Sunday, October 6, 2013

Week 7, Extended Blog Post, Grand Theft Auto: 'Grove Street Fool!'


Grand Theft Auto: San Andreas is, in my humble opinion one of the greatest games of all time. The critically acclaimed platform game has been hailed for it’s large playable world, its rich and diverse in game soundtrack, as well as its diverse array of characters. However upon critical reflection, I start to realize the intriguing ways that race is represented in the gameplay and storyline. It could be argued that the vast majority of the character representations are nothing more than simple racial or gender stereotypes, which of course, are not salient and accurate representations of these racial or gender groups. Using Hall's work on encoding and decoding messages, and the concept of the ‘active’ audience as well as other commentaries on representations of race and gender inside and outside the Grand Theft Auto: San Andreas universe, racial representations and reactions to them will be analysed and reflected upon.
http://www.g-unleashed.com/files/16_aw_cj3.jpg

The game's storyline revolves around Carl 'CJ' Johnson, a young, African American male who returns to his home neighborhood in Los Santos (modeled on Los Angeles) after the death of his mother, the game follows his journey to find his mother's killer, but also encompasses Los Santos' extensive problems with gang violence, police corruption and even concludes with a riot which mirrors the real life events of 1992's race riots in Los Angeles. You follow CJ on his journey to take out enemy gang members, run errands for corrupt police, evade law enforcement, and ‘take back the streets’ with his friends and fellow members of his gang ‘Grove Street Families’. All sorts of semi automatic and hand-held weapons are commonplace; as are drug deals, drive by shootings, hit and run driving and police shootouts. Within the game Asians are represented as Triad members who drive fast cars and wear clean cut black suits, Latin Americans are represented as 'gangbangers' who drive low rider cars, have tattoos and wear baggy 'gangster' clothing. There is limited interaction with Caucasian characters, however a one prominent supporting cast member is represented as the prototypical flowerchild hippie with long hair and anti-establishment beliefs.


Gee (2005) states that ‘games are play spaces where players can experience an economy of pleasure’, keeping this in mind, then it would be fair to assume that the dominant reading of Grand Theft Auto as a text would be that it is nothing more than a fictitious game, even with it’s real world grounding in very real American gang culture. A dominant reading of the game would also involve the acceptance of racial portrayals of the aforementioned racial groups by its audience.

DeVane and Squire have analyzed the potential effects these readings of racial portrayals, in particular on youth audiences, stating that ‘young Black males who live on the margins of American society, their viewpoints shaped and informed by poverty and institutionalized racism’ (DeVane and Squire, 2008, p.10) are more likely to read the game as something more than just a work of fiction. They read the Grand Theft Auto franchise as some form of extrapolated real world (which it is), and therefore something that they could conceivably emulate. This is because of the real world parallels mentioned above, the emulation of the Los Angeles riots, the visual setting very much mirroring real life Los Angeles and the relatable racial representations and storylines. 

http://gtax.webz.cz/gallery/BigSmokeSweetRyder.jpg
Devane and Squire further analysed this by surveying and studying Grand Theft Auto players, with one stating that they felt the game had numbed him to the kind of violence the game portrays, and others stating that they felt as if the games influence (both in terms of race and violence) was very much heightened when exposed to an audience of children or young adults. Another gamer interviewed stated that he thought that ‘They’re looking for, like, to find out who they are’ (Devane and Squire, 2008, p.11), in other words looking for self-identity. African American advocate Richard Jones comments on the way in which racial representations in GTA are read by African American audiences, stating that the game ‘reinforces poor self-image in black youth’, as well as the fact that playing for long periods ‘mentally implants anti-productive images’ (Jones, 2007). This essentially means that for an African American audience, they are likely to adopt the dominant or preferred reading of the text, which is that of the violent African American gang and drug culture seen in the game. This is somewhat backed by real world crime figures taken from the United States, where African Americans account for more than 50% of murders in the United States, while only accounting for less than 20% of the American populous (Cooper, 2012, p.3). While it is almost impossible to establish causation between the two (and even then, it would be one of a sea of contributing factors), video game violence and how it translates to the real world is a growing issue.



