Tuesday 21 February 2017

2 x 250 word introductions on BBFC censorship

Considering the debates surrounding the censorship of Video Nasties, how appropriate was it to pass the HC uncut?

I believe that it was not appropriate to pass the Human Centipede 2 uncut because this film came under everything needed in order for it to be called a Video Nasty. It was a film that is considered to be most in need of it getting cut as it is one of the biggest Video Nasties in the world. It is very possible for the vulnerable, such as children and the elderly, in particular to become psychologically harmed, and even for others to become psychologically harmed as well. However, everyone should be capable of making their own decisions as to whether or not they want to watch the film. For this reason, I feel that the film should not have been banned, instead it should just have been cut enough for all of the very gruesome scenes to be wiped from it, leaving us with a film that is still horrific, but not horrific enough for it to be outright banned.


To what extent have social changes impacted film regulation? Focus your discussion on the development of censorship of Video Nasties to Human Centipede 2.

Social changes have impacted film regulation as the films that were considered horrific and that were banned in the past, such as films in the 1980s, would not be banned nowadays as the audience would not be shocked and affected by them now, in the same way as the audience were affected by these films years ago. This therefore means that different types of films are getting banned now, and they are usually banned due to an extreme content of things such as gruesome deaths or other things that could potentially cause psychological harm to people. Video Nasties are much more extreme though now than they were in the past. What was considered nasty in a film before would probably no longer be considered nasty. Because of this, there is a higher need of censorship of Video Nasties nowadays.


General overview of Film censorship, reasons and justifications for this, definition of the Video Nasties and the factors/participants that led to the VRA 1984

Film censorship is carried out by various countries to differing degrees, sometimes as a result of powerful or relentless lobbying by organisations or individuals. Films that are banned in a particular country change over time. A motion picture rating system is designated to classify films with regard to suitability for audiences in terms of issues such as sex, violence, substance abuse, profanity, impudence or other types of mature content. A particular issued rating can be called a certification, classification, or certificate. The justifications of using censorship when it comes to films and using age rating certificates is that it controls what we can and cannot watch at the cinema, and it protects the vulnerable, such as the elderly and children. A Video Nasty is a film or video that contains scenes that are considered to be gratuitously and offensively violent or pornographic.
The act was a legislative reaction to a moral panic concerning "video nasties" that was sparked by tabloid newspapers in Britain during 1982 and 1983. Public and political concern increased in 1982 with the release of films such as SS Experiment Camp, Cannibal Holocaust, Snuff and The Driller Killer. Quite apart from the content of the films, the advertising for them seemed calculated to cause offence and controversy. The BBFC responded by introducing a voluntary scheme for rating video recordings.


Theories that relate to this Moral Panic, Desensitisation, Uses and Gratifications, Copycat and the main points you will make (3 points)

Desensitisation - people become desensitised to these Video Nasties, that they are not even considered Video Nasties anymore. Instead, they are considered normal by viewers because they are so used to seeing that sort of stuff in films.
Uses and Gratifications - These Video Nasties can be useful to us in order to educate ourselves and to meet our specific needs. Also, in terms of films, there may only be one scene in it that should be censored or cut out due to it being considered a Video Nasty. This does not mean that the whole film should be banned.
Copycat - people who are vulnerable may try to copy the bad things that they see in films because they are influenced by them.


Thesis Statement

Overall. I feel that Video Nasties should be censored in films, as they contain things such as extreme violence or pornography. They should be censored in order to protect young children who could be unaware of what the film is about. However, I also feel that these sorts of films should not be censored for everyone, as adults can make their own minds up about whether they want to watch the film or not. This therefore makes it difficult to know what to do in terms of censoring or banning a film as censoring or banning a Video Nasty would not benefit everyone, but allowing it to become public would also not benefit everyone, as both adults and children should benefit from it.

Tuesday 7 February 2017

50 Shades of Deadpool

Regulation has changed in terms of becoming more lenient and strict, with a new age of technology and streaming media,  rising organisations such as the BBFC would be left behind if they did not improve their regulatory practices to work around this new era. While exploring how the BBFC uses its regulatory practices in relation to sex and violence I took into account how society has become desensitised and I have also looked into the Uses and Gratifications Theory paying particular attention to how we use the media to satisfy our needs. I feel that over the recent years the BBFC have taken a much more liberal approach to the ratings of films and this is evident with the ratings of movies such as Deadpool and 50 Shades of Grey.

