Monday, 14 November 2011

A2 Media : Popular Music / AC DC


  
 

Highway To Hell ( Dir: Eric Dionysius & Eric Mistler 1979)

The song and album's title supposedly came after a reporter asked band members if they could describe what life was like being constantly on tour. Angus replied that it was "a highway to hell". He stated in the magazine Guitar World that when you are out on the road on a bus sleeping with a guy's smelly sock in your face, it's like you're on the highway to hell. However, rumours circulated that the band members were Satanists and the cover of the album named after the song, depicting Angus with devil horns and tail, added fuel to the fire. The band has denied having anything to do with Satanism, with Malcolm Young commenting: "my mum would kill me for that!"
The single spent 45 weeks on the German Singles Chart, even though it peaked at only No. 30, in its 19th week on that chart.
Scott was found dead, in the back of a friend's car, just over six months after the song was released.
The album named after it became the first million-selling album for AC/DC, reaching No. 17 on the charts.The success of the song and album cemented the career of AC/DC, which — with new lead singer Brian Johnson — recorded a tribute to Bon Scott, the album Back In Black, a year later.
Johnson has speculated at least twice about the origins of the lyrics. In October 2009, Johnson told British newspaper Metro: "it was written about being on the bus on Mt. Hood Highway in Oregon, USA. When the Sun's setting in the west and you're driving across it, it is like a fire ball. There is nothing to do, exMorning Herald]] on the day of AC/DC's first Black Ice concert in Sydney, Johnson stated that the lyrics were about the 2,000 miles drive from cities like Sydney and Melbourne to Scott's home town of Perth.
According to legend from Bon Scott however, the meaning is similar, yet slightly different from these other theories. Scott used to frequent a bar called the Raffles Hotel in Perth, a very 'Rock n Roll' pub. He frequently would race down the Canning Highway, a road with many twists and turns that was notorious for numerous road deaths. Scott saw himself as 'living easy, living free' when he was at Raffles.


You Shook Me All Night Long ( Dir:David Mallett 1980)

There are two versions to the music video. The first version, directed by Eric Dionysius and Eric Mistler, is similar to the other Back in Black videos ("Back in Black", "Hells Bells", "What Do You Do For Money Honey", "Rock and Roll Ain't Noise Pollution", and "Let Me Put My Love Into You") and is available on the special Back in Black, The Videos which could be obtained by purchasing a recent Back in Black album. It is also available in the Backtracks box set.
In the second version, directed by David Mallet and released six years after the song's original release, Angus and Malcolm Youngfollow Brian around the town of Huddersfield, with Angus in his signature schoolboy outfit. This version of the video for "You Shook Me All Night Long" is perhaps one of the most controversial film clips AC/DC ever released. The video clip casts the English glamour modelCorinne Russell, a former Hill's Angel and Page 3 Girl, along with other leather clad women with zippers at the groin region of their suits who are pedaling bicycle like machines in the background; however, a softer, censored alternative version exists without these shots.
It was revealed on the VH1 series Pop-Up Video that during the shot with the mechanical bull, the woman playing Brian's lover accidentally jabbed herself with her spur twice. The roadie who came to her aid married her a year later; Angus gave them a mechanical bull for a wedding present as a joke. Also according to Pop-Up Video, when asked about the meaning of the video, the band said that its goal was to "be as politically incorrect as possible." It should be noted that the original 1980 video features drummer Phil Rudd while the 1986 video features drummer Simon Wright who replaced Rudd in 1983. Rudd, however, would return to AC/DC in 1994.
"You Shook Me All Night Long" was also the second song to be played by AC/DC on Saturday Night Live in 2000, following their performance of "Stiff Upper Lip."
The song is played during the closing credits for the movie "Knight's Tale" starring Heath Ledger.



Rock 'n' Roll Train ( Dir: David Mallett 2008)

Originally composed with the title "Runaway Train", the song was first heard by fans on 15 August 2008, at the shooting of the music video in London. The song was notable for being the first song from a major artist to be leaked online legally when one Scottish fan at the video shoot memorized the riff and sung it on YouTube on 17 August. Angus Young initially conceived the song, and his brother Malcolm Young created the backing vocal harmony of the chorus ("Running right off the track").
On 27 August 2008, close to midnight, the single was uploaded to AC/DC's official website and AC/DC's MySpace. It made its worldwide radio debut on 28 August at 17:00 New Zealand time on The Rock radio station. Many Australian stations played the song straight after their 4:00 pm news services. The song later made its way onto classic rock radio stations Planet RockVirgin Radio Classic Rock,Radio Carolineradio2XS and Rock Radio in the UK. The song made its North American debut on 28 August on CKQB-FM in Ottawa,Ontario, Canada. "Rock 'n' Roll Train" debuted at number one on the Canadian rock chart for the week ending 5 September.
On 30 August 2008, the first Saturday of the U.S. college football season, the song was played extensively on ESPN and ABC college football broadcasts as intro and bumper music, along with other AC/DC songs "Thunderstruck" and "For Those About to Rock (We Salute You)". It was also played on a promo for CBS's Criminal Minds. It peaked at number one on the U.S. Billboard Hot Mainstream Rock Tracks chart. In November 2008 the song became AC/DC's first song to enter the U.S. dance chart.
Throughout the month of November, the World Wrestling Entertainment website featured the music video for "Rock 'N' Roll Train", as well as the song "Spoilin' for a Fight", which was the theme to the Survivor Series 2008.
The song was used to open shows on the Black Ice tour. A cartoon was played on the giant video screen above the stage; at the end of this cartoon a life-sized train came crashing out onto the stage. It is at this point that the band came out on stage and proceeded to play the song.
The song "Rock 'N' Roll Train" was also used in an episode of Knight Rider titled "Knight to King's Pawn".








   

A2 Media : Popular Music and Sexuality


Goin' to the chapel and we're gonna get married
Gee, I really love you and we're gonna get married
Goin' to the chapel of love

Dixie Cups, Chapel of Love (1964)

Cause I may be bad but I'm perfectly good at it,
Sex in the air, I don't care, I love the smell of it.
Sticks and stones may break my bones but chains and whips excite me.

—Rihanna, S&M (2010)

It is impossible to analyse popular music without considering sexuality – the driving force behind much music – and how it shapes both the music and fans' reading of that music. Music, (and reaction to music ie dancing) is the one way in which humans can communicate their sexuality without actually taking their clothes off, that's why Salome pissed off John The Baptist so royally. Teenagers the world over get their first erotic charges from pop music and it can provide a learning channel for both boys and girls to articulate their emotions. Music is both a physical and emotional form of expression; it affects us in our feelings and in our feet. Music is universal, it knows no boundaries of language or culture; what gets them going in Glasgow is probably going to do the same in Goa. Therefore, popular music, which is accessible to all, which is easily possessed as a commodity and understood/ingested as a medium, becomes a channel for communicating human sexuality.