 The representation of not only CJ and his African American counterparts, but also the East Asia, Mexican and Caucasian characters was (and still is) a massive talking point when discussing this game. This is despite the creators of the game stating on numerous occasions that these characters were created and styled with entertainment and humour in mind and was not written with malicious intent. Hall's concept of encoding and decoding delves into the ways in which the producers of content encode their stories with meaning, and then the ways in which the consumers then deduct and decode meaning from that encoded narrative (Hall, 1980, pp.55-58).


 http://www.youtube.com/watch?v=sH74hUhggJc


The racial representations of Grand Theft Auto: San Andreas can be decoded and read in 3 ways:



- Dominant/Preferred reading - The audience agrees with the text, in this context, players of the game would accept the racial representations of the characters, as they find them true to life and be in agreement with all aspects of these racial representations.


- Negotiated reading - The audience agrees with aspects of the text, in this context, players of the game would accept the racial representations of the characters however would disagree or reject certain aspects. For example if the audience was of Asian descent, they may reject the portrayal of Asians, but accept all other meaning.



- Oppositional reading - The audience disagrees with all aspects of the text, and are hostile towards what it offers the audience, in this context; audiences of the game would reject all racial representations contained in the game.



However it is important to note that the encoded meaning is not necessarily the decoded meaning. In this case as mentioned above, the meanings of GTA can be read in different ways, and often these ways that meaning is made by audiences are dependent on their situation and personal experiences. For example the oppositional way that Jones reads Grand Theft Auto as a text is very much reliant on Jones’ own personal experience. His place as an African American author and advocate puts him in a position to read the African American representations in an oppositional manner, but not necessarily the entire text. As is probably the case with all racial groups in this setting, they will read different aspects of the text in different ways, often rejecting representations of their own race as they consider them offensive for themselves, but might not be as sensitive to possibly off colour representations of other genders, ages, demographics and races in this case.



In conclusion, racial representations in Grand Theft Auto: San Andreas have been seen as controversial in the past, with the fictional building of a gang empire, speeding, thieving, prostitution and murder also causing their fair share of discontent coming from certain areas of the community (often non gamers). As a general rule, it is unreasonable to think that audiences will adopt a dominant/preferred reading of any text, as they rarely agree with every aspect of a story or narrative. And almost as rarely will viewers adopt a completely oppositional view.  As with Grand Theft Auto, the likely reading of any complex, multi-layered text will mostly produce some sort of negotiated reading of the text, with individual viewers finding as many points they agree with as they do aspects that they do not. In this instance it could be said that how audiences read GTA would be dependent on their own race and personal circumstances, and this is the case with most (if not all) media texts. Hall’s analysis provides a useful framework for decoding how audiences read and interact with stories and characters. This is because Hall sees audiences as ‘active’ participants in a two way dialogue between the creators of a text and individual viewers, it is this individual dialogue that gives rise to the concept that not all viewers will read a narrative in the same way, as their reading will depend on their differing personal circumstances and experiences, as has been illustrated here.



References

Cooper, A 2012, Homicide Trends in the United States, 1980-2008. p. 3.


De Vane, B, Squire, K 2008, The Meaning of Race and Violence in Grand Theft Auto,
Games and Culture, Volume 3 Number 3-4 July 2008, Sage Publications, accessed, 11 Sept, 2013, pp.10-12. http://www.bendevane.com/VTA2012/wp-content/uploads/2012/01/264.full_.pdf


 Hall, S 1980, ‘Encoding and Decoding in the Television Discourse’, Centre for Cultural Studies, University of Birmingham, England, pp. 55-58, accessed 12 Sept 2013, http://visualstudies.buffalo.edu/coursenotes/art250/250A/_assets/_readings/encoding_decoding_hall.pdf

Jones, A 2007, as cited in De Vane, B, Squire, K 2008, The Meaning of Race and Violence in Grand Theft Auto,
Games and Culture, Volume 3 Number 3-4 July 2008, Sage Publications, accessed, 11 Sept, 2013, pp.10-12. http://www.bendevane.com/VTA2012/wp-content/uploads/2012/01/264.full_.pdf 

QuickJump Gaming Network, 2007, Writer says GTA is racist; Gamers React, accessed 4 Sept, 2013, http://www.qj.net/psp/titles/writer-says-gta-is-racist-gamers-react.html




Saturday, September 21, 2013

ALC215: Week 9: *Asian Gong sound effect*

In regards to Klein's assertions that Hollywood is becoming asianized and asian cinema is becoming Hollywoodized (2004, p.361), I feel as though the last decade or so has really seen the the 'Hollywood' genre and the Asian cinema scene become more and more indistinguishable, (could even add in elements of European and Bollywood cinema as well), with each borrowing tropes, narratives and sequences from each other. 