The BBFC have had to adapt their regulatory practices to work around societies peak of tolerance in regards to sex and violence, specifically in the media. This tolerance is referred to as desensitisation. We have consumed so much of this harmful content that we now have built up a defence against it and it is now less effective. This has led movie makers to up the levels of violence and sex in their movies to entice us to watch their movies. Due to this, the BBFC has to adapt and work around this increase in gore by becoming more liberal in regards to their age ratings. This is seen in regards to 50 Shades of Grey which was made an 18 in the UK but an R in the US. By making the movie a lower age rating compared to other countries it shows that the BBFC is working alongside this mass desensitisation.

The BBFC have also had to take into account the Uses and Gratifications of the media, specifically how we use the media to indulge certain cravings. These cravings are usually linked to violence and sex, we view content to satisfy these needs. The BBFC has recently given Deadpool a 15 age rating which is surprisingly liberal given the sexual scenes and excessive violence. We as humans crave to experience certain pleasures and we can achieve this through the media so by witnessing violence and sex in for example Deadpool we can calm these craves.

Tuesday 31 January 2017

Thesis statements

1. How effective is Film and TV regulation in the Netflix era?
I believe that Film and TV regulation in the Netflix era has become less effective. This is because online services, such as shows on Netflix or Amazon Prime are not regulated by the BBFC or any other regulatory body. These two online services are the most popular, and they are very easy to access, for both children and adults. Also, this content isn't given any age certificate, meaning children could potentially be watching something inappropriate for them without their parents or them knowing. However, they use the advice given by regulators to decide on a rating, but these are not very accurate. These regulators can only advise these new companies on what is right and safe for the younger audience because Netflix can be accessed by anybody, meaning there is a level of self regulation by the audience as they would know what they do and do not want to watch.


2. Should society or the individual or an educated elite decide what is a appropriate level of sex and violence to expose children to
I think that we should be able to decide on what is an appropriate level of sex and violence to expose to children to. Many films are now being rated as 12A, therefore children over the age of 12 can watch them. This may suggest that regulation is becoming less strict. However, even in films of this rating, there is moderate violence and sexual references. This could be a cause for concern because parents may not want their child to be legally allowed to watch a film containing adult content. If this is the case, then parents can choose themselves want they want their children to be watching, therefore this is self-regulation.

Cut and paste

General definition, information
The BBFC and PEGI are the two organisations who certificate and rate media products. The BBFC (British Board of Film Classification) was set up in 1912 to protect the public from media material that may present harm risk. Originally the BBFC only classified cinema films until the Video Recordings Act was passed in 1984 when it started regulating videos/DVDs. In 1984 the BBFC began to regulate video games as well. From 2003 the responsibility of regulating video games was passed from the BBFC to PEGI (Pan European Game Information). However, the BBFC will continue to classify all games that feature strong pornographic content and ancillary games attached to a wider, primary linear submission.

The BBFC are an non-government regulatory body to which films are submitted for classification based on their content. They aim to protect the public by providing them with information that allows them to make a more educated decision when selecting a media products. The BBFC also provide verification for as to why they have awarded media products the certificate that they have. Like with the BBFC video games are submitted to PEGI to be given appropriate age ratings. These age ratings are in place to give guidance to the video game customers, particularly parents. The age ratings given to video games are awarded based on their content and suitability, not their difficulty. PEGI used descriptors that are placed on the back of the video games packaging. These descriptors explain the main reason behind why games have been given a particular age rating

Specific points/debates
Although these regulatory bodies are in place there are problems with the systems that prevent them from being used as a means of protection, for the public, from the media. For example, it is not illegal for a person who is of age to buy a particular media product for a person who is under the age certificate of a product and allow them to view it. In this respect organisations such as PEGI and BBFC are carrying out the service that they hope to provide by informing the buyer of the content and the potential harm that such products may cause to a consumer who is not of suitable age to be subjected to the media product


Thesis statement
The BBFC and PEGI aim to work as  gatekeepers (Kurt Lewin 1890-1947) between the media that is appropriate for us to consume and that which is deemed to have the potential to cause harm.


