In what way does your media product use, develop or challenge forms and conventions of real media products?
There are many conventions that different media products tend to use, these conventions are usually dependant on the genre and style of the media product. Conventions is what the audience expects to see, keeping this in mind we had chosen our music genre that we were going to produce a music video for. To decide the music genre we had researched different genres as well as watched the music videos to get an idea of the types of convention the audience is expecting to see. The music genre that we had chosen was ‘Grime’ and after researching we had discovered one of the pioneers in the grime scene, Wiley. For this reason we had chosen Wiley as he is a very grime based type artist which means that our media product should keep to the conventions of this genre.
The track that we had chosen was Wiley – Mike Lowery, this is because when listening to the track it has very strong grime roots, from the beat to the flow of the artists vocals and the lyrics. All three of these combined together had given us a strong grime track than when compared to other grime artists that we had looked at. The other grime artists that we had looked at were artists such as Skepta, Devlin and the up and coming P Money. All of these three artists have a very grime themed base in their lyrics but had their own uniqueness, for e.g. these uniqueness could have been the flow of their vocals, the topics that they chose to talk about and the way that they had presented themselves in their music videos. From the research we had discovered that whilst Skepta, Devlin and P Money were all grime artists there music theme was sort of different, this was a problem as different themes meant that there were also different conventions. After consideration and other research on other artists we had chosen Wiley’s Mike Lowery as it suited the conventions perfectly.
There are different ways that our media product uses the conventions of real media products, the numbers on the images refer to the conventions of real media products that our media product uses:
1. The way that our media product uses the convention of real media products is by establishing a mood at the beginning of the music video by using short, quick yet powerful establishing shots of the music instruments/hardware. This convention is a typical convention which is establishing the artists view at the beginning of the sequence by using establishing shots, this kind of convention can be seen in other music videos such as Ja Rules New York track which has establishing shots of New York. Although Ja Rules New York track is not a grime track the establishing shot convention is not limited to only one genre of the music industry but rather a convention of music videos in general.
2. Not only did we use the conventions of music videos in general, we had also used the conventions of the grime genre’s music videos. This convention is where we can see a performance of the artist in the studio where he is reciting his lyrics in to the microphone. The reason that we had used this is because the audience expects to see some form of performance which can be done through lip synching. Since grime uses a heavy amount of lip synching we had decided to film our product in the studio as this way we can keep to grime conventions where heavy lip synching is used as well as sticking to the conventions where the audience would get to see a performance by the artist in the music video.
6. In this scene we had used the conventions of a grime music video where there is a lot of camera shots as well as movements and jump cuts. We had used this convention to give the music video a grime effect on the audience, we had used jump cuts, close ups, mid shots, tracking, panning etc. to use this convention in our media product. Also the tempo of the beat is fast as is expected from a grime track, which means that so must the editing in terms of speed; this is to give a synchronised feeling of the music video with the visuals and sound.
In our media product we also had developed on conventions of real media products, this can be seen from the shots of our music video, the number on the images refer to the development of real media products conventions:
5. The way that we had developed this convention from a real media product is through the way that music videos are starting to become a balance with visuals of the artists and the performance/lip synching from the artist. Most music videos tend to have scenes where the artist is heard but visually is not seen lip synching, these sort of music videos have become popular and as a result is now a convention for the audience. The way that we had developed this is by having the artist express themselves with their action in the music video, in our case we had decided to give the audience a performance of the artist by showing them the artist at work (writing his lyrics).
7. Our media product also develops on the visual conventions of real media products, the way that this is done is that usually real media products will use close up’s of the artists facial expression to show or express a form of mood to the audience. The way that our media product develops on this convention is that not only is the artists facial expression captured to set off a mood for the audience but is also in a black and white colour scheme, by enhancing the visuals of the artist with a black and white colour scheme we have set the feelings of the music video to be sort of a moody music video where the artists emotions are captivated fully in the visuals.