Sexuality - A Quick Working Definition
Human sexuality has five main elements:
  1. Cognitive/Intellectual - the need to share the thought aspects of one's life, to communicate with the other
  2. Emotional - the need to give, and receive love & affection
  3. Physical - the physical need for skin contact and sexual release
  4. Moral - sexuality comes with a large bundle of codes and values
  5. Social - sexuality makes us wanted, gives us identity and value in the eyes of others, defines us in social terms
Sexuality is a vitally important currency in our modern media world. Gender is, of course, what you are stuck with at birth.
Popular music, as an audio-visual medium with both a rhythmic and verbal content, allows us to explore many aspects of sexuality - from a safe distance from a sexual partner. It can be about communicating with "the other" - allowing the audience to take on the mantle of that other, and consider that the singer is communicating just with them. Lyrically, a lot of pop music is about giving and receiving love and affection, as well as the physical aspects of sex: it also involves dancing, both from performer and audience, and dance is a commonly used metaphor for the sexual act. Again lyrically, and through the exposure of the troubled lives of our favourite performers in the press, pop music provides us with a discourse on morality. And above all, popular music bestows a sexual identity on fans, defining them through costume in social terms as goth, punk, raver whatever and hopefully steers them towards sexual attractiveness to those of a similar predilection.
Popular music also allows a space for alternative sexualities. Those whose sexuality does not fit conventional modes (David Bowie, Mick Jagger, Elton John, Boy George, Madonna, Lady Gaga, et al) are able to toy with it and express it through popular music, and the attendant sites of institutional support.

Music & Adolescent Sexuality
Popular music is an important part of the modern teenage experience. As is sex. Ever since Elvis's pelvis outraged parents in 1956 on the Jimmy & Tommy Dorsey Show the two have existed in a state of collision which threatens never to come undone. Hooray! Much has been written about the way in which popular music is part of adolescent discourse with the world: it provides a channel for learning about love, pain, identity and ideals. In a world where most other media seem to shore up hegemonic ideas, pop music offers rebellion and alternative expression. However, it is worth remembering that this alternative discourse is as much produced by an institution for commercial purposes as any other media form.
Gender is a key aspect to consider when analysing the relationship between music and audience, particularly a teenage audience. Boys, generally speaking, seek an alternative way of life through music, hence the attraction of gangsta rap for the white middle class male. Girls, on the other hand, seek validation of self, especially of their burgeoning sexual self. Therefore girls use the non-threatening, often asexual role models provided by boy bands who act as non-reciprocal sexual partners, mouthing approval through nondescript "I love you love me too" lyrics, and always presenting themselves as clean, accessible and nice to be with. Unlike real adolescent boys who are spotty, grow their hair, play guitar badly and want to play video games all day. Just like on a rock&roll tour bus.

A2 Media : Richard Dyer's Star Theory Applied To Pop Stars


David Bowie in his Ziggy Stardust star persona - still a recognizable icon 40 years later
The terms "pop performer" and "pop star" have become interchangeable — strictly speaking, in media terms they are not the same thing. The study of stars as media texts/components of media texts demands that the distinction be made between those who are simply known for performing pop music and those who are known for being pop stars, who have an identity or persona which is not restricted solely to their musicianship.
One of the reasons so many pop performers are described as pop stars is that they are quickly promoted to this status by their management. This is easily done courtesy of a few judiciously placed stories, a famous boyfriend/girlfriend, attendance at premieres/parties and a feature in HEAT magazine. It can be easy to forget about the music in the light of the outfits or love affairs. There are some who appear to leapfrog the performer stage entirely, but they do have to go through it.
HOWEVER, a true pop star does have a lasting significance, and has "brand awareness" amongst a wider market over a period of time. Many of the so-called pop stars populating the top forty currently have not made a sufficient sociological or cultural impact to be classified as true stars if we return to Richard Dyers’ definition. They will be forgotten by all but their most avid fans within a few years.

Stars as Constructions
Stars are constructed, artificial images, even if they are represented as being "real people", experiencing real emotions etc. It helps if their image contains a USP — they can be copied and/or parodied because of it. Their representation may be metonymic — Madonna's conical bra in the early 1990s, Bono's 'Fly' sunglasses, Britney's belly, Justin Bieber's bangs. Pop stars have the advantage over film stars in that their constructed image may be much more consistent over a period of time, and is not dependent on the creative input of others (e.g. screenwriters writing their lines).
Dyer proposes that:
A star is an image not a real person that is constructed (as any other aspect of fiction is) out of a range of materials (eg advertising, magazines etc as well as films [music]).
Yet that construction process is neither automatic nor fully understood. Record companies think they know about it — but witness the number of failures on their books. TV programmes such as The X Factor show us the supposed construction process, how an ordinary person is groomed, styled and coached into fulfilling a set of record company and market expectations.This is not true stardom, which must happen through a combination of factors. None of them labelled 'X'.
Imagine showing us 15 years ago to Simon Cowell! That's the problem with Pop Idol. They're auditioning cabaret singers. It's not pop music. It's Batley Variety Club.”
The Pet Shop Boys, quoted in Q, March 2002
“[Cowell is a] dreadful piece of crap who drags the music business down whenever he rears his ugly head... Pop stars today have no longevity. Rock 'n' roll is not about singing perfect notes or being a showbiz personality. It's about the anger and the angst. I hate what Pop Idol has done to the business.”
— Roger Daltrey [of The Who], ibid
As a record buying public, we prefer to believe in stars who are their own and our constructions rather than a transparent offering designed explicitly to appeal to our blander tastebuds served up by a record company interested only in our wallets.

Industry and Audience
Stars are manufactured by the music industry to serve a purpose — to make money out of audiences, who respond to various elements of a star persona by buying records and becoming fans. Stars are the cogs around which a plethora of record company gears find themselves turning. Record companies nurture and shape their stars — as the TV talent show processes have shown us. They tend to manufacture what they think audiences want, hence the 'photocopied' nature of many boy bands, teen bands etc.However, there are whole markets out there who are not convinced by the hype and don't want to spend their money on blandness.The record industry also has a duty to provide bands/artists who are perceived as 'real' (for 'real, maybe read 'ugly' or unpolished) for these audiences.Stars can also be created by this route. Pop stars, whatever their nature, are quite clearly the product of their record company — and they must be sold.
Dyer says:
Stars are commodities produced and consumed on the strength of their meanings.
The music industry is well aware of the range of audiences it caters to, the perky pre-school Tweenie fan to the ageing hippy, and it does its best to keep us all happy. Historically, the industry has provided us with a range of commodities all with different appeal. One way to achieve this is by producing new stars of different types playing constantly mutating genres of music - there's always something and someone fresh to choose from (important for the younger audience). Another way is to produce a star with long-lasting appeal, who, once their brand is established, can cater to a fan audience for decades (in the way U2 or the Rolling Stones have done).
Unfortunately, these methods are oppositional. The 'conveyor belt' approach to new stars means that talent isn't developed, and a star's value may be very short-lived. A star may only be significant or relevant for two years, or two albums. Too much focus on 'golden oldies' means that younger fans can't identify with stars, whom they see as belonging to their parents' generation. A healthy music industry develops both types of talent, and generates a diverse range of stars, who mean different things to different audience segments. Many pundits who say that the music industry is in the doldrums claim it is because this range of meanings is absent, or because the meaning of the modern star is superficial and transient.

Ideology & Culture
Stars represent shared cultural values and attitudes, and promote a certain ideology. Audience interest in these values enhances their 'star quality', and it is through conveying beliefs ideas and opinions outside music that performers help create their star persona. A star may initiate a fashion trend, with legions of fans copying their hairstyle and clothing. Stars initiate or benefit from cultural discourse (e.g. via their Twitter feed), and create an ongoing critical commentary. Now more than ever before, social networks give pop stars the opportunity to establish their own values outside their music. Lady Gaga tweets frequently about LGBT issues, and expects her Little Monsters to engage with that discourse just as much as she expects them to listen to her music.
Stardom, and star worship in general is a cultural value in itself. Ideologies drawn upon include materialism and sexuality. Whole sites of institutional support (eg radio & TV shows, magazines, websites) are devoted to star scrutiny, and it seems we can never get enough information.
Stars also provide us with a focal point for our own cultural thinking — particularly to do with Youth & Sexuality.

