Wednesday, October 13, 2010
Analysis of Call of Duty: Modern Warfare 2
Like most action video games, Call of Duty: Modern Warfare 2 is a first person shooter game, where the player can play in a range of modes such as Campaign, Cooperative and Multiplayer. As well as this, the players can fight in different terrains such as Afghan and can experience new bases and unlock secret moves or items. The game is primarily aimed at a teenage audience, comprised for the C1/D and E socio economic group. Also, the game is aimed at succeeders and explorers as they get a chance to experience war at first hand and also fit in with others. As suggested by the Hypodermic Needle theory, the game injects players with a sense of violence, as they fight and kill other soldiers, which may raise moral panic amongst adults, as their children are absorbed in violence and gain negative representations of war. Call of Duty is constructed in order to signify the reality of war, giving players gratifications out of reckless killing.
In many ways, the option of multiplayer makes the game more successful and unique, as players can play with friends or with international players via the online broadband connection. It was revealed that the total revenue from first day sales in the U.S. and the UK was $310 million, making Modern Warfare 2 the biggest entertainment launch in history, surpassing (in revenue) its predecessor, Grand Theft Auto IV. Activision also claims that Modern Warfare 2 had 8 million players online within the first five days, making it the largest 'army' of players in the world.
Close analysis of Call of Duty : Modern Warfare 2 gameplay
In this clip from Call of Duty : Modern Warfare 2, the use of the over the shoulder shot connotes secrecy and surveillance, as the audience are more introspective, as they are in the soldier's position. The use of the deigitic sound of the other players connotes how there is player interaction, as the audience have the option of playing in multiplayer and as a team. In this clip, the use of the snowy mountain setting signifies how the soldiers often fight in treacherous conditions. The use of natural light connotes how the fight is in the day, though the game also allows players to fight during the night.
The use of commands on the screen signifies how the player is in the role of a soldier and has to perform duties , such as capturing the flag, in order to support his team. The game itself in non linear narrative, as the player has the chance to play again if they die. Moreover, the tracking shot of the soldier, allows the audience to identify with the soldier, as we see him on a journey to capture the flag. The use of interchangable weapons as props gives the audience a choice , as they can shoot long distance missles and have knifes and rifles to kill opponents at closer distance. Consequently, the audience can gain sadistic pleasures out of killing opponents as well as seeing them blowing up stuff.
The use of diegetic sound of the soldier's footprints in the snow connote fear and suspense, as the soldier is vulnerable to any counter attacks by the opposition. Whats more, the chinking sound of the soldier changing weapons signifies the movement of the soldier, as he is accurately represented as a stereotypical soldier who wears camouflage, a helmet and hiking boots. By using parallel sound of gunshots, and explosions, the action escalates, as the soldier in this clip is shot, as signified with the blood on screen. Though, the use of diegetic sound of breathing adds reality to the scenario, as the player is wounded.
Interestungly, the quick panning and diegetic sound of other players and gunshots connotes how the battle has commenced, as the male audience are immersed in war and get a chance to identify with soldiers, as they get a chance to infiltrate the opponents and try to claim victory. Though the non deigetic sound of the heartbeat connotes anxiety and life, as the soldier is miraculously recovering from being shot.
The use of a circle against the black frame signifies the zoom which is used when aiming at a target. What is most insightful, is the fact that players are rewarded for the way they kill, as signified with the title 'Killcam- Longshot (Nice kill from a distance ) (+50). Therefore, players can gain gratifications out of killing, as they are rewarded for thier killing, which amounts to a 'kill streak' , where points are given for different ways of killing.
Alongside the tracking shot, the diegetic sound of explosions connote the reality of war and its unpredictability. Alongside the violence, the parallel sound of other soldiers speaking in Pashto offers an experience of war. In some ways, the hand held camera movement follows the soldier's movements, thus allowing the audience to follow the soldier wherever he goes. As a player is killed, the sound of a hammer connotes suddeness, which is dramatic.
Analysis of violent video games
Analysis of Grand Theft Auto IV: Liberty City Stories
Close analysis from beginning upto 3:00 minutes
Grand Theft Auto:Liberty City Stories is one of a number of successful games in the Grand Theft Auto series. The game is set in a fictional setting called Liberty City, which is largely based on modern day New York City.
