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How our Media product uses,
develops and challenges
forms and conventions of real
media products
Evaluating
Setting:
When researching into Horror films I found two types of
setting used within the Horror genre. The first one is a
familiar or ‘normal’ surrounding, for example at the start of
The Ring, the house in a quiet suburb. This is something
that the Audience can relate to.
The second is an abnormal setting, which creates
hermeneutic codes for the audience – they are wondering
what the location is, and why the character is there. The
aim of this location is to disturb the audience and build up
tension.
We decided to use both a familiar setting, the dining room,
and an abnormal setting. We decided to do this because it
would create hermeneutic codes for the audience.
Setting:
The Ring – Use of a familiar
location allows the audience
to relate using the Uses and
Gratifications Theory – Needs
Model, personal needs. It
affects the audiences
emotions, thinking it can
happen to them.
Saw – Use of an abnormal
location creates fear and
hermeneutic codes for the
audience. This confuses them
and puts them on edge.
Setting:
We used a dining room to
allow the audience to
relate to the scene. This
also makes it easier for
the audience to
emphasize with the
characters.
We used an unfamiliar
location which would
confuse the audience and
also create hermeneutic
codes. This room is not
completely shown.
Setting:
We decided to use this code and convention found in real
media products such as Horror films as we felt it was an
effective way of creating tension and hermeneutic codes –
another common feature of Horror films.
I am happy with the choice of setting we have made, and
the fact it uses the codes and conventions found in similar
real media products. If I was to do this again, I would add
more detail into the dining room to ensure it looked as real
as possible.
If we were not to use this code and convention, I would
want to challenge it completely to make our film stand out
from the rest.
Characters:
We have shown a very common type of character in our
media product. The ‘Defenseless Teenage Girl’. This is
common in Horror films such as Jaws and Piranha 3D. We
decided to keep this code and convention as it is another
thing that the audience can relate to and therefore is more
effective in creating fear within the audience. They feel
more empathy for a character without control over the
situation and a younger character is more effective in
creating this also.
However for the second character, we decided to challenge
these codes and conventions – as in the films we had
analyzed there is rarely a woman playing the villain so we
decided to make Cannibal the Archetype.
Tension Building Through Editing:
We found that the main code and convention for
the opening two minutes was to build up false
tension – leaving the audience on their toes such
as in Scream; or in our production where we
opened with a scary and gruesome opening. In
order to create pace we made use of parallel
editing. In most horror films, as we used in ours, a
main code and convention is to pull the audience
into false sense of security. This means they believe
nothing is going to happen and then it does,
creating more of a shock factor and creating fear.
We did this by extending some of the eating
scenes, making the hunting scenes scarier.
Lighting:
Another common code and convention found in Horror
films, was taking advantage of Humans natural fear of the
dark. A classic code and convention that ‘bad things happen
in the dark’. We wanted to show this, but develop on this
code and convention. We did this by choosing to add a night
vision effect to our hunting scenes. This would mean that
the audience can see clearly what is happening – but would
show that it is dark in the scene and the surroundings,
suggesting it is night time. This creates dramatic irony
because the audience is aware that someone or something
is watching the girl, but the girl does not know who or what
is with her, or where she is due to the darkness of her
surroundings. This creates frustration for the audience, and
create empathy for the character as they know that
something bad will happen to her. This technique is shown
in Jaws, with the audience seeing the shark in the dark
waters before the victim, it is also used in Piranha 3D, both
using a teenage girl as the helpless victim.

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Develop use or challenge forms and conventions of real media products

  • 1. How our Media product uses, develops and challenges forms and conventions of real media products Evaluating
  • 2. Setting: When researching into Horror films I found two types of setting used within the Horror genre. The first one is a familiar or ‘normal’ surrounding, for example at the start of The Ring, the house in a quiet suburb. This is something that the Audience can relate to. The second is an abnormal setting, which creates hermeneutic codes for the audience – they are wondering what the location is, and why the character is there. The aim of this location is to disturb the audience and build up tension. We decided to use both a familiar setting, the dining room, and an abnormal setting. We decided to do this because it would create hermeneutic codes for the audience.
  • 3. Setting: The Ring – Use of a familiar location allows the audience to relate using the Uses and Gratifications Theory – Needs Model, personal needs. It affects the audiences emotions, thinking it can happen to them. Saw – Use of an abnormal location creates fear and hermeneutic codes for the audience. This confuses them and puts them on edge.
  • 4. Setting: We used a dining room to allow the audience to relate to the scene. This also makes it easier for the audience to emphasize with the characters. We used an unfamiliar location which would confuse the audience and also create hermeneutic codes. This room is not completely shown.
  • 5. Setting: We decided to use this code and convention found in real media products such as Horror films as we felt it was an effective way of creating tension and hermeneutic codes – another common feature of Horror films. I am happy with the choice of setting we have made, and the fact it uses the codes and conventions found in similar real media products. If I was to do this again, I would add more detail into the dining room to ensure it looked as real as possible. If we were not to use this code and convention, I would want to challenge it completely to make our film stand out from the rest.
  • 6. Characters: We have shown a very common type of character in our media product. The ‘Defenseless Teenage Girl’. This is common in Horror films such as Jaws and Piranha 3D. We decided to keep this code and convention as it is another thing that the audience can relate to and therefore is more effective in creating fear within the audience. They feel more empathy for a character without control over the situation and a younger character is more effective in creating this also. However for the second character, we decided to challenge these codes and conventions – as in the films we had analyzed there is rarely a woman playing the villain so we decided to make Cannibal the Archetype.
  • 7. Tension Building Through Editing: We found that the main code and convention for the opening two minutes was to build up false tension – leaving the audience on their toes such as in Scream; or in our production where we opened with a scary and gruesome opening. In order to create pace we made use of parallel editing. In most horror films, as we used in ours, a main code and convention is to pull the audience into false sense of security. This means they believe nothing is going to happen and then it does, creating more of a shock factor and creating fear. We did this by extending some of the eating scenes, making the hunting scenes scarier.
  • 8. Lighting: Another common code and convention found in Horror films, was taking advantage of Humans natural fear of the dark. A classic code and convention that ‘bad things happen in the dark’. We wanted to show this, but develop on this code and convention. We did this by choosing to add a night vision effect to our hunting scenes. This would mean that the audience can see clearly what is happening – but would show that it is dark in the scene and the surroundings, suggesting it is night time. This creates dramatic irony because the audience is aware that someone or something is watching the girl, but the girl does not know who or what is with her, or where she is due to the darkness of her surroundings. This creates frustration for the audience, and create empathy for the character as they know that something bad will happen to her. This technique is shown in Jaws, with the audience seeing the shark in the dark waters before the victim, it is also used in Piranha 3D, both using a teenage girl as the helpless victim.