Character & Personality
A star begins as a "real" human, possessing gender & race characteristics, and existing against a socio-historic background. The star transformation process turns them into a construct, but the construct has a foundation in the real.We tend to read them as not-entirely-fictional, as being are very much of their time and culture, the product of a particular generation. Stars provide audiences with a focus for ideas of 'what people are supposed to be like' (eg for women, thin/beautiful) - they may support hegemony by conforming to it (thin/beautiful) or providing difference (fat/still lovable).
Much of the discussion of stars in celebrity magazines is about how stars compare to the current hegemonic ideal, and how we compare to the stars.
Dyer says
In these terms it can be argued that stars are representations of persons which reinforce, legitimate or occasionally alter the prevalent preconceptions of what it is to be a human being in this society.There is a good deal at stake in such conceptions. On the one hand, our society stresses what makes them like others in the social group/class/gender to which they belong. This individualising stress involves a separation of the person's "self" from his/her social "roles", and hence poses the individual against society. On the other hand society suggests that certain norms of behaviour are appropriate to given groups of people, which many people in such groups would now wish to contest (eg the struggles over representation of blacks, women and gays in recent years).Stars are one of the ways in which conceptions of such persons are promulgated.
Richard Dyer — The Stars (BFI Education 1979)

Film stars are represented primarily through their roles — written by faceless screenwriters. The personality and characteristics making them similar/different are created for them by others, and their overall image is constructed from many fragmented parts, which may or may not contradict each other. They may indeed represent a perceived appropriate norm of behaviour but it takes several similar movies to create this effect.Film stars may survive individual flops — there are always other movies in the can — and embody several different values simultaneously. It's more difficult if you're in the music industry.
Pop stars, on the other hand, establish their character and personality through songs and performance and will strive for immediate star identity with a first album. They appear to have more control over their persona in that many of them write their own songs, and that their body of work develops, chronologically over time, along with society. Pop stars don't do aberrant costume dramas or science fiction movies which take them out of place in time and space and confuse their audience. They produce 45-74 minutes of music which gives a clear indication of their interests, moods, appetites and lifestyle at a particular point in time; audiences read music=person, and will base their understanding of the star's persona on the sentiments expressed by their songs. This understanding may be very personal and intimate, the star's music can infiltrate every corner of a fan's life. Albums are continually read and re-read as texts think of the 100+ times you might listen to a track, whereas films tend to be watched once or twice only.
Because a pop star's persona is constructed on the basis of a narrow text, continually re-read and reassessed, this may lead, in many cases, to second album syndrome, when an artist is unable to sustain their persona over a period of time (largely because they got rich off the back of the first album and bought all the houses cars etc they'd ever wanted) and they are unable to create a consistent account of their character and personality in their second major release.The rootspring of their persona then disappears, or becomes confused.
A pop star's persona, therefore, as depicted in terms of character and personality, is a fragile thing which needs constant nurturing, and is the product of constant discourse between the star and his or her audience.

A2 Media : Pop Music Genre

Pop Music Genr

Girls Aloud epitomize the shiny trash aesthetic of pop music
Genre, as you should well know by now, is the classification of a text according to its style and content, and possibly its form and manner of production. Of all the different media, pop music is the one most dependent on genre, and which includes the most wildly different genres of texts. Genres are continually being invented, crossed and revisited, and the process of categorisation is an important one for the producers and fans of the music alike. Some of these categorisations are just wordplay (see above) and others carry with them a complex set of definitions that are rigidly enforced by aficionados (the sub genres of house music being a good example - never ask a DJ).
Broadly speaking, most music falls into one of these categories:
  • Pop (including global categories like Europop, Arabic pop, Cantopop, J-Pop and K-Pop)
  • Dance
  • R&B
  • Hip-Hop/Rap
  • Rock
  • Punk
  • Country & Western
  • Folk
  • Jazz
  • Blues
  • Latin
  • Gospel
  • Reggae
  • New Age
Each of these categories contains a myriad of sub-genres, and there are plenty of hybrids and mash-ups. However, each of these genres has unique musical characteristics (rhythm, instruments used for melody, lyric and vocal style), and can be associated with other factors, such as clothing, hair and lifestyle. Each genre has specific sites of institutional support, including performance spaces (e.g. nightclubs), radio stations, specialist record shops, magazines and festivals.

Genre and Artist Image

Lady Sovereign 
Image is a key paradigm for music genre, with an artist's look categorising them before they start singing or playing. For an artist or band to truly fit a genre category, they must be represented as doing so visually, on record sleeves, publicity photos and in music videos.
Look can be as generic as sound: it is difficult to distinguish between many hip hop videos, all featuring baggily dressed homeboys sitting on steps or porches outside houses in a generic 'hood, swinging their arms and smiling at the booty passing by. Or perhaps driving slowly in big old open-topped cars round a generic 'hood, swinging their arms and waving at the booty they pass by. Similarly, all-girl or all-boy groups tend to go for videos shot in some warehouse, or other self-consciously urban setting, featuring them dancing in formation. If the look fits, wear it.
Adele, whose music draws from classic pop styles of the 1960s and 1970s, is often photographed (as left) wearing classic, retro clothing that associates her with her role models Aretha Franklin or Dusty Springfield and suggests she is a serious, soulful artiste in old school mode. Lady Sovereign, on the other hand, identifies with her genre of music through an outsize baseball cap, wacky sunglasses and neon colours (above).

Genre and Sales
As well as publishing overall sales figures, the Billboard chart (calculated from sales, streaming and radio play) is subdivided into no less than 43 different music genre categories.
Genre has always been a cornerstone of music retail because customers often restrict themselves to a certain style of music (eg hiphop, R'n'B) and are not interested in buying outside that genre. Go into your local HMV and look at how the whole store is organised along genre principles. Although many artists resent being pigeonholed into a particular genre niche in this way, there is little doubt that retailers and customers rely heavily on genre to make their buying choices. Music streaming services (like Pandora or Spotify) rely on your past genre choices in order to keep playing you new music that you may be interested in buying.


A2 Media : Alternative Music


Q: According to usual representations, pop music is all about youth, sexuality, rebellion, outrageous haircuts, drugs, staying out all night dancing and offending old people. So how come it appears to be administrated by huge corporations staffed by middle-aged accountants and lawyers who gatekeep every last single creative decision and totally control the music and musicians?

