Free Essay

Video Analysis

In:

Submitted By mardrizzle
Words 1569
Pages 7
Video Analysis

Through out the course we have been wrestling with how the media is made and who influences it. A lot of time there are underlying narratives to stories produced in the media. They use everything from lighting to shot angles to make a certain impression on the viewer. In this essay I will do a video analysis on Adele’s song “Someone like you. My goal is to illustrate my understanding of the many ways media producers make meaning and how we interpret that meaning. I will use narrative and semiotic analysis to see what strategies are being used to make the video. Through a careful analysis of how the video is being made we can see what type of meaning is trying to be expressed.

Theoretical Frame To be able to do a video analysis it is important to understand semiotics. Semiotics is the discipline that studies the nature of any type of communication (Grossberg p.143). Its important to understand this does not only involve language but other forms of communicating such as traffic light codes, dress codes, or rolls that men and woman play. In all these things we are communicating with each other by using a system that we all understand and can relate to. Semiotics define that system as codes and those codes are constructed signs. For example the English language is a code that we use to communicate with each other. The code consist of words or signs that arbitrarily symbolize something for us. As mentioned above the traffic light is another code of communicating through signs such as red, green, and yellow. The signs themselves are chosen arbitrarily. By itself red does not mean stop but we choose that meaning for this system. Through that example you can see the importance of everybody understanding the sign in the code. Imagine how many accidents there would be if some people thought that red means go and green means go faster. We rely on each other to interpret these codes the same way. When we make meaning it is important to remember that the meaning is located in the codes of the society. When we see the world we expect it to look like and behave the same way our codes say it should. These help us all make sense out of the world. We use them as maps to living our lives (Grossberg p. 145). As stated above, these maps or codes are constructed of signs. A sign is always about something else (Grossberg p.146). For example in the system of language if I ask you for a book the word book is simply just a sign referring to something else. The actual book itself is an object but the book is the symbol we use to represent the object. These signs are made up of a signifier and a signified. The signifier is directly connected to making meaning. But that meaning (signified) is also a signifier. These two are always intertwined with each other. For example, if I told you to describe the word computer you would have to use different words or signifiers to explain what is being signified. When analyzing videos it important to be able to understand relative codes. When we watch TV we organize that meaning through the use of narratives. The narrative of the the show is the underlying story that the producer is trying to tell. Narratives are forms of codes because they are a system of meaning that help us understand the world (Grossberg p. 170). The mass media uses narratives all the time to sale us on a story that they want us to believe in and behave in. Narratives don’t only have to represent a fictional story. Narratives are also used for documentaries and reality shows. Thats why if you watch the credits of “The Real World” you would see that they hire writers to create a narrative for us to follow. Like-wise in the documentary “March of the Penguins” a narrative is used to grab the viewers attention( Barsam p. 4). The narrative is made up of a story and a discourse. The two are very different. “The story is the actual progression of events through time that make up the substance and the content of the narrative (Grossman p.172)”. The discourse is how the story is explained. A good story line will tie the viewer in. They usually have a beginning, middle, and end with some main objective. The way that story is told is by its discourse. It can cut back in time or go to the future. It can be told from the perspective of different people(narrator). When doing my video analysis I will refer back to these theories to illustrate how they relate to my video. Method I stumbled across the video, “Someone Like You” by Adele, from a text message I received from an ex-girlfriend. She told me the video reminded her of our relationship. I thought it would be a perfect opportunity to analyze the video and see if it had a narrative similar to ours. Before I listened to the video I found the lyrics and read them out loud to get a good feel of the story being told in the song. Then I watched the video repeatedly both with and without music to see rather the song and the video had the same narrative. Each time I watched the video I would focus on a particular production technique.

Findings The video begins with Adele walking down an empty street in Paris. Her countenance is very dismal as she looks away from the camera. She continues to walk and sing. As she sings she is looking away at the river. Her hands are in her pockets the whole time. She stops briefly to look over the bridge then continues with her walk. The director cuts to a scene in what looks like a bar. Adele’s ex- lover is there but we don’t see any interaction between the two. It is actually not even apparent that he see’s her. The whole video is in black and white and is only filmed with two long shots. Overall it is a very dark gloomy video. The song itself is about Adele’s ex-lover. The ex-lover has moved on and started a family but Adele is still emotionally attached to him. She wants him to know that her feelings have not changed this whole time. She then snaps out of it and says, “never mind I’ll find someone like you”. The song tells a story about her long lasting love and how it never went away over the years. This song is the epitome of a sad love song.