Point
However this role means that we have to place our trust in these organisations as we, the audience, rely upon them to make the decision of what we should and shouldn’t be subjected to in media products. Problems are faced by these gatekeepers when it comes to media that they are unable to regulate. For example, media platforms such as YouTube are unregulated due to the excessive quantity of videos submitted to this platform. Also piracy of video games and films cause major problems for these gatekeeping organisation. Piracy is a prime example where an advance in technology has posed a threat to regulatory companies aim to protect the public.


Evidence/Case Study Example
A Serbian film is a prime example of a film where by the BBFC have taken precautionary measures in an attempt to prevent the public from being exposed to potentially harmful media content. The film, directed by Srdan Spasojevic, was eventually passed after four months of negotiation with the BBFC for release on the 10th December 2010. The BBFC required forty-nine individual cuts, across eleven scenes, before classifying it ’18’ for very strong sexual violence, sex and violence. Cuts were required to remove elements of sexual violence that tend to eroticise or endorse sexual violence. However, even after cuts the film was still seen to be disturbing, offensive and shocking to some adult audience members.

The Woman In Black was passed by the BBFC with a 12A classification following cuts and was later released uncut on DVD with a 15 age certificate. The film was directed by James Watkins and was released on the 10th February 2012. The BBFC received 134 letters of complaint following the cinema viewing. This was as a result of the film being aged at a young age group to attract audience members who would watch the film as a result of it being Daniel Radcliffe’s first post Harry Potter film. The film was cut by 6 seconds in order to secure a 12A rating on release. This was as a result of the film being said to hare been “too scary” for the 12A certificate in its first-submitted form. In an attempt to satisfy both the audience members and the film producers the BBFC suggested the cuts in an attempt to release the film with a certificate that would be deemed appropriate by both parties and to prevent causing offence and harm to the younger audience members and their parents. However, the letters of complaint that were received suggest that the audience members and their parents did not feel that the BBFC did a sufficient in preventing the film for potentially causing harm.


Hatred is a game that has not yet been released has already stimulated moral panic simply based on the release of its trailer. In Hatred you play an anti-hero whose sole aim is to put as many “human worms” into the grave as he can. Hatred was given an “Adults Only” (AO) rating by the ESRB for extreme violence rather than sexual content. Effectively preventing any mainstream distribution of the game at retail or on video game consoles. However, PEGI have not yet rated the game and have said that they will not award the game a rating based dimly on the trailer. Until a PEGI rating has been awarded to the game it is hard to criticise the extent to which the regulators have gone to protect the public. Although,  fans of Hatred have demanded developer Destructive Creations include even MORE violence in the stomach-churning title. Such comments may alarm organisations such as PEGI and affect their view of the video game during the classification process.

Dark Souls II is another example of a video game that has evoked moral panic amongst the public. Dark Souls II is an action role-playing video game. PEGI rated the video game with a 16+ for the violence that was in the game. It was suggested that ‘Dark Souls II is truly the most controversial game this generation’. One of the main controversial factors related to the video game Dark Souls II was the crime that followed that was later blamed partially on the criminal having played the violent game, including Dark Souls II,  in which he was able to virtually perform that acts that he later carried out in person. In November 2014, months after the release of Dark Souls II, Ann Maguire a Spanish teacher at Corpus Christi Catholic College in Leeds was stabbed seven times by Will Cornick (a 16-year-old student) and died as a consequence of the school boys actions.  The age rating given to the video game by PEGI meant that Cornick was seen to be of an appropriate age to be playing such games as Dark Souls II. In this case it could be suggested that the regulators failed in their job and should have taken stricter precautions in an attempt to prevent such crimes

Analysis/Argument
In the case of video games there is a huge amount of moral panic that is endorsed by the press in an attempt to show them in a bad light and suggest that they are causing a great deal of harm to younger generations. This view points the finger at the regulatory bodies of this industry to suggest that they are not doing a sufficient job in protecting the public from video games that have potential to cause harm.

Theory



Historical Context
Originally the BBFC only classified cinema films until the Video Recordings Act was passed in 1984 when it started regulating videos/DVDs. In 1984 the BBFC began to regulate video games as well. From 2003 the responsibility of regulating video games was passed from the BBFC to PEGI (Pan European Game Information).