A:It does seem rather sad that such an essentially vibrant, spontaneous medium has become so much about big business and screwing both artist and consumer. However, there has always, since the beginnings of rock'n'roll, been a healthy set of alternatives to the corporate mainstream. For every Elvis who sold his soul to Sun, there was a Screamin' Jay Hawkins dancing on the fringes.
When we refer to "alternative" music, we are referring to music that alternates from the mainstream in any, all or some of the following ways:
Representation
Artists may choose to represent themselves in alternative ways - e.g. Insane Clown Posse's masks - that defy normal categorisation
Style/Genre
There are many styles of music that are considered alternative, perhaps too "difficult" for mainstream audiences to cope with eg thrash, punk, bizarre electronic stuff, anything considered "avante-garde". It is interesting to note that most forms fo music make it into the mainstream somehow, often in a diluted form (the Nu-Metal of Limp Bizkit, for instance): remember your Trickledown Theory?
Lyrical Content/Ideology
Particularly that which is overtly political and/or sexual. There are definitely mainstream ideologies to do with pop lyrics, and these ebb and flow with history. The cultural revolution of 1968 led to much more politicised American mainstream pop, whereas in Britain, in the 1980s, there was a brief flirtation with 'Agitpop' by the mainstream. Straight Edge began as an alternative to the mainstream and then sadly got subsumed by it. Bubbling under,however, you will always find hardcore vegan punk bands.
Form
Any pop music that cannot be neatly packaged onto a CD exists in an alternative form. Also, artists that refuse to release radio friendly singles or MTV friendly videos are often considered alternative. Some bands only play live. Some are now releasing DVDs which combine electronic music with video art
Production
The production of mainstream music is an expensive process - mainly down to the salaries and equipment of those whoa re hired to give it a gloss. However, bedroom recording equipment has been around since the days of the four-track, although it now revolves around computers, and much music is produced and distributed quickly and cheaply : alternatively
Distribution
The majors used to have it sewn up but now anyone who can upload files to a website like MySpace or SoundCloud can distribute their music. Whether or not they can make money doing it is another matter. Also, anyone who is prepared to lump a box of CDs round their local high school or record stores and plead with potential customers is taking advantage of alternative distribution processes.
Consumption
Alternative music may be designed for very limited, local consumption (no global markets here). There are alternative music venues alternative radio stations, alternative internet sites, all catering for a non-mainstream audience
Fans
Alt.music is an attitude and a choice. Those who describe themselves as being fans of alternative music often live an alternative lifestyle (- or claim to, as shown by their clothing & hairstyle). They see themselves as actively differentiated from mainstream music fans, perhaps as Innovators or Early Adopters. They may share the ideology of their chosen form of music. There tends not to be such a gap between the creators of alternative music and their fans - no time for manufactured stars.
Alternative music has its sites of institutional support - except they aren't quite so institutional. The preferred form used to be fanzines, photocopied (usually badly) and stapled screed which were available at gigs, independent record stores, and by sending an SAE and a few extra postage stamps. This was in the 1980s. Now, there's the Internet.
The Internet has also enabled some bands to maintain their alternative status by bypassing record companies altogether. Radiohead have given away albums free online and promoted their tours via their website. This means they have a more direct connection to fans, and may even earn more money from their endeavours because they aren't paying middle men out of their royalties. Not every band has a pre-existing fanbase that enables them to work like this, however.

A2 Media : Popular Music


Popular music can generally be defined as "commercially mass produced music for a mass market" (Roy Shuker: Understanding Popular Music 2001), and most modern pop music derives from musical styles that first became popular in the 1950s. However, this definition does not address the part that popular music plays in reflecting and expressing popular culture, nor its socio-economic role, nor the fact that much of popular music does not make a profit nor does it effectively reach a mass market. It cannot easily be defined in musical terms, as it encompasses such a wide range of rhythms, instruments, vocal and recording styles.
Pop Music = Pop Culture
Popular music is also about popular culture - it shapes the way people dress, talk, wear their hair, and, some say, other behaviour such as violence and drug use. It expresses the here and now, how artists feel about what is happening in the world around them, and as such can be used as a cultural thermometer to test the temperature of the times: the protest songs of the 1960s, the punk explosion of the late 1970s, hip hop today. When advertisers or moviemakers want to evoke nostalgia for a particular place or era, they immediately turn to a pop soundtrack. Popular music can be the direct expression of the zeitgeist, especially when it is written, played and sung by performers who have strong political feelings. It can be a force for the radicalisation and empowerment of youth — and can also be blamed for "the problem with young people". Pop music has caused many a moral panic over the past few decades.
Pop Music = Social Control
Pop music is also potentially a tool for social control, partly because of its association with hypnotic rhythms, repetitive lyrics and flashing lights. What better way to drum ideology into unresisting young minds, especially when music videos can reinforce messages visually as well as aurally? The reasoning goes, that if pop music can dictate the way people dress and style their hair, it can also influence their thinking on less superficial matters. As well as being 'rebel music', pop music is also a corporate product, and who has more interest in creating generations of model consumers than the multinational media conglomerates? Even governments are seen as getting in on the act, as state control of broadcast media in places like China runs to the censorship of song lyrics.

Is Pop Eating Itself?
Pop music is a very complex cultural and media form, not least because it is so interdependent on other media and the delivery technology for its continued existence. It is a global industry still worth some $26 billion (projected for 2011), but it is also an industry with big question marks over its future, as that figure has been sliding year on year (down from $40 billion a year a decade previously), thanks to the changes wrought by the shift to digital distribution, and developments such as streaming radio. Stars who are successful by today's standards generate a fraction of the income of the stars of yesteryear, especially when it comes to touring. In 2010, 80s rockers Bon Jovi outsold everyone else when it came to concert tickets, even big name contemporary acts like Lady Gaga. It remains to be seen whether or not the music industry can sustain its conventions of success, or whether it will have to downsize expectations dramatically over the next few years.

Monday, 9 May 2011

A2 Media : Shameless





An interesting article published in Housing Today in which the issue of social stereotyping is explored in some detail. Read it at :

http://www.insidehousing.co.uk/journals/insidehousing/legacydata/uploads/pdfs/IH.061027.018-020.pdf

Sunday, 8 May 2011

A2 Media : Ownership & Cross Media Promotion

Movie Poster


Watch the film presentation at :
http://www.xtranormal.com/watch/8250829/media-ownership-and-cross-media-promotion

AS Media : Tools Of Analysis



Camera

CAMERA SHOTS
Aerial Shot – A camera shot taken from an overhead position. Often used as an establishing shot.
Close Up – A head and shoulders shot often used to show expressions/emotions of a character. Also can be a shot of an object, filmed from close to the object or zoomed in to it, that reveals detail.
Extreme Close Up – A shot where a part of a face or body of a character fills the whole frame/dominates the frame. Also can be a shot of an object where only a small part of it dominates the frame.
Establishing Shot – A shot that establishes a scene, often giving ther viewer information about where the scene is set. Can be a close up shot (of a sign etc) but is often a wide/long shot and usually appears at the beginning of a scene.
Medium Shot – the framing of a subject from waist up.
Two Shot – A shot of two characters, possible engaging in conversation. Usually to signify/establish some sort of relationship
Point-Of-View Shot (POV) – Shows a view from the subject’s perspective. This shot is usually edited so that the viewer is aware who’s point of view it is.
Over the Shoulder Shot – looking from behind a character’s shoulder, at a subject. The character facing the subject usually occupies 1/3 of the frame but it depends on what meaning the director wants to create (for example, if the subject is an inferior character, the character facing them may take up more of the frame to emphaise this)
Overhead Shot – a type of camera shot in which the camera is positioned above the character, action or object being filmed.
Reaction Shot – a shot that shows the reaction of a character either to another character or an event within the sequence.

CAMERA ANGLES
Camera Angle – the position of the camera in relation to the subject of a shot. The camera might be at a high angle, a low angle or at eye level with what is being filmed.
High Angle – A camera angle that looks down upon a subject or object. Often used to make the subject or object appear small or vulnerable.
Low Angle – A camera angle that looks up at a subject or object. Often used to make the subject/object appear powerful/dominant.
Canted framing (or oblique) – camera angle that makes what is shot appear to be skewed or tilted.