Grand Theft Auto is a sandbox style, non linear game, where the players are presented with challenges that can be completed in a number of different sequences. Unlike other video games, Grand Theft Auto is a less linear game will allows greater player freedom. Effectively, the game allows the player to have a choice between paths to victory; with extra unlockable challenges and subplots giving the player more gratifications out of playing the game.
Grand Theft Auto: Liberty City Stories, revolves around the protagonist, Niko Bellic, a war veteran from an unspecified country in Eastern Europe. Bellic comes to the United States in search of the American Dream, but quickly becomes entangled in a world of gangs, crime, and corruption. Though, Gran Theft Auto is unique to other games, as it is composed of elements from driving games and third-person shooters, and features "open-world" gameplay that gives players more control over their playing experience. In reference to the Uses and Gratifications theory, the game offers the audience a chance of escapism, as they can control a player and make him do unorthodox and unlwafful things which would never be allowed in society.
In this clip from the game, the audience can identify with Niko Bellic, as they can control his actions and make him do outlandish and immoral actions such as murdering, theft and can make him kill innocent civilians. The use of low key lighting connotes how crime is more illustrious and is carried out at night. As well as this, the use of long shot is used to connote how the protagonist is able to kill in a open setting. Though the consistent close up shot is used, as Bellic aims at the hot dog seller and pummels him to death. As a result, the audience are able to get sadistic pleasures out of killing as it is perfectly acceptable in the Dystopian setting of Liberty City.
The use of action codes are signified in a close up , as Bellic targets the seller gingerly walking off, the diegitic sound of the gunfire connotes sadistic violence, as the protagonist shows no mercy in his killing. In many ways, other audiences may have oppositional readings toward Bellic, as he is seemingly constructed as the Proppian hero in the game, yet may also be represented as the Proppian villian as he carries out such atrocities, such as murder and reckless violence. As Bellic moves, the tracking shot focuses around him which connotes how the audience is following Bellic and are identifying with him. Though, the use of zooms are increasingly signified in this clip, as the use of parallel sound of the police sirens connote how the city is protected by vigilant police. The binary opposition of the police versus crime is signified throughout the game, as crime is infested in the city, thus making the police active in infiltrating crime.
Though, the protagonist is still able to commit crime, as the wanted level continues to rise, as the protagonist keeps on committing offences. The use of the gun and the baseball bat as props seemingly make the protagonist more powerful, as Bellic is stereotyped as the rough, masculine European who is more aggressive in terms of his actions and dialect. In reference to the hypodermic needle theory, the players seem to be injected with the belief that violence is casual and satisfactory, as they are allowed to kill and commit crime. Consequently, the game would result in moral panic, as audiences may feel that the institution, Rockstar Games condones violence, which may result in more people commiting crime in society.
Whats more, the use of the non diegitic sound of the police call signifies how the police is more threatening. However, the use of the 360 degrees panning and close up shot of Bellic aiming at the police connotes, how he is invincible and powerful, as he can use violence as a means of reacting and is able to annihalite the police, resulting in the wanted level increasing. Interestingly, the use of cheats allows the player to escape from the police, as signified in a long shot of the helicopter. Like the weapons, vehicles are props, as they can be easily accessed at the touch of a button, on the mobile.
The high angle shot signifies how the helicopter is a utiltity to Bellic, as he is able to escape by any means. Also, this shot enables the audience to be powerful , as they can dock at any place and can also make the player commit suicide by crashing in any destination, such as an airport in this clip. As a result, the game is enduces violence, as the audience are able to do anything they want. The use of the exteme close up shot of the car wheel connotes how the protagonist may use speed in order to dodge the police. By using long shots , the audience are able to identify with the protagonist, as they see his journey in the airport, as he can escape by any means.
Friday, October 1, 2010
Critical Investigation Ideas
Why do violent video games result in violent behaviour and how do audiences receive them in the media?
How do action games affect the audience and why are they constructed to be more violent?
Supported examples of texts:-
- Grand Theft Auto: Liberty City Stories
- Call of Duty: Modern Warfare (Activision)
- Mafia 2 (2K games)
- Uncharted (Naughty Dog)
- Heavy Rain ( Quantic Dream)
- PS3 magazine
- PC Gamer
- Halo (Bungie)
- Red Dead Redemption (Rockstar Games)
- Edge Magazine
- BBC News articles/ Newspaper articles- Telegraph, The Guardian, Independent
- Studies by professionals on game addiction - Professor David Buckingham
These texts will relate to my critical investigation, as I will focus on how the institutions promote their game and take a in depth look at the reception of these games in the news and how audiences react to violent video games, giving reference to actual video games and their successes and faults- COD (Call of Duty).