Future Prediction
Both the producers of film and video games are attempting to push the boundaries to see what they are able to get away with. This is making the role of regulators to protect the public even harder. The regulatory bodies are only ably to regulate for the ‘normal’ person and have to make a decision on media products as they see appropriate. There is never going to be full protection of the public from media but the regulators work to do the job to the best of their ability. Content is always going to be available on formats that aren’t able to be regulated and therefore the extent to which the public can be protected is limited

Thursday 26 January 2017

300 words introduction

Regulation is about controlling what is shown to the public, and also about protecting them from viewing potential harmful content. My general observation on regulation in the contemporary age is that it should be there for legal reasons, but it is not really needed as people can make their own decisions as to what they want to watch and what they do not want to watch. I feel this way because having regulation means that children are getting protected from watching content containing things such as violence or adult themes. However, parents should be the ones who choose whether to let their children watch these things or not. Furthermore, I feel that media regulation may not necessarily work in this day and age because of new technologies, such as On Demand, meaning anyone can access content at any time, possibly containing swearing, violence or nudity.

I believe that the copycat theory is not true. The vast majority of people who watch violent content do not copy the actions that they have viewed. For example, those who have played GTA 5 do not go out on the streets and beat people up and steal their cars. I feel that the copycat theory is untrue due to people knowing the difference between right and wrong, and the media not being a strong enough influence on them to do certain things they have seen. This may be because of desensitisation, leading on from the copycat theory. Viewers may have become so exposed to things such as violence, that they are no longer affected by it, and they are able to watch violent content or play violent video games with no problems, and they do not copy it because they know that it is wrong.

Monday 16 January 2017

Identify 4 R&P technologies:
- YouTube
- Prezi
- Photoshop
- Tiki toki

Used YouTube to research existing horror film trailers of various sub genres, such as slasher, supernatural and zombie.
Used Prezi as a form of presenting research and planning work, to make it more creative instead of just putting it straight onto the blog.
Used Photoshop in order to create the poster drafts, and to edit the images we were experimenting with for both the poster and the magazine.
Used Tiki toki to create a timeline, to do with the horror genre research.

To research horror trailers that are already out there, in order to get ideas from them to use in our own trailer, developing or challenging conventions seen in these. Using things seen in a creative way, not just copying.
To meet the audiences expectations. They would not want it to get boring, and it would do if it was all presented in the same way, so using a different presentation software met the audiences expectations. Also, it develops our creativity, as we are presenting our work in unique ways.
Used Photoshop to meet audiences expectations. They would be expecting to see a well-developed and high-quality image as the main image on the magazine and poster. Therefore, by using this software program, we could edit the image, so that it would reach the satisfaction of the audience. We were able to change the image so that it looks more like an image used for horror. For example, by using more low key lighting, which would make the image appear darker than before, giving it a more meaningful and eerie atmosphere and feel to it.
To creatively explore genre. Instead of doing a timeline on something such as Word, which would be boring, we did it on an actual timeline presentation software. Develops creativity as we are using a program that we had never used or even heard about before, but we are now using it to our advantage by making use of it.

Used YouTube as part of our research because we wanted to view various sub genres of horror. By doing this, we could pick out common things seen in each of the sub genres, meaning conventions of them. We were then able to choose which sub genre we wanted our horror teaser trailer to be. Watching these existing trailers from YouTube meant that we could use certain things that are in the trailers of our sub genre, and get ideas from there in order to be creative. Also, we could see how effective all of the trailers we watched were, and which ones hit you the most, so those would be the ones we attempt to follow, in order to create a successful trailer.
Used Prezi as part of our planning because we wanted to create something unique and interesting for the audience to read. Furthermore, we wanted to communicate with the audience effectively through this presentation software, as it is not just writing, there is creative animation that goes with it to make it more enjoyable for them and easier to get through. Also, by creating presentations in this software, we developed our skills, as we were now capable of creating a successful presentation on a new software that we hadn't previously used.
Used Photoshop as part of our planning because we wanted to get the best quality image we possibly could for our main image on the poster and the magazine. We made sure that the images were visually pleasing for the audience, and that they were what they would expect to see as the images for a horror poster and magazine. To get them looking the way they should, we edited them in Photoshop to make them look darker, create more shadow on the side of their faces, and to make the images as a whole stand out more.
Used Tiki toki as part of our planning because we wanted to create something unique and interesting for the audience to view. We felt that it would be best to use a new software to develop our planning, as this would not only allow us to present our work in a different way, but it would also help us to develop new skills in this program. We also wanted to creatively explore genre, and to become more creative when it comes to research and planning as well. We believed that a timeline would show the development and history of horror film trailers to the full, and Tiki toki is a software, especially designed to create timelines, which is why we used this program.

