffer
Fixed and Marginal Costs
• Fixed = infrastructural costs, without which genre cannot exist
• Marginal = costs incurred as audience grows• Can apply to both production and consumption• McC - costs in distribution chain changes with new
technology – potential for more direct interactions with consumers, skipping middlemen
Specialization and Branding
• Singular creators are rare, esp. in complex media
• Collectively created media -> media branding • McC - “comic houses” and brand identity - and
changes that emerge with more independent creators
Time, Duplication and Value
• Value of media product often changes over time - some more than others
• Digital distribution creates own challenges in value of information
• McC - historical value of comics, the value and problems of sharing, the notion of micropayments to support industry
Next week…
• Unpacking McCloud’s Understanding Comics in depth (it will really, really help if you’ve read the book by then…)