Issues and Debates surrounding the texts:
Addiction and continuous game play- Investigation will look at how the use of graphics and voyeuristic narrative seems to hook the audience- how they are addicted by violence
Violence- In depth look at how and why institutions and their video games condone reckless violence and how the audience is likely to reenact the violence. With reference to BBC news and examples of video game related violence. The effect of the games on testosterone levels and aggression.
Desensitisation- Audiences such as teenagers and children and how they are absorbed by the narrative, that they are unable to familiarise real life with the narrative in violent video games.
How do these texts fit into the contemporary media landscape?
- Launch of first person shooter game, Call of Duty: Modern Warfare resulted in teenage audience being able to be enjoy being a soldier in war situations and being able to kill other players
- Rise in level of violent video games- Red Dead Redemption focus on western violence
- Teenage boys affected by violence, related to societal ideologies on knife and gun crime which is replicated from video games such as Grand Theft Auto
Media Theories:-
Hypodermic Needle theory- Casual violence made to seem more adventurous, as seen in
Grand Theft Auto, where you can play as Niko Bellic and kill civilians and cause reckless violence.
Uses and Gratifications theory- How audiences play video games as a means of escapism, let out their angers, qualms as a player in video games.
Anderson and Dill theory- Looks at how playing video games has an effect on children
Audience Reception theory- How audiences such as adults receive violent video games and how they cause moral panic, through the references of violence, drug abuse and sex.
Moral Panic- This theory is related within my investigation, as violent video games are blamed fro causing violence, with children's behaviour being more violent, as a result of playing these games
MIGRAIN/SHEP
Saturday, September 4, 2010
Sherlock Holmes Movie costumes and props on display
The article helps for my summer research project as people can see authentic 19th century costumes such as waistcoasts, corsets and dresses which were at the height of fashion and were common during the era within which the film is set.
Sherlock Holmes costumes and props on display at the London Film Museum

Just yesterday we were talking about the London Film Museum and its exciting exhibition celebrating the life and career of comedy god, Charlie Chaplin (see Related Content, right) and it seems we’re heading back to the South Bank again. This time to enjoy a more modern movie marvel, that of Guy Ritchie’s Sherlock Holmes currently doing well at the box office (albeit in the blue shadow of Avatar).
The action-packed re-imagining of the beloved Conan Doyle stories stars Robert Downey Jr. as the eponymous super sleuth and Jude Law as his trusty sidekick, Dr Watson, with Rachel McAdams flying the flagfor the ladies as the sparky Irene Adler and Mark Strong as the villainous Lord Blackwood. And costumes as worn by all four of these stars, along
with used props are currently on view at this cinematic corner of the capital. As befitting of a Victorian period tale, the costumes (by Oscar-winning designer, Jenny Beaven and Melissa Meister) and props (production design by Sarah Greenwood) weren’t just picked up on the high street, and as such boast impressive historic details.
The props are all original and tailor-made for the film, while the costuming department worked with respected film and theatre rental company, Helen Uffner Vintage (their clothes also recently seen in Amelia, Indiana Jones and the Kingdom of the Crystal Skull and Julie & Julia) to nail all those authentic turn of the century looks.
The movie memorabilia went on view from 21st December and will remain on show until 31st January. So if you’re interested in Holmes, Chaplin or any of the other top displays there, head to the London Film Museum.
Issues regarding Sherlock Holmes movie in the media
However, it is suggested that Doyle’s works contained vague references to magic and sorcery. Though it can be seen that the film contains references towards Freemasonry. Sherlock Holmes tends to focuses around these themes and elements which are in debate in today's society. for example people fear over a New World Order lead by secret societie, that could be threatening to different governments.
Symbols in the Movie
Sherlock Holmes contains a great deal of themes and symbols taken from certain societies. They are very subtle and rarely explained in the movie, making them almost invisible to everyday viewers. However, to certain “educated” viewers , those symbols can easily be recognized . Although some of them are not historically accurate or have been modified to make them “fictional”, the presence of those themes create some kind of symbolism in the mass media today.