CAMERA MOVEMENT
Pan – Where the camera pivots horizontally, either from right to left or left to right to reveal a set or setting. This can be used to give the viewer a panoramic view. Sometimes used to establish a scene.
Track - a shot whjere the camera follows a subject/object. The tracking shot can include smooth movements forward, backward, along the side of the subject, or on a curve but cannot include complex movement around a subject. ‘Track’ refers to rails in which a wheeled platform (which has the camera on it) sits on in order to carry out smooth movement.
Crane – A crane shot is sometimes used to signify the end of a scene/ programme /film. The effect is achieved by the camera being put onto a crane that can move upward.
Steadicam - A steadicam is a stabilising mount for a camera which mechanically isolates the operator's movement from the camera, allowing a very smooth shot even when the operator is moving quickly over an uneven surface. Informally, the word may also be used to refer to the combination of the mount and camera.
Tilt - where a camera scans a set or setting vertically (otherwise similar to a pan).
Zoom – Using a zoom lens to appear to be moving closer to (zoom in) or further away from (zoom out) a subject/object when in fact the camera may not move (so, strictly not camera movement). Can be used for dramatic effect.

Sound

Diegetic Sound – sound that can be heard by the characters within a scene/ sound part of the imaginary world.
Non-diegetic Sound – sound that the characters cannot hear and is not part of the imaginary world of the story. This includes a musical soundtrack or a voiceover (however this excludes a narration by a character within the story – referred to as an internal monologue and is diegetic).
Score – The musical component of a programme’s soundtrack, usually composed specifically for the scene.
Sound Effects – sounds that are added to a film during the post-production stage.


Editing

Editing – the stage in the film-making process in which sound and images are organised into an overall narrative.
Continuity Editing – the most common type of editing, which aims to create a sense of reality and time moving forward. Also nick named invisible editing referring to how the technique does not draw attention to the editing process.
Jump Cut – An abrupt, disorientating transitional device in the middle of a continuos shot in which the action is noticeably advanced in time and/or cut between two similar shots, usually done to create discontinuity for artistic effect.
Credits – the information at the beginning and end of a film, which gives details of cast and crew etc.
Cross Cutting – the editing technique of alternating, interweaving, or interspersing one narrative action (scene, sequence or event) with another – usually in different locations or places, thus combining the two: this editing technique usually suggests Parallel action (that takes place simultaneously). Often used to dramatically build tension and/or suspense in chase scenes or to compare two different scenes. Also known as inter-cutting or parallel editing
Cutaways – A brief shot that momentarily interrupts continuous action by briefly inserting another related action. Object, or person (sometimes not part of the principle scene or main action), followed by a cutback to the original shot.
Freeze Frame – the effect of seemingly stopping a film in order to focus in on one event or element.
Eye-line Match – a type of edit which cuts from one character to what that character has been looking at.
Flashback – a scene or moment in a film in which the audience is shown an event that happened earlier in the film’s narrative.
Graphic Match – an edit effect in which two different objects of the same shape are dissolved from one into the other.
Juxtaposition – the placement of two (often opposed) images on either side of an edit to create an effect.
Linear Narrative – a style of storytelling in which events happen chronologically.
Montage Editing – the juxtaposition of seemingly unconnected images in order to create meaning.
Parallel Editing – a type of editing in which events in two locations are cut together, in order to imply a connection between the two sets of events.
Visual Effects - visual effects are usually used to alter previously-filmed elements by adding, removing or enhancing objects within the scene.
Match on Action - A shot that emphasises continuity of space and time by matching the action of the preceding shot with the continuation of the action. (For example a shot of a door opening after a shot of a close up of a character’s hand turning a door handle)

Mise en Scene

Mise en scene – a French term, which literally means ‘put into the frame’. When analysing a sequence the term refers to everything you see in the frame:
props, eg in a police drama this could mean a gun or a badge, also can mean iconography 
costume, the colour and style of the actor/subject can have important connotations and denotations about their character, role within narrative, etc.
lighting, the harshness or softness of light has differing effects on representing the mood of a scene.
colour, if you've studied psychology then you'll understand what each colour signifies.  The colours used in popular brandings are significant in determing their identifiability, ie 'the golden arches' but also says a lot about a person or company's ideology.
Makeup - we're not just talking about a bit of slap here, this can refer to masks, prosthetics and special effects.
Other important terms used in analysis of TV/Film:
Artificial Light – A source of light created by lighting equipment, rather than from natural sources.
Convention – a frequently used element which becomes standard.
Disequilibrium – the period of instability and insecurity in a film’s narrative.
Enigma – the question or mystery that is posed within a film’s narrative.
Equilibrium – a state of peace and calm, which often exists at the beginning of a film’s narrative.
Framing – the selection of elements such as characters, setting and iconography that appear within a shot.
Genre – a system of film identification, in which films that have the same elements are grouped together.
Iconography – the objects within a film that are used to evoke particular meanings
Intertextuality – reference within a film to another film, media product, work of literature or piece of artwork.
Mise en scene – a French term, which literally means ‘put into the frame’. When analysing a sequence the term refers to everything you see in the frame (props, costume, lighting, colour, makeup etc.)
Narrative – a story that is created in a constructed format (eg. A programme) that describes a series of fictional or non-fictional events.

AS Media : Key Concepts



Any media text is made up of GRANITE.  Confused?
  • Okay, Every media text belongs to a Genre or group (a horror film, dance track, teen magazine)
  • Within that text, a person, place or object is being Represented in some way, shape or form.
  • The Audience for that media text will make sense of it using their personal and shared experiences
  • The text also contains a Narrative, be it a photograph of war or some bad gangsta lyrics about pimping your uncle
  • The text didn't evolve from bacteria, it was constructed by a media Institution for financial purposes and has elements of theirIdeology embedded within the text.
  • It was produced using some Technology, be it DTP (Desk Top Publishing software) or hardware
  • The Evidence is the product itself which you can then reference against other Experiences you've had with similar Media
  • Get it?!

A2 Media : Industry Regulation & Censorship




View the slideshow presentation at :

http://www.authorstream.com/Presentation/rmayers-376775-ocr-regulation-censorship-media-studies-education-ppt-powerpoint/