The posterboy for this cultural mash-up for me is Jackie Chan. 
In the last 10 years Chan has starred in almost as many western films as he has films made in his native Hong Kong and China. Films such as Kung Fu Panda 3 and a crappy remake of the Karate Kid with the Fresh Prince's son may not be very good in my eyes, however they represent the ways in which the Asian influence on Hollywood cinema has grown in that timeframe. 

Wax on? via martialartsmoviejunkie.com




Chan's cross over from martial arts tyro in such earlier films like Enter the Dragon, Fist of Fury and Drunken Master to prominent figure in American cinema has also in turn had an influence on asian cinema through Chan's role as a director, producer and stunt director in numerous movies. This is an example of asian cinema being influenced by Chan's experience in Hollywood, and may even be subconscious in the way that it manifests itself.

Bruce vs Jackie via Last.fm
The Rush hour franchise for me represents this culture mash of eastern and western cinema in that Chan and Chris Tucker are juxtaposed as the uptight, quiet detective with martial arts skill and the smooth talking LA cop respectively. The script of the movie even plays on this idea with Chan and Tucker both learning off each other throughout the movie, as Tucker teaches Chan American street slang and Chan introduces Tucker to Asian food.

via www.theteenopionon.wordpress.com

Back to Klein, his assertion that eastern and western cinema are borrowing from each other is very much correct, but I think you can take it further and say that advances in technology and actors, producers and writers traversing the world have meant that all genres and types of cinema are borrowing from each other, all the time.

References

Klein, C 2004, 'Martial arts and the globalization of US and Asian film industries', An International Journal, SAGE publications, New Delhi, p. 361.


 

ALC215: Week 8: Steve McQueen vs Aaron Paul...

The main differences between the representational and the presentational modes of media are really significant in the way that public identity is presented in the modern world. Representational modes of media include film and television, while presentational modes include Facebook, Twitter and Youtube. This, for me represents the two categories represent the distinction between the old and new media, and possibly even the difference between the public and the private to an extent. Marshall's assertion that 'there is an expansion of celebrity culture outward' (2010, p.498) reenforces this in my eyes, as the advent of new forms of social media have completely altered how we view the 'celebrity'.

The king of cool
An example i'm going to point out is Steve McQueen, although for the purposes of this exercise you could look at any number of moviestars, musicians or sportsmen and women.
A quick google search of McQueen's name doesn't return a single image not taken either from a movie or a professional photo-shoot, in fact the closest thing to it is the mugshot above. Admittedly Mcqueen did die in 1980, but the search results his name throw up all follow a very similar theme, he's almost the actual embodiment of James Bond, with guns, women and cars featuring prominently in many images. This is a key point, because McQueen's public image has not been at all altered or influenced by candid paparazzi shots or photos from any other source.

Aaron Paul and a fan...Bitch!
Contrast this with actor Aaron Paul for example (again, you could really use anyone active from say 2010 onwards) and you see a stark contrast with the way he is represented through images. His search results are dominated by Paul in more candid settings, rather than his representations through orchestrated photoshoots and screenshots of his work. The fan selfie featured above is just one readily available example.

In short, the most significant two differences between representational and presentational media (or the new and the old, as I have phrased it) is the consistency of image representational media provides for people such as McQueen, as opposed to the the array of images taken of Paul by fans, on red carpets, and even by himself and distributed through his twitter account. The other related difference is the sheer amount of images available, as advanced in technology have essentially put a camera in anyone and everyone's hands.

References

Marshall, PP 2010, 'The Specular Economy', Society, 47, 6, p. 498, MasterFILE Premier, EBSCOhost, viewed 21 September 2013.

