Media has an influence on society. News and social media can change or impact the way people think and behave. When dealing with traumatic events, news coverage consumed by audiences has the potential to damage their mental health, almost as if they had experienced that traumatic event firsthand. The media the people consume could also give them a bias toward one way of thinking or a single set of beliefs. I agree with this article. I do believe that media influences the way that we think and behave as a society. A lot of people obtain their moral code or their ability to distinguish right from wrong through the media. Also, consuming different forms of media from the same interest could lead to the development of biases or preferences. Zaria Gorvett. “How the News Changes the Way We Think and Behave.” Bbc.com, 2020, www.bbc.com/future/article/20200512-how-the-news-changes-the-way-we-think-and-behave. Accessed 22 Apr. 2021.
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For the creation of my two-page article, I made use of Canva. Along with the first draft of my table of contents, I incorporated soft colors that were not too harsh to look at. I also incorporated the title of my magazine, "Care For You," on the left page to keep the message of the magazine coherent. The scenery in the image used is tranquil and peaceful. It is a spacious area in nature. This image was found through Canva.
The article itself is featured on the right page of the double-page spread. It is a list consisting of helpful ways to cope with stress. The list format of the article is easy to take in and understand. The layout of the article is simple. The points on the list are staggered, making them easier to separate from each other. The black text against the white background is simple, but it helps the content of the article stand out. For the first draft of my table of contents, I focused less on Photopea and made use of Canva. I found a template for a table of contents to help with planning and layout. After that, I built on it to make it my own and to see that it fit in with the rest of my magazine.
For my magazine's table of contents, I went with a rather conventional design. My design is simple and tranquil with imagery of rocks balances on a body of water, as well as a flower in bloom. The colors are soft and pleasing to look at. I did not want to make my design too extreme or exciting because that is not the purpose of my magazine. I want the magazine to be appealing to the consumer. I want it to feel inviting and welcoming. Making the design too extravagant may turn consumers away. Discuss the ways in which the candidates’ own experiences of media consumption illustrate wider patterns and trends in audience behavior. In 1995, Nintendo localized what was once a Japan-only game, known as Mother 2, renamed to EarthBound upon its American release. While Mother 2 was successful in Japan, EarthBound was not sell as well in the states, despite the two being the same game, just with different names. The main reason that the game did not sell well in American was because of its odd marketing campaign with its tagline: “This game stinks.” The marketing of EarthBound was off-putting to a majority of potential consumers, even though the campaign did not relate much to the game itself.
Because of how poorly it was received when it was first released, Nintendo was hesitant to distribute the other games in the Mother series: Mother—released in 1989—and Mother 3—released in 2006. However, EarthBound would eventually become a “cult classic” about ten years after its localization. With the increase in the popularity of the internet and online communities, a community revolving around EarthBound was formed. Fans of the game would come together to discuss it, resulting in an increase of its popularity Not only were people discussing EarthBound, but they were discussing the other two games in the series as well, hoping that they would receive an official localization. Nintendo took note of the growing popularity of the Mother series and ported EarthBound to the most recent console at the time, the Wii U. They also—nearly 26 years after it was released in Japan—Mother was given an official English release and was renamed “EarthBound Beginnings” in the Americas. The translation was also ported to the Wii U. Although Mother 3 has never seen an official localization by Nintendo, an unofficial English translation of the game was created and distributed by a small team of fans of the series. Although this translation was well received by the Mother community, many fans are still wanting an official release from Nintendo themselves. However, it is unlikely that Nintendo will create an official American localization of Mother 3 when there is already one in circulation. With the influence of audience reception, games can be brought from obscurity to popularity. Audiences also have the power to make games or series successful several years after their initial release. Setting
The setting of a scene is the physical area of where the scene is taking place. Some examples of settings are the beach, a car, a character’s bedroom, an elevator, a city, and a sunflower field. Décor Décor can be used to describe how the setting of a scene is decorated or arranged. Décor can refer to how the furniture in a room is laid out or what colors are used to decorate the scene. Lighting Lighting refers to the way that light is used to establish or emphasize the mood of a scene. Obviously, without lighting, the scene would not be visible to the viewer. However, lighting can convey a variety of moods with alterations to its brightness and hue. Depth of Space Depth of space is used to describe the distance between objects or set pieces to the camera. It could also be used to describe the distance between objects to other objects. Depth of space can be used to create the illusion of spaciousness and make it less obvious to the audience that the scene was filmed on a set instead of a natural location. Costumes and Makeup Costumes and makeup are used to show what the character is wearing and what they look like. They are used to transform the actors to make them more closely resemble the character they are playing. How did you integrate technologies – software, hardware, and online – in this project? With this project, I made use of various technological resources. For software, I made use of Microsoft Word for a lot of planning. I planned a lot of the text of my magazine in Word documents, such as the two-page article mock up. I also made use of photo editing software, such as Photopea. I used it to create a mockup of my magazine cover. Along with software, I made use of online resources. I did a lot of research on what makes a magazine cover and article layout appealing to the consumer and effective. I also used online resources to research the topic of my magazine, self-care.
What significance does the continuing development of digital media technology have for media institutions and audiences? As time goes on, technology advances. With the development of technology over time, digital media is bound to change with it. In order for institutions to most effectively engage with audiences, they must keep up with the development of digital media technology.
When consuming the news, people have made the shift away from newspapers and towards more digital options. Nowadays, people are more likely to read a news article on a website than in a newspaper. With this change, institutions must recognize that it would be inefficient to focus on developing and distributing newspapers. They should instead shift to more digital options, such as web articles or podcasts. That way, they would be more likely to attract audiences who are already consuming similar media in this form. How did your production skills develop throughout this project? During the process of creating my magazine, my production skills grew. It became easier for me to research different topics regarding design and technology. With research, I gained a better understanding of how magazines are designed and what is used to create mockups. I also became more skilled with different types of software. I became more familiar with editing software similar to Photoshop. I also became more familiar with different ways to use Microsoft Word. I also learned about what makes a magazine cover look good, including different layouts and color schemes that look good together and convey a mood that is appropriate to the topic.
How does your product engage audiences and how would it be distributed as a real media text? The purpose of my magazine is to engage with audiences. With the information in the magazine about self-care and mental health, I would want audiences to learn from it at apply that information to their daily lives. With this engagement, they would hopefully take away various methods to improve their mental health and their lives overall.
My magazine will be distributed digitally. With this, the magazine will cost less to produce and would be more accessible to people with the use of technology. The audience would be able to access the magazine with the use of multiple different devices, such as phones and computers. Audiences would potentially be able to take the magazine anywhere. How does your product use or challenge conventions and how does it represent social groups or issues? Mental health itself is not a conventional topic. It is often disregarded or seen as unimportant because the effects of it may not be as visible as physical health. With the magazine article, I hope to address the importance of maintaining mental health and how society should pay more attention to mental health awareness.
The contents of my magazine should be applicable to the general population, but it would represent social groups of people who may be struggling with their own mental health. I want to address the problem of mental health issues and provide some ways for people to better their mental health and practice mindfulness. |
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April 2021
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