A2 Media : The Wire

By Jason Mittell



<1> The Wire is paradigmatic of a critical darling – few people watch it (at least in the numbers typical of commercial television), but it generates adoration and evangelism by nearly all who do. Television critics have taken it upon themselves to lobby their readers to give the show a chance, asking reluctant viewers to overlook its dark and cynical worldview to see the truth and beauty offered by its searing vision into the bleak heart of the American city. Thankfully for us scattered fans, HBO has allowed the show to continue for five seasons, even without a clear sense that the show’s dedicated fandom leads to overt profitability.
<2> What is most interesting to me about the critical praise deservedly lavished uponThe Wire is not how it may or may not yield an increase in viewership, but how the critical consensus seems to situate the show distinctly within the frame of another medium. For many critics, bloggers, fans, and even creator David Simon himself,The Wire is best understood not as a television series, but as a “visual novel.” As a television scholar, this cross-media metaphor bristles – not because I don’t like novels, but because I love television. And I believe that television at its best shouldn’t be understood simply as emulating another older and more culturally valued medium. The Wire is a masterpiece of television, not a novel that happens to be televised, and thus should be understood, analyzed, and celebrated on its own medium’s terms.
<3> Yet thinking comparatively across media can be quite rewarding as a critical exercise, illuminating what makes a particular medium distinctive and how its norms and assumptions might be rethought. So before considering how the show operates televisually, what does thinking of The Wire as a novel teach us about the show? And might other cross-media metaphors yield other critical insights?
From the Literary to the Ludic
<4> The Wire’s novelistic qualities are most directly linked to its storytelling structure and ambitions. As Simon attests in frequent interviews and commentary tracks, he is looking to tell a large sweeping story that has traditionally been the purview of the novel, at least within the realm of culturally legitimate formats. He highlights how each season offers its own structural integrity, much like a specific book within a larger epic novel, and each episode stands as a distinct chapter in that book. The model, modestly left unspoken, might be War and Peace, a vast narrative containing fifteen “books,” each subdivided into at least a dozen chapters and released serially over five years.
<5> In The Wire, each season focuses on a particular facet of Baltimore and slowly builds into a cohesive whole. An episode typically does not follow the self-contained logic of most television programming, as storylines are introduced gradually and major characters might take weeks to appear. “Novelistic” is an apt term for describing this storytelling structure, as we rarely dive into a novel expecting the first chapter to typify the whole work as a television pilot is designed to do—Simon emphasizes how the show requires patience to allow stories to build and themes to accrue, a mode of engagement he suggests is more typical of reading than viewing. Enhancing the show’s novelistic claims is the presence of well-regarded crime fiction writers like George Pelecanos, Richard Price, and Dennis Lehane on the writing staff.
<6> This parallel to the novel brings with it not just an imagined structure and scope, but a host of assumed cultural values as well. While the novel’s history in the 18thand 19th centuries featured numerous contestations over the form’s aesthetic and cultural merits, by the time television emerged in the mid-20th century, the literary novel’s cultural role as among the most elite and privileged storytelling formats was firmly ensconced. As the most popular and culturally influential form of storytelling, television has usurped the role the early novel played as a lowbrow mass medium threatening to corrupt its readers and demean cultural standards.
<7> By asserting The Wire as a televised novel, Simon and critics are attempting to legitimize and validate the demeaned television medium by linking it to the highbrow cultural sphere of literature. The phrase “televised novel” functions as an oxymoron in its assumed cultural values, much like the term “soap opera” juxtaposes the extremities of art and commerce into a cultural contradiction. For The Wire, especially in its context of HBO’s slogan “It’s Not TV, It’s HBO,” the link to the novel rescues the show from the stigmas of its televised form, raising it above the commercialized swamp of ephemera imagined by many as typical television. But I would contend that emphasizing the literary facets of The Wire obscures many of its virtues and qualities, setting it up to fail when measured by the aesthetic aims of the novel.
<8> While any form as diverse as the novel cannot be firmly defined as dependent on any singular theme or formal quality, we can point to some key features common to many novels that The Wire seems not to share. Novels typically probe the interior lives of its characters, both through plots that center upon character growth and transformations, and through the scope of narration that accesses characters’ thoughts and beliefs. Even novels about a broad range of people and institutions often ground their vision of the world through the experiences of one or more central characters who transform through the narrative drive.
<9> Simon has suggested that The Wire is a show about the relationship between individuals and institutions, a claim that the program seems to uphold. But I would argue that the point of emphasis is much more clearly on institutions rather than individuals, as within each of the social systems that the show explores—the police, the drug trade, the shipyard, city government, the educational system—the institution is brought into focus through the lens of numerous characters. Certainly McNulty is a central point of access to understand police bureaucracy and functions nominally as the show’s main character, but by season four he is in the margins while characters like Daniels, Colvin, and Bunk provide alternate entry points to explore the police system. Likewise we experience the drug trade through a range of characters from D’Angelo to Stringer, Omar to Cutty. While all of these characters have depth and complexity, we rarely see much of their existence beyond how they fit into their institutional roles—even romantic relationships seem to foreground inter-institutional links between police, lawyers, and politicians more than interpersonal bonds deepening characters’ inner lives and motivations. The chronic alcoholism and infidelity of The Wire’s police officers offers a portrait less of flawed personalities than of a flawed institution—the police admire the systematic discipline and coordination of Barksdale’s crew, which is distinctly lacking in the Baltimore Police Department.
<10> This is not to suggest that characters in The Wire are flat or merely cardboard cutouts to enact a social simulation. One of the show’s most masterful features is its ability to create achingly human characters out of the tiniest moments and subtle gestures—Lester sanding doll furniture, D’Angelo picking out his clothes, Bubbles walking through “Hamsterdam” trying to find himself. But the way The Wire portrays its characters is distinctly not novelistic—we get no internal monologues or speeches articulating characters’ deep thoughts, no sense of deep character goals or transformations motivating the dramatic actions. Character depth is conveyed through the texture of everyday life on the job, a set of operating systems that ultimately work to dehumanize the characters at nearly every turn. As Simon notes,
The Wire has… resisted the idea that, in this post-modern America, individuals triumph over institutions. The institution is always bigger. It doesn’t tolerate that degree of individuality on any level for any length of time. These moments of epic characterization are inherently false. They’re all rooted in, like, old Westerns or something. Guy rides into town, cleans up the town, rides out of town. There’s no cleaning it up anymore. There’s no riding in, there’s no riding out. The town is what it is. (quoted in Mills)
In the show’s character logic, the institution is the defining element in a character’s life, externalized through practices, behaviors, and choices that deny individuality and agency, a storytelling structure that seems contrary to core principles of the literary novel.
<11> Thus the metaphoric postulation of The Wire as a televised novel might yield some structural insights and offers cultural reverberations, but also provides red herrings and dead ends to understanding the show’s narrational strategies and method of representing complex systems. Ultimately I contend that we should viewThe Wire using the lens of its actual medium of television to best understand and appreciate its achievements and importance. But there are significant insights to be gained through the logic of cross-media frameworks, viewing a text through the expectations and assumptions of another form to understand its particular cultural logic. Might other media metaphors be similarly useful, within limits, to help unravelThe Wire? I would like to suggest that ultimately it might be useful to view the program using the lens a seemingly off-base medium, and thus offer a brief detour to answer an unlikely question—how might we conceive of The Wire as a videogame?