Using YouTube was successful in meeting audience expectations as by watching a number of horror trailers, we could gather the best bits from them and use aspects of them in our own trailer. We were able to see the basic layout of a horror teaser trailer, such as the equilibrium and the disequilibrium, which is what the majority of the trailer is. The resolution, that comes at the end is not usually shown in the trailer because the makers of it do not want to give the ending away. YouTube was also successful in that it met our needs, which were to be able to watch lots of horror trailers in an efficient and effective way. Also, it was useful as we could view a horror teaser trailer of any sub genre we wanted just by typing it in, and trailers of that sub genre would appear. This is because we had to watch different sub genres, in order to choose which sub genre we wanted our own trailer to be, and to see which necessary conventions and stock scenes we should follow. This all shows that we were creative in using YouTube.
Using Prezi was successful in meeting audience expectations as it meant that they could view our presentation in a different way. It also met expectations as the audience would be more likely to read it all as it would be easier for them to get through, rather than chunks of text. Prezi was a creative way of presenting some of our work as there were animations, as well as writing. Text is in different sections of this software as well, so it is easier to split up the different parts.
Using Photoshop was successful in meeting audience expectations as it allowed us to have images for our magazine and poster of great quality, as opposed to images that look blurry or do not fit in right. The poses in the two images are right as what the characters are doing in them fit who they are, and what they do within the trailer. This was made possible due to the use of Photoshop when editing these images. For the image in the poster, we could make it even darker than before as the antagonist was in it, and for the image in the magazine, we could make one side of the protagonists face dark and the other light. We could also make her eyes stand out more, as she is supposed to be represented as scared as the antagonist is behind her.
Using Tiki toki was successful in meeting audience expectations as a timeline, showing the history of the horror genre, would work extremely well as they would be able to clearly see how the genre has developed throughout the past 100 years. Not only that, but they would be informed about some information of the horror genre from each decade, from the 1920s to the 2010s. Also, they could watch the trailer of one of the most popular, if not the most popular, film from each decade. This would mean that the viewers could see how the trailers have developed and become much more intriguing, as the early trailers had few camera shots and were black and white, and the most recent ones are very advanced technologically, through the use of many camera shots, editing, sound and mise-en-scene.

Friday 13 January 2017

Magazine Conventions

Masthead - The masthead is the title of the magazine, which is typically in block writing. It is like this so that it is recognisable and distinctive to the audience when they first see it. It should be one of the first things they notice. The masthead can sometimes be designed in a particular in order to match the genre of the magazine. It is conventionally at the top of the magazine, either at the very top or just below the strap line.

Main Image - The main image of the magazine is distinctive to the audience and stands out when they first look at it. It should be big and cover lots of the front cover. It should be one of the first things they notice. The main image on the front cover of a magazine is conventionally in the centre of the page, although it can sometimes be placed on the right or left of the page.

Main Cover Line - The main cover line is what story the magazine is focusing on. It is related to the main image seen on the front cover. It is sometimes what attracts the audience to the magazine, due to the use of bold, colourful or distinctive writing.

Strap Line / Selling Line - This is a line of text, usually found at the top of a magazine, but is sometimes in other places on the front cover as well, such as directly below the main cover line. The selling line advertises the magazine and attempts to make the audience pick it up and buy it.

Cover Lines - The cover lines on the magazine front cover show the other things that are inside the magazine. They are not the main focus of the magazine, which is the main cover line, but they tell the audience about the other articles that can be found in it. These can sometimes be the reason why people are attracted to the magazine because they typically feature names that people may like. they are usually on the side of the page. They are also typically at the very bottom of the magazine page.

Barcode and QR code - The barcode allows the reader to know how much they are paying for the magazine. The QR code allows people to scan it on their phone in order to pay for it or to find out more, such as other magazines that are available for purchase, similar to the one they just bought. They are always in one of the bottom corners of the front cover.

Website - This gives the audience information about where they can find the magazine online. They can visit the website page if they want to know more about the magazine. For example, to find out about past and future issues of the magazine, and how the magazines are created. This is seen near the top somewhere.

Date / Issue - The date tells the audience when the magazine was published. The issue number tells them which edition of the magazine it is, and how many editions have been produced before. They are found near the top of the page somewhere, alongside the website usually.