Thursday, September 12, 2013

ALC215 Week 7: Grand Theft Auto: San Andreas

Grand Theft Auto: San Andreas is, in my humble opinion one of the greatest games of all time, however upon critical reflection, I start to realise the intriguing ways that race is represented in the gameplay and storyline. Using Hall's work on encoding and decoding messages and the construction of meaning I'll attempt to analyse these representations, and responses to them.

Shoot 'em up! www.g-unleashed.com







Big Smoke, Sweet and Ryder. Eerily similar to rappers Notorious BIG and Eazy-E. Via www.gtax.webz.cz
The game's storyline revolves around Carl 'CJ' Johnson, a young, African American male who returns to his home neighborhood in Los Santos (modeled on Los Angeles) after the death of his mother, the game follows his journey to find his mother's killer, but also encompasses Los Santos' extensive problems with gang violence, police corruption and even a riot which mirrors the real life events of 1992's race riots in Los Angeles. Within the game Asians are represented as Triad members who drive fast cars and wear clean cut black suits, Latin Americans are represented as 'gangbangers' who drive low rider cars, have tattoos and wear baggy 'gangster' clothing. There is limited interraction with Caucasian characters, however the ones we do see are represented as typical country 'rednecks'.


 
 
 The representation of not only CJ and his African American counterparts, but also the East Asia,Mexican and Caucasian characters was (and still is) a massive talking point when discussing this game, even though the creators didn't necessarily encode the narrative of the game to portray these stereotypes in a negative light. Hall's concept of encoding and decoding delves into the ways in which the producers of content encode their stories with meaning, and then the ways in which the consumers then deduct and decode meaning from that encoded narrative (Hall, 1980, pp.55-58). However it is important to note that the encoded meaning is not necessarily the decoded meaning. 

The racial representations can be decoded and read in 3 ways:

- Dominant/Preferred reading - The audience agrees with the text, in this context, players of the game would accept the racial representations of the characters, as they find them true to life and 'agree' with them.

- Negotiated reading - The audience agrees with aspects of the text, in this context, players of the game would accept the racial representations of the characters, however would disagree or reject certain aspects. For example if the audience was of Asian descent, they may reject the portrayal of Asians, but accept all other meaning.
 
- Oppositional reading - The audience disagrees with the text, in this context, audiences of the game would reject all racial representations contained in the game.

References

Hall, S 1980, ‘Encoding and Decoding in the Television Discourse’, Centre for Cultural Studies, University of Birmingham, England, pp. 55-58, accessed 12 Sept 2013, >http://visualstudies.buffalo.edu/coursenotes/art250/250A/_assets/_readings/encoding_decoding_hall.pdf<
 
 
 
 

ALC215, Week 6: Political Tweeting: Ruddy Hell!

The use of Twitter in the two most recent Australian federal elections point to a dramatic shift in how Australians form, discuss and disseminate their political thoughts. As Bruns and Burgess discuss 'while the 2007 Australian federal election was notable for the use of social media by the Australian Labor Party in campaigning, the 2010 election took place in a media landscape in which social media (especially Twitter) had become much more embedded in both political journalism and independent political commentary' (2011, p.1).
This shift from online campaigning in 2007 to online discussion and interaction in 2010 and especially 2013 through tools such as Twitter represent the future in political campaigning, political journalism and political commentary, as the 2013 Australian Federal election has shown.

Prime Minister Tony Abbott and his predecessor Kevin Rudd presented very public fronts throughout their campaign through their Twitter profiles. This is a stark comparison to the political landscape we have come to know all too well, where every single little move or word is stage managed and run through publicists and media managers as to avoid gaffes and mistakes. 
 
KRudd selfie. Via Kevin Rudd Twitter @KRuddMP


Although this is a massive step into the future and something that will no doubt be a part of modern politics for years to come, the real advancement in regards to twitter is what it gives to the everyday political punter.

My take on the election



Media coverage of the election and it's lead up was heavily saturated with user generated content through twitter, particularly on channel 9, who used it as a large part of their election night coverage, constantly scrolling tweets along the bottoms of the screen and occasionally giving closer attention to ones from prominent journalists, sportspeople, politicians during their broadcast. This is a significant change from traditional news-casting because it incorporates the views of the viewer, rather than just the views of the broadcaster, which obviously offers a massive opportunity for people (whoever they may be) to voice their opinions, whatever they may be.