<12> Let me preemptively acknowledge one significant limitation here. Obviously watching The Wire is non-interactive, at least not in the explicit mode that Eric Zimmerman argues typifies games (158). But then again, watching a game like baseball is also non-interactive—despite my ritualized efforts to superstitiously trigger my team’s good fortune via carefully chosen clothing, gestures, and behaviors, ultimately I’ve failed to alter the outcome of any Red Sox game (at least as far as I know). In thinking about a filmed series like The Wire as a game, we need to think of the ludic elements within the show’s diegesis, not the interactive play that we expect when booting up a videogame. Thus The Wire might be thought of as a spectatorial game, being played on screen for the benefit of an audience.
<13> Games certainly play a more crucial role within The Wire’s storyworld than literature, as nearly every episode has at least one reference to “the game.” Within the show’s portrait of Baltimore, games are played in all venues—the corners, City Hall, the police station, the union hall—and by a range of players—street-level junkies looking to score, corrupt politicians filling campaign coffers, cops bucking for promotion, stevedores trying to maintain the docks. “The game” is the overarching metaphor for urban struggle, as everyone must play or get played—as Marla Daniels tries to warn her husband Cedric, “the game is rigged – you can’t lose if you don’t play” (episode 1.2). Sometimes characters are playing the same game, as the chase between the cops and Barksdale’s crew develops into a series of moves and counter-moves, but some institutions operate in a different game altogether—in season 1, the cops go to the FBI for help busting Barksdale’s drug and money-laundering system, but the feds are only playing the terrorism and political corruption game. Ultimately, Stringer Bell is brought down by trying to play two games at once, and gets caught when the rules of the drug game conflicts with the corporate game.
<14> David Simon has suggested that the show’s goal is to “portray systems and institutions and be honest with ourselves and viewers about how complex these problems are” (Zurawik). While Simon imagines that the televised novel is the form best suited to accomplish such goals, in today’s media environment, videogames are the go-to medium for portraying complex systems. As Janet Murray writes, “the more we see life in terms of systems, the more we need a system-modeling medium to represent it—and the less we can dismiss such organized rule systems as mere games” (quoted in Moulthrop 64). If novels foreground characterization and interiority in ways that The Wire seems to deny, videogames highlight the complexity of interrelated systems and institutions that are one of the show’s strengths.
<15> Many videogames are predicated on the logic of simulating complex systems, modeling an interrelated set of practices and protocols to explore how one choice ripples through an immersive world. We might imagine The Wire’s Baltimore as the televisual adaptation of the landmark game SimCity. In the first season, we walkthrough the police’s attempt to take-down Barksdale’s drug operation, concluding in a “checkmate” scene where Barksdale and Bell yield to the police’s final moves (1.12), but resulting in a stalemate that no players deem victorious—a few criminals get sentenced, but the Barksdale machine remains intact. Season three offers a replay with some changed variables and strategies for all sides—what if drugs are decriminalized? What if the drug trade goes legit through conglomeration rather than violent competition? What if a former soldier repents and tries to give back to his community? Given the show’s cynical vision of corrupt institutions, reform typically produces various forms of failure, as the parameters of the system are too locked-in to truly produce social change or allow for an imagined solution to systemic problems. Yet the ludic joy of the third season is the ability to replay the first season’s narrative through the imagination of new rules and ways to play the game.
<16> Ultimately the characters in The Wire, while quite human and multi-dimensional, are as narrowly defined in their possibilities as typical videogame avatars. They each do what they do because that is the way the game is played—Bubbles can’t get clean, McNulty can’t follow orders, Avon can’t stop fighting for his corners, Sobotka can’t let go of the glory days of the shipyard. The characters with agency to change, like Stringer Bell, D’Angelo Barksdale, or Bunny Colvin, find the systems too resistant, the “boss levels” too difficult, to overcome the status quo. The show offers a game that resists agency, a system impervious to change, yet the players keep playing because that is all they know how to do. The opening scene in the series shows McNulty interviewing a witness to a murder, killed after trying to rob a craps game; even though the victim tried to “snatch and run” every Friday night, the witness says that they had to let him play, because “it’s America, man” (1.1). The game must be played, no matter the cost. Throughout the series, the moments of greatest conflict are where a player steps over the line and breaks the unwritten rules of his institution—shooting Omar on Sunday morning, Carver leaking information about Daniels, Nick going beyond smuggling to enter the drug trade. In the show’s representation of Baltimore, the game is more than a metaphor—it is the social contract that barely holds the world together.
<17> If my account is correct that the videogame medium offers more insight into what makes The Wire an innovative and successful program than the novel, why wouldn’t Simon or other critics highlight this cross-media parallel as well? One answer is obvious—it helps legitimize the show by comparing it to the highbrow respectable literary form rather than the more derided and marginalized medium. And, of course, I do believe that Simon and his co-writers do conceive of their practices as fitting with their conceptions of what the novel can do, with “the game” serving as only a metaphor for the desolate lives of their characters and institutions. But through my own little game here, reading The Wire for the anthology Third Person through the analytic lens of its previous game studies iteration of First Person, we can see both the possibilities and limitations of analyzing a text through the framework of what it is not—ultimately, the best insights about the show can be found by looking at it for what it is: a masterful example of television storytelling.
The Serialized Procedural
<18> Placing The Wire in the context of television storytelling helps understand why Simon felt compelled to frame his series as atypical of television beyond the implied cultural hierarchies. Upon its debut in 2002, television was in the midst of a distinctive shift in its storytelling strategies and possibilities, exploring a mode of narrative complexity I have analyzed elsewhere (Mittell 2006). Simon’s previous work in television was primarily on the NBC series Homicide: Life on the Street that was based on his journalistic book; Homicide’s producers were constantly battling network requests to make plots more conclusive and uplifting, adding hopeful resolution to its bleak vision of urban murder. But in the decade between Homicide’s 1993 premiere and The Wire’s debut, many programs offered innovations in complex long-form television storytelling, including The X-FilesBuffy the Vampire SlayerThe West WingAlias24, and most importantly for Simon’s own program, HBO’s critically acclaimed offerings of OzThe Sopranos, and Six Feet Under. Thus while Simon frames his series primarily in novelistic terms in opposition to his frustrations working on Homicide, there were many key televised precedents for long-form gradual storytelling for him to draw upon.
<19> The Wire does, of course, draw upon a number of televisual traditions, mostly in its position within genre categories. The police drama is an obvious link, but an uncomfortable one—unlike nearly all cop shows, The Wire spends as much time on the criminals as the police, and as the seasons progress, other civic institutions take over the dramatic center. The show belongs more to a non-existent category of “urban drama,” documenting a city’s systemic decay; thematically, police dramas are nearly always about fighting the tide of decay, rather than contributing to its demise. In spirit if not execution, The Wire harkens back to the critically hailed but little seen social issue dramas of the early-1960s, like East Side/West Side and The Defenders, but given the new industrial framework of premium cable television, The Wire can survive as a bleak social statement without reaching a mass audience, a luxury its 1960s network counterparts could not afford.
<20> What the show does share directly with many cop show precedents is its focus on procedure. Dragnet pioneered the television cop show in the 1950s, inventing both the formal and cultural vocabulary of the police procedural. Although it reads as a mannered caricature today, in its day Dragnet represented the height of gripping authenticity, offering viewers a gritty noir view into the underbelly of Los Angeles and a celebration of the police who protect it. The show’s narrative scope focused on the functional machinery of the police world, presenting a form of “systemic realism” that sublimated character depth to institutional logic (Mittell 2004, 137). WhileDragnet did distill the larger institution into the perspective of Detective Joe Friday and his assorted partners, creator/producer/star Jack Webb designed the show for Friday to be viewed as “just one little cog in a great enforcement machine” (quoted in Mittell 2004, 126), and played the character to generate a cog-like emotional engagement and redirect focus on the minute details of police procedures. The legacy of Dragnet’s procedural tone lives on in the long-running Law & Order andC.S.I. franchises, each of which offer just enough emotional investment in their institutional workers to engage viewers, but ultimately hook them with twisty mysteries each week to be solved by effective forensic detection or prosecution.