8. Not only does our media product use conventions of real media products but it also develops on these conventions, the way that our media product develops on conventional media products is how the end of the music video ends. This is because audiences expect to see something happen visually at the end of a music video, something like an outro to the music video so that the audience knows that it is the end. The way that our media product develops this convention is by ending the music video with the artist cutting the camera out, this is so that the audience knows that it is the end of the music video.
Our media product also challenges the forms and conventions of a real media product, this is because there are some scenes that the audience may not see in a grime type music video. The numbers on the images refer to the way that our media product challenges the forms and conventions of real media product:
3. The way that this challenges the forms and conventions of a real grime type music video is because the audience wouldn’t expect to see a clip off the internet; although they may expect some form of voyeurism in the music video they may not have expected voyeurism from an internet clip. This scene brings something fresh and new in to the grime type music videos and shows that grime can expand their music videos in terms of voyeurism and other media platforms being used in the music video.
4. The way that our media product challenges the conventional forms of a grime based media product is by using intertextuality in our music video, this is done by placing a well known music product, beats headphones by dr. dre, in our music video. When looking at music videos of the grime genre, there is little to no intertextuality done when producing a music video, we had challenged this form and convention by placing something which is well known in to our music video, something that is relevant to music, by doing this we had achieved a more musical approach to the artist as beats by dr. dre is a well known product for listening to music.
How effective is the combination of your main product and ancillary texts?
The combination of our main product and our ancillary text is effective as everything in terms of the design and visuals stays constant to the music video. The combination that we had decided to use is to make the design of our poster as well as CD album cover and back to remain constant with the visuals of the music video. The reason that we had decided to do this is because the music video will hopefully be viewed by a mass amount of people, this means that a mass amount of people can familiarise the visuals of the music video with the album as well as posters and instantly recognise the ancillary texts with our media product. This will hopefully result in audiences that liked the music video to take notice of our ancillary texts and to take it a step further by purchasing the album.
The images of our album cover is similar to our media product, the black and white album cover shows the black and white colour aspects of our music product. This was done so that when audiences remember the colour aspect of our media product they can then familiarise it with the album cover which can cause customer awareness of our media product. Also by making the album cover and the music video similar in terms of the visuals used, it can create more promotion for the artist as it creates collective identity similar to a slogan where the customer can relate a slogan to a product.
The poster is designed to promote the artists CD, we had created 2 posters, one promoting the release date and the other to promote that it has been released in stores. The 1st poster was designed with images of the artist, this was to show who the poster is promoting as well as to create customer awareness for that customer, we had also used various images of the artist in the poster so that we can get the audience to familiarise with them as much as possible so that when the album is released the audience will be able to recognise the media product. We had also had the release date in a bold, large and visible text so that the market has knowledge of when the product will be released. In the 2nd poster we had designed it to promote the fact that the CD is out, this was done by creating a huge, visible and bold text so that it can catch the markets eye and let them know it had been released. Also to catch the artists eye we had made the background of the poster plain white so the focus is on the poster. We also had the image of the artist on a book, this was to create a literal image of the albums title ‘100% publishing’, the reason we had decided to create a literal image is so that it is relevant to the artists CD.
What have you learnt from your audience feedback?
When we had finished editing and finalising our music video, we had uploaded it on a video hosting website which was Youtube, we had also posted it up on social networking sites such as Facebook. From both websites we had received positive feedback. We also had a showcase of our music video in our classroom where positive comments were made verbally.
From this I have learnt that our music product was a success in portraying the grime genre as well as our media product being successful in using, developing and challenging the forms and conventions of the grime genre. Although when challenging the forms and conventions of grime we were worried that it may not meet the expectations of the grime genre, however we were happy with the results of our media product as we had still gained positive feedback from several grime fans.
How did you use new media technologies in the construction and research, planning and evaluation stages?
Candidate Name: Sohel Uddin Ahmed
Candidate Number: 1204
Centre Number: 12350
Candidate Number: 1204
Centre Number: 12350