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Teen Vogue: Industry and social media

1) Research Teen Vogue publisher Condé Nast. What other magazines do they publish and how much money did they make last year? House and Garden, Self, GQ, Vogue, Vanity Fair, Wired. 2) What are Teen Vogue’s main sources of income? These include advertising on the website and tickets for their Teen Vogue Summits. Revenue through YouTube. 3) How are traditionally print-based products like Teen Vogue diversifying to create new income streams? One way which Teen Vogue can diversify to create new income streams is by making social media accounts such as YouTube. Also through the use of the summits which they have and have the tickets up for sale. 4) Why is sponsored content and ‘advertorial’ particularly important in media linked to the fashion industry? This is because it can generate important revenue for things like magazines and websites in advertising fees. Also, it can generate huge buzz for the brand advertised if the magazine has a large readership as more people will b

Mail Online Case Study

1) What are the top five stories? Are they examples of soft news or hard news? The top 5 stories featured on the MailOnline homepage: Jamal Khashoggi murder Saudi Crown Princes bodyguard murder suspect-  Hard News A couple given just one-week dig flower beds spent nearly 30 years cultivating-  Soft News Animals are rescued from 'zoo from hell'-  Soft News Vodafone Network described shambles-  Soft News Nick Boles reveals workable Brexit plan-  Hard News 2) What celebrity content is featured? Some of the celebrity content featured includes: Piers Morgan being pied on Good Morning Britain Lily Allen wearing a seethrough dress Girls Aloud member saying she was never friends with Cheryl Cole, despite being her bridesmaid. Meghan Markle hugging a little boy 3) What examples of ‘clickbait’ can you find? "How finger length could reveal your sexuality" 4) To what extent do the stories you have found on MailOnline reflect the values and ideologies of the Dai

Jenkins: Fandom and Participatory Culture

1) What is the definition of a fan? A fan, or fanatic, sometimes also termed aficionado or supporter, is a person who is enthusiastically devoted to something or somebody, such as a singer or band, a sport or a sports team, a genre, a politician, a book, a movie or an entertainer. 2) What the different types of fan identified in the factsheet? Hardcore/True Fan: identify themselves as the 'insiders' within any given fandom. They spend a lot of time and money to become one and take pride on the quality and quantity of the knowledge that they have. Newbie: New fans that don't have the longevity of devotion of depth of knowledge hard core fans have. Known as the 'outsiders' of the fandom. Anti-fan: Develop an emotional attachment instead of using close reading like 'true fans' to distance themselves and form a negative stereotype of a text or a genre of those who watch them. 3) What makes a ‘fandom’? The state or condition of being a fan of someone or s

Women in Videogames - sark

1) How have women traditionally been represented in videogames? Either objectified or damsels in distress. 2) What percentage of the video game audience is female? 42% 3) What recent games have signalled a change in the industry and what qualities do the female protagonists offer? Tomb Raider; Horizon: Zero Dawn; Uncharted: The Lost Legacy; The Last of Us; Dragon Age: Inquisition and The Walking Dead. 4) Do you agree with the idea that audiences reject media products if they feel they are misrepresented within them? I imagine that a portion of the audience have done this previously and will keep on doing as such. I believe that females were not focused by amusement designers so I imagine that is another motivation behind why they were dismissing media items. I consider some it comes down to the 'male gaze'- Mulvey, the front of the computer games were there to typify ladies and they were focused to a progressively male crowd. 1) What reaction did Anita Sarkeesi

Tomb Raider Anniversary

Tomb Raider Anniversary: blog tasks Language and Audience Analyse the  game cover  for Tomb Raider Anniversary (above). 1) How does the cover communicate the genre of the game? - The guns are an enigma code that she will need to attack something and defend herself, the actual guns can be used as a phallic symbol to perhaps entice male audiences and potential players. -  Gold symbol behind the character and ancient writing on symbol suggests puzzle and mystery. 2) How does the pose and costume of the character appeal to primarily male audiences? Her costume is actually very impracticle and would not be ideal for what she would actually need to do and would, in fact, put her in more danger than regular clothing. 3) How might the cover be read as empowering for female gamers? She is a female lead on the intro page who is entirely fit and can deal with herself. She needn't bother with assistance from anybody a ton of the time else they would likewise be in

Further feminist theory

1) What definitions are offered by the factsheet for ‘feminism ‘and ‘patriarchy’? Feminism: A movement which aims for equality for women - to be treated as equal to men socially, economically and politically. Patriarchy: Male dominance in society. 2) Why did bell hooks publish her 1984 book ‘Feminist Theory: From Margin to Center’? She had distributed her book because of an absence of assorted variety inside the female development and contended that these different voices had been underestimated, being outside the primary collection of women's liberation. 3) What aspects of feminism and oppression are the focus for a lot of bell hooks' work? She challenged women's activists to concentrate on sexual orientation's relations to sex, race, class, and intersectionality. She contends that male incorporation inside the development is imperative and urges men to do their part.  4) What is intersectionality and what do hooks argue regarding this? In