References

Bruns, A & Burgess, J 2011 'Ausvotes : how Twitter covered the 2010 Australian federal election'. Communication, Politics and Culture, 44 (2), p 1.

Tuesday, September 10, 2013

ALC215 Week 5. Blogosphere/Public Sphere?

Can the blogosphere act as independent and impartial public sphere?

The concept of the public sphere was first popularized by German social theorist Jürgen Habermas. It has been described as 'a discursive space in which individuals and groups congregate to discuss matters of mutual interest and, where possible, to reach a common judgment' (Hauser, 1998, p.86). This has traditionally been limited to public spaces such as coffee houses, markets and town squares, where people would gather to debate and discuss pertinent issues of the day, however advances in technology have meant that the coffee house or the town square can now be mimicked in an online setting. With this in mind, does the modern blogosphere now offer a new form of this public sphere?

In a word, yes. Some of the trappings of Habermas' public sphere are the disregarding of status and complete inclusiveness, and this is what the internet offers. Co-founder of social news site Reddit Alexis Ohanian discusses the equalising power of the internet below, commenting that 'my link is as good as your link', in that everyone with access to the internet is capable of having their say in equal measure, with little or no technological expertise.

     

This democratizing power can manifest itself in many ways, and is not just strictly limited to content of blogs and newsposts. Twitter can also act as a new public sphere in that it has the power to give everyone with access to the internet has equal ability to have their say on any issues, in 140 characters or less. However this model does have it's limitations, as not all opinions are not created equal. Even though the technology does afford everyone the ability to voice their opinions, comparing something I tweet to my less than 100 followers to something that goes out to the 36 million followers of US president Barack Obama doesn't exactly paint a picture of equality, does it?

References

Hauser, G 1998, "Vernacular Dialogue and the Rhetoricality of Public Opinion", Communication Monographs 65 (2): 83–107 Page. 86, 

Monday, August 19, 2013

ALC215, Week 4: Innovators or Pirates?

The record label 'Illegal Art' is an independent label which focuses on the mashup and sampling genres. There are arguments that mashup artists are nothing more than pirates and thieves because they produce music almost exclusively through using the work of other artists, however I would argue that they are innovators and artists in their own right. This is because while they do use the work of other artists, they do so in such as way as they create their own new and unique works. 
Below is an excerpt from the copyright documentary Good Copy/Bad Copy where mashup artist Girl Talk discusses his creative process and creates a new work by remixing a song which was in itself a remix of an original recording.


 In the video Girl Talk (AKA Greg Gillis) talks about how he does give credit to every artist he uses, but argues that to actually license a sample would be far too costly and would cripple his ability to have a viable career. With this in mind, is a shift in thinking necessary when it comes to copyright law? Is the idea of musical copyright an antiquated notion in a world where media and audio technology are cheap, widely available and easy to use? Gillis thinks so, stating that 'I basically believe in that idea (of Fair Use), that if you create something out of pre-existing media, that’s transformative, that’s not negatively impacting the potential sales of the artist you’re sampling, if it’s not hurting them in some way, then you should be allowed to make your art and put it out there' (Kosner, 2012). 

This is without even mentioning the effect that peer to peer filesharing and torrent sites have had on how people access music in the first place. Examples of how the two come together to cause concern for the music industry can be seen in the developments of 'Grey Tuesday' where the widely acclaimed mashup of The Beatles' 'White Album' and Jay-Z's 'Black Album' (Danger Mouse's 'The Grey Album') was released for free download on mass, much to the chagrin of record labels and managers of the artists involved.

With all this in mind, do the rules surrounding music sampling and copyright need to be adjusted to reflect the times? Should we adopt the kind of fair use model that Gillis suggests?

References

https://www.youtube.com/watch?feature=player_embedded&v=tjHj-f6gLkI

https://www.youtube.com/watch?v=y2l-dvU9tOw&list=PLrsVBazougi53WxEEZv60Fg9EGdCKtF91

Kosner, A 2012, Girl Talk's Greg Gillis on Copyright, Curation and Making Mashup Rhymes, retrieved 17/8/13. http://www.forbes.com/sites/anthonykosner/2012/10/07/girl-talks-gregg-gillis-on-copyright-curation-and-making-mashups-rhyme/