Tuesday, 13 December 2011

Evaluation Question 1

 In what ways does your media product use, develop or challenge forms and conventions of real media products?


Our music video Muse-feeling good, is a rock-indie genre which is aimed towards 16-24 years old has the conventions of being all about teenagers and that the conventions you'd generally associate with this is the typical jeans and hoodie main character and that the music video is mainly centred around the band and the performance concept.


We immediately challenge this with master shot of a main character being in a suit with no performance elements around them (instruments) this immediately challenges the forms in which you would find in our specific genre as well as media products with the majority of videos starting with the song immediately as well where as we have decided to start with a story before hand to add emphasis to the story. This progresses the storyline and because it is not a genre signifier it doesn't give anything away to the audience thus building suspense about what the story is about and how the song is going to relate to this.
(Picture of Jacob on Rooftop)


Also narrative music videos have the general conventions of following the music as a guideline to the story and relate it to the story, we have challenged this by adding a sense of irony to our music video with the contradictory elements such as the song being about feeling good and the audience is placed in what appears to be a depresses character thinking about his life, this was done to intise the audience into the music product more with the unique idea towards the song. This was also included within our other media products such as the digipack with the simplistic designs challenging the real life music products which are very complicated with the digipacks however we also develop this idea by still making the digipack look unique due to this simplicity  which also relates back to our music video.
*Pictures of Digipack and Jacob Bridge Shot*


Some of the ways in which we have developed on the conventions is the problems in which teenagers face such as relationships or school. This was developed with the narrative elements being based around a character who was relatively young to make the audience (16-24) easily relate to him and have similar morale problems in which they would face, so although the situations would not be exactly the same the intended target audience would be able to relate to  it. By doing this we were able to challenge the general conventions of real media products of a similar nature and thus making it more appealing to the younger audience in which we were intended to aim our product towards. The other ways in which we developed the product compared to real-life media products was the use of effects to represent how the character was feeling with his problems however contradicting this at the same time with lyrics. An example of this is Jacob in this lift with the character being in black and white (which gives the connotations of being depressed) however the lyrics he mimes is "I'm feeling good" this relates the target audience with teenagers sometimes having problems and keeping them inside when they feel terrible outside, this makes the shot more powerful and appealing. This is challenging real life media products because of the music videos try to see the more positive sides of the songs with the narratives. 
*Picture of Jacob in Elevator*




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