In what ways does your media product use, develop or challenge forms and conventions of real media products? (5 marks)
Music Video:
Before I created my music video, it was important for me to research the standard formats and conventions of such products, so that I would be able to do the job properly. I found that the following things are what music videos typically include;
- Establishing shots
- Diegetic intros/outros
- Enigma codes
- Fade transitions
- Shot types & variation
- Continuity editing (e.g. following the 180 degree rule)
- Focus on a main character/(s)
- Mise-en-scene & Verisimilitude
- Possible mix of sound/music (diegetic & non-diegetic)
- Editing (e.g. to the beat)
- Narrative
Throughout my music video I use, develop and also challenge these common formats and conventions. I used these conventions as a base to create my music video around. For example, there is huge focus on our main character as he's seen throughout a majority of the shots. Another example would be through the editing; we matched the pace of the editing to the beat of the song.
For my main and ancillary products I conformed to the generic conventions of 'drum and bass' music videos. After heavy research into this chosen genre, I was able to identify these conventions which were used to influence me within the planning and construction process of my product. For example, the typical conventions that this genre uses are as follows:
- Narrative (opposed to concept videos)
- Realism within narrative - high levels of emotion
- Little Star Treatment
- Focus on main characters
- Use of run down locations (e.g abandoned, rough looking buildings) - links to realism
- Editing - beat of song matches pace of editing
- Complex/professional cinematography (scenic, meaningful images)
- Little performance apsect
I incorporated these conventions into my product through my decisions regarding locations, costume, shot list and post production editing:
- Use of abandoned warehouse
- Scenic based locations
- Editing - we matched the pace of editing to beat of song
- Main character included in all sense and majority of shots
- Storyline - purely narrative, no performance
One of my predominant decisions based upon the research I underwent was the decision for locations. We strongly believed that a major part of narrative drum and bass music videos are the locations that they use. Using these locations also allows for creative and innovative cinematography. One video that inspired our decision of using abandoned buildings was Disclosure - 'White Noise' which involves many different unique and unusual abandoned buildings giving the video a really creative and unique aesthetic/look which we liked.
Another major decision we made based upon drum and bass common conventions was to create a totally linear narrative music video. This basically means there is a clear storyline that is continuous throughout. This is commonly found in drum and bass music videos such as Chase and Status - 'Alive' and Sigma - 'Rudeboi'. We did this through creating a storyboard that followed a series of events resulting in the beginning scenario being different from the ending. Drum and Bass music videos tend either include little star treatment and performance or none at all - based on this, we decided to follow this convention. However we had no choice apart from to follow the convention due to the unavailability of the singer/artist.
One common convention of drum and bass music videos is the minimal inclusion of complex edited (e.g CGI, motion capture etc.) and high levels of realism. We challenge this convention through the inclusion of 'motion capture' to edit our PNG ' emoji' images onto our production - (
More about that process). This use of editing reduces the levels of realism of our music video. Realism is a convention of drum and bass music videos e.g Chase and Status - 'Alive', Sigma - 'Rudeboi' and Drumsound and Bassline Smith - 'Through the Night'. We therefore challenged this convention by including low levels of realism. However it could be argued that our protagonist does in fact experience realism through the low levels of mood, angry/aggressive behaviour and social out-casting.
DigiPak:
Front:
Main band/artist image
Name of band/artist
Title of album
Logo
Back:
Spine:
Name of artist
Title of album
Record label
Reference number
Insert:
Additional Information:
Barcode
Record label
Year of publishing
Copyright
Composers/Producers, credit, etc. (usually located in small print on the back cover, or else as part of the inner sleeves or inserts.)
For my DigiPak I conformed to the most of these common conventions, such as including the artist and album name on both the front cover and spine, track listings, record labels on the back etc. One generic convention would be that the general theme runs throughout music video, DigiPak and magazine advertisement. We used this convention through the choice of imagery for both front and back cover. The images include scenic/countryside shots which are themes that run throughout my music video through the inclusion of scenic locations.
One convention of drum and bass DigiPak's is the use of 'grungey', street, working class themes that display high levels of social realism. Examples include Chase and Status - 'No More Idols'. I challenged this convention as we didn't include these types of images/themes. We did however experiment with these themes but simply preferred the aesthetic of scenic imagery.
Magazine Advertisement:
Before creating my magazine advert, in similar fashion to my music video and DigiPak, I underwent research around already existing products. This research allowed me to identify generic conventions of magazine adverts. These include:
Images / Graphics:
Relate to the album and artist/band
Images, Graphics, or a mix – will be appropriate to the genre of the music
Typography:
Artist/Band name
Album title
Release date
Reviews/Critical Acclaims
Artist’s/Band’s website address
Track names
May include the names of other who feature in album
Additional Features:
Record label logo
Album rating
For my magazine advertisement I decided to conform with a large majority of these conventions. Magazine adverts are used as a promotional aspect to an album therefore it is important that it is obvious what is being advertised. For this reason, it was important that I included features such as the artist and album name in large, bold text; a review/ rating so that people can identify it is for a musician and the same photographic image that is used for my DigiPak (people recognise DigiPak from Advert).
There were however a couple of things we left out of the magazine advert; challenging the conventions. We wanted to keep the magazine ad as simple as possible as too much additional information can draw attention away from the main features such as the imagery, artist and album name etc. Factors we left out were track names, website address and additional artists featuring in the album.
In conclusion I feel that my media products do use, develop and challenge the conventions of real media products. The conventions are used, developed and challenged in a way that makes my own media products unique/different in comparison to others.