<21> The Wire manages to produce both emotional investment in its characters and a detailed eye for procedures. The opening credits of each season typify the show’s focus—characters are obscured and abstracted into close-ups of body parts, machinery, and icons of city life. What matters in the credits, and arguably the series as a whole, is less who is doing the actions, but more the practices of institutional urban life themselves: the policing, drug slinging, political bribing, and bureaucratic buck-passing that comprise the essence of the show’s portrait of Baltimore in decay. The Wire offers a veritable how-to lesson on the police procedures of wire tapping, shipyard tracking, and surveillance, as well as less sanctioned practices of drug distribution, smuggling, and bribery. While traditional police procedurals have documented the practices of detection and prosecution as evidence of a functional and robust criminal justice system, The Wire’s procedural detail shows official systems that cannot match the discipline, creativity, and flexibility of criminals, both outside and within the city payroll, thus offering a cynical vision of a police system playing out a losing hand.
<22> The show’s formal style supports its claims to authenticity. While it avoidsDragnet’s procedural voiceover narration, The Wire shares a similar commitment to underplaying drama and allowing the onscreen dialogue and action tell the story. The show refuses to use non-diegetic music except to conclude each season, and minimizing camera movement and flashy editing, allowing performances and writing to tell the story with a naturalistic visual style. Unlike many of its contemporary shows employing complex narrative strategies, The Wire avoids flashbacks, voice-over, fantasy sequences, repetition from multiple perspectives, or reflexive commentary on the narrative form itself (see Mittell 2006). In terms of how the show stylistically tells its story, The Wire appears more akin to conventional procedurals like Law & Order than contemporary innovators like The Sopranos or 24, sharing a commitment to authenticity and realism typified by a minimized documentary-style aesthetic that Simon summarizes: “Less is more. Explaining everything to the slowest or laziest member of the audience destroys verisimilitude and reveals the movie itself, rather than the reality that the movie is trying to convey” (Simon 2006).
<23> While its attention to procedural details, authenticity, and verisimilitude might rival any show in television history, ultimately The Wire diverges from one defining attribute of the police procedural. Typically procedurals, whether focusing on police precincts, medical practices, or private detectives, are devoutly episodic in structure—each week, one or more cases gets discovered, processed, and resolved, rarely to reappear or even be remembered in subsequent episodes. On The Wire, cases last an entire season or beyond, and everything that happens is remembered with continuing repercussions throughout the storyworld—lessons are learned, grudges are deepened, stakes are raised. The show demands audiences to invest in their diegetic memories by rewarding detailed consumption with narrative payoffs—for instance, a first season bust of an aide to Senator Clay Davis adds little to that season’s arc, but it sets-up a major plotline of seasons 3 and 4. If Dragnet represents the prototype of the episodic procedural with 100s of interchangeable episodes, The Wire is on the other end of television’s narrational spectrum, with each episode in the series demanding to be viewed in sequence and strict continuity. Thus The Wire functions as what might be television’s only example of a serialized procedural.
<24> How does The Wire structure its balance between serial and episodic storylines? In many examples of television’s contemporary narrative complexity, individual episodes maintain a coherent and steady structure, even when they primarily function as part of a larger storytelling arc (Mittell 2006; Newman 2006). Individual episodes typically offer one self-contained plotline to be resolved while others function primarily within larger season arcs—for instance, Veronica Mars typically introduces and resolves one new mystery each week, while longer character and investigative arcs proceed alongside that week’s stand-alone plot. Other shows use structural devices to identify distinct episodes, such as Lost’s designation of a specific character’s flashbacks each week or Six Feet Under’s “death-of-the-week” structure. The Wire offers very little episodic unity—while each episode is certainly structured to deliver narrative engagement and payoffs, it is hard to isolate any identifying characteristics of a single episode in the way that a show like The Sopranos has particular identifying markers, such as “the college trip” or “the Russian in the woods.” In this way, The Wire does fit Simon’s novelistic ideals, as individual chapters are best viewed as part of a cohesive whole, not as stand-alone entries. Thus The Wire is at once one of television’s most serialized programs, yet also uniquely focused more on institutional procedures and actions than character relationships and emotional struggles that typify most serialized dramas.
<25> What are the impacts of this unique narrative form of the serialized procedural, beyond just a formal innovation with its own pleasurable rewards? Dragnet and subsequent police procedurals represent law enforcement as an efficient machine, a perspective that the narrative form reinforces—by offering a weekly glimpse of how cases are solved and justice is served, the genre supports an underlying ideology of support for the status quo to reassure viewers about the functional state system to protect and serve. Even Homicide’s cynical and downbeat vision of law enforcement offers resolution if not reassurance through its closed narrative structures. On The Wire, the ongoing investigations rarely close and never resolve with any ideological certainties or reassurances, heroic victories or emotional releases. When McNulty allows his pride to swell in recognition that their detail are made up of elite “natural police,” Lester knocks him down, pointing out that even if they close a big case, there will be no “parade, a gold watch, a shining Jimmy McNulty Day moment” (3.9). Even if a resolution to a case arrives, the show refuses closure or any sense of justice being served. Refusing ideological closure or offering any easy answers to solving the complex systemic problems documented in The Wire, in the end it’s all just a game with another hand waiting to be dealt.
<26> The Wire’s game logic returns to the fore here. Many of television’s complex narratives employ a puzzle structure to motivate viewer interest, inspiring fans to watch shows like LostVeronica Mars, and Heroes with a forensic eye for details to piece together the mysteries and enigmas encoded within their serial structures. Despite being centered on crimes and detectives, The Wire offers almost no mysteries—we typically know who the criminals are and what they did. Even though the second season begins with an unsolved murder of a shipping container full of Eastern European prostitutes, the whodunit is downplayed in the narrative drive, with the final revelation becoming almost an afterthought with the focus shifted to the larger system of corruption and smuggling. Instead of mysteries, the show’s narrative is focused on the game between competing systems, with suspense and tension generated through anticipation of what procedures will pay off for each side, and how the various sides will end up before the next round is played. The cultural logic of traditional mysteries is based upon a belief in functional institutions of justice being able to solve and punish crime; in The Wire’s cynical vision, mysteries are only obstacles to improving clearance rates for homicide detectives, or disruptions in the functioning machinery of a criminal operation.
<27> The procedural focus of The Wire can be viewed as tied not only to television traditions, but also to the mechanics of gameplay. Within the world of game studies, the term procedural conjures far different connotations than Dragnet and C.S.I.; procedural authorship is seen by some as the essence of coding gameplay or “procedural narrative,” outlining the operations that render the storyworld and player agency (Murray 1997; Mateas & Stern 2007). Although The Wire’s procedural language is not written in binary, each Baltimore institution has an underlying code, from the rules of the drug game’s parlay to the racial rotation in electing union leaders. The show frequently highlights what happens when conflicting codes overlap, as with Stringer’s attempt to bring Robert’s Rules of Order to the meetings of drug dealers, or Colvin’s détente in the drug war to create Hamsterdam—such procedural conflicts trigger the complex social simulation needed to represent the urban environment.
<28> Ultimately it is through its focus on procedure, at the levels of action, play, and code, that The Wire generates its verisimilitude, creating a ludic engagement with the SimCity of 21st century Baltimore. HBO brands its offerings as “not TV,” and in some ways The Wire delivers, offering a mode of storytelling untried in commercial American television, with a tone and outlook antithetical to the medium’s cultural role as a consensus-building vehicle for selling products. But in its innovation, The Wire does reframe what television can do, how stories can be told—perhaps inspired by the novel but referencing the cultural form of games, the show ultimately presents a new model of serial procedurality that offers a probing social investigation of the urban condition. And as the players remind us, “it’s all in the game.”