Black Magic Ritual

The movie starts off with Sherlock interrupting a Black Magic ritual. A hooded man (Lord Blackwood) is reciting magical recitations in front of a woman laid on a sacrificial altar. This particular scene raises some hidden themes from the beginning.
Blackwood’s Cell
When Sherlock visits Lord Blackwood at his prison cell, he notices strange engravings on the walls. One of them stands out:
This symbol of a crucified rose is considered to be the first symbol represents a Secret Order, which stems from a brotherhood dating from the Middle-Ages.
The Lab
When Sherlock and Watson inspect “The Dwarf’s” lab for clues, some interesting symbols are engraved on the wall.
The All Seeing Eye
This symbol is highly provocative in socity today, as it is inferred that the 'All Seeing Eye' refers to power, light and refers to knowledge and is commonly seen on the $1 bill, which raises questions over whether America was and is run by Freemasons.
The detectives discover that the lab seem to mix advanced science with subtle voodoo aspects, which suggests the film revolves around world domination and power. Another interesting symbol is found on a wall.
The Quabbalistic Tree of Life (Sephiroth)
Blackwood’s Spellbook
After being summoned by “The Order”, Sherlock is told that Blackwood’s spell book is the key to stop him.
The creature in the middle looks remarkably like a Baphomet, which is a mystical pagan figure which is worshipped by the Knights Templar ( Secret Western Chrisian Order) and represents knowledge .
Eliphas Levi’s depicition of Baphomet
Here’s the next page of Lord Blackwood’s spell book:

De Gaita founded in 1888 the Cabalistic Order of the Rosicrucians, which is consistent with earlier references to Rosicrucianism in the movie.
The Order
In Sherlock Holmes, The Order is a secret brotherhood which can easily compared to Freemasonry. It is said in the movie that their “secret system has stirred the world to greater good for centuries, but it can also be used for more nefarious purposes … the Dark Arts or practical magic”. The Order has many members in government and police and has member which are wealthy and successful . It is suggested that America was run by supposed Freemasons such as George Washington.
Blackwood, a practitioner of Black Magic, takes over The Order by force, claiming that he has a “magnificent purpose”: to create a new future, a future ruled by the Brotherhood. Later in the movie, Blackwood says “The new order … begins now”, which is a reference to the New World Order ushered in by the Illuminati that is said to be taking place today.
Blackwood taking seat at the Throne of The Order. The pyramid in the background has an illuminated capstone, which is considered to be the ultimate “Illuminati symbol”. See the Great Seal of the USA
Blackwood’s takeover of The Order probably refers to the take over of Freemasonry by Illuminism and Rosicrucianism during the 18th century, which changed some of its beliefs and ethics and lead to its worldwide spread.
All of the magic turned out to be trickery that Sherlock explained with logic and science. So, after the viewers are exposed to the symbols and the Brotherhood, they are told that these things are fiction, and even rather ridiculous. The occultism presented in the movie is rather dark, threatening and somewhat satanic, which can encourage viewers to associate everything magical with evil, which is not the case. This goes in hand with the Hollywood disinformation covered in this article.
Although the occult elements of the movie are presented as being fictional products of director Guy Richie’s imagination, many of the symbols used are taken from actual occult works.
There is no doubt that some research has been done in order to give the movie some “occult authenticity”, but it seems to go further than this. There is a certain cohesiveness in the symbols used, which makes them more than decorative additions, but rather a series of clues pointing towards actual Secret Societies.
http://vigilantcitizen.com/?p=3230
Friday, August 27, 2010
Summer Research Project: Promotion across E- media platform
Much of the promotion originated from the official 'Sherlock Holmes' film site which promotes the launch of the Bluray edition of the film and also gives the audience a chance to interact with the film, through the offer of a chance to perform stunts with the stunt coordinator, a chance to download the theme song, I phone applications, downloads such as wallpapers and other exclusive content.
As well as this, social networking sites such as Facebook, Twitter and MySpace dedicated groups and fan pages to the film, with even more chance for promotion and audience
interaction. Audiences have the chance to have discussions on the film and can also create their own content in the form of posts and can comment on scenes, the director and cast members.
Launch of 'Sherlock'- BBC Drama
From the creators of Doctor Who, Sherlock is on a three episode run and will prove to be even more successful due its huge viewer following. With huge investments of licence payers money, the drama will continue onto its second series, following its success.