Analysis In my analysis I will show how video production techniques help tell a certain narrative. The director chose to do a black and white film. In our culture black and white films signify realism (Barsam p. 213). I can see why the director chose this because of the reality of love is that sometimes it doesn’t work out. The director also uses lighting to tell a story. When she finally meets the ex-lover her face is highly contrasted in low key lighting. This allows the viewer to see the gloomy feeling she is having.He is in the background in a the dark with almost no light except for the back light. This helps us see him as a distant dark figure in her life. Someone that is so loved but causes so much pain.

The director starts the video with one long take. This is used to illustrate her emotion through out the video. He also zooms in to Adele to make her the main focus of the video. Again you get a visual of her emotions. He then fades out of the first long shot to the second. There are multiple times in the video where we see a panoramic shot. This is used to get a view of the object’s surroundings. These techniques are all used to help tell a story. In this case a love story gone bad. We see how producers make meaning in their videos by using codes. These systems of communication help us understand the world around us. The narrative of the video is evident not only in the song lyrics but in the production techniques. It is important to remember when we are watching any media that there is always a story being told. The better we are at dissecting that story the better we would be at understanding the nature of media making.

Barsam, R. & Monahan, D. (2007 & 2010). Looking at movies. In. R. Barsam & D. Monahan Looking at movies: An introduction to film. London. & NY: W.W. Horton & Co.

Barsam, R. & Monahan, D. (2007 & 2010). Looking at movies. In. R. Barsam & D. Monahan Looking at movies: An introduction to film. London. & NY: W.W. Horton & Co.Reading

Barsam, R. & Monahan, D. (2007 & 2010). Cinematography. In. R. Barsam & D. Monahan Looking at movies: An introduction to film. London. & NY: W.W. Horton & Co.

Barsam, R. & Monahan, D. (2007 & 2010). Cinematography. In. R. Barsam & D. Monahan Looking at movies: An introduction to film. London. & NY: W.W. Horton & Co.

Grossberg, L., Wartella, Whitney, D.C., & Wise J.M. (2005). Producing Identities. Media making: Mass media in a popular culture. Sage Publications.

Similar Documents

Premium Essay

Video Game Industry Analysis

...SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT’S INSIDE WHO IS PLAYING 2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games? AT PLAY 4 4 5 5 6 6 7 What Type of Online and Mobile Games are Played Most Often? How Many Gamers Play on a Phone or Wireless Device? How Many Gamers Play Games With Others? How Long Have Gamers Been Playing? Parents and Games Do Parents Control What Their Kids Play? Top Reasons Parents Play With Their Kids THE BOTTOM LINE 8 9 10 11 What Were the Top-Selling Game Genres in 2012? What Were the Top-Selling Games of 2012? Sales Information: 2002–2012 Total Consumer Spend on Games Industry 2012 WHO WE ARE 12 12 About ESA ESA Members OTHER RESOURCES 13 ESA Partners The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2013. The annual research was conducted...

Words: 2727 - Pages: 11

Premium Essay

Video Game Industry Analysis

...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...

Words: 15586 - Pages: 63

Premium Essay

Week $ Video Analysis

...One Step Ahead Consultant CanGo Week 4 Analysis Team B: One Step Ahead Submitted By: Vivian Thomas, Isabella Rishmawy, Joyce Kimani and Rachelle Green March 31, 2013 One Step Ahead Consultant CanGo Week 4 Analysis Team B: One Step Ahead Submitted By: Vivian Thomas, Isabella Rishmawy, Joyce Kimani and Rachelle Green March 31, 2013 One Step Ahead Consultant is looking into focusing on improving CanGo operation system which involves the implementation of the best layout system that will provide an effective flow of production such as barcoding of each product and to advance to a more efficient technology system such as the ASRS (automated storage and retrieval system). The expectation of the ASRS will cut down the production time tremendously and eliminate a lot of human error that can take place during the production stage. The expectation of the new layout will also contribute to decreasing the production time but also generate a better flow of product(s) that take place from the input of raw material to the output of finished goods and to the hands of each of CanGo consumers. Overall the ending result is to ensure that CanGo consumers receive quality products that they can rely on, that will contribute to increasing the company brand and to meet their short and long term strategic goals. Another section that One Step Ahead Consultant group will like to focus toward is improving the online service provided to CanGo consumer to ensure that each online shopping...

Words: 1467 - Pages: 6

Premium Essay

Video Games Rhetorical Analysis

...century on this planet, everyone on this planet has to dramatically increase the amount of time on playing video games. She specifically states that playing video games will solve the world’s biggest problems like poverty, hunger, climate change, global conflict, and obesity. She believes that gamers are “super-empowered hopeful individuals” meaning that they are individually capable of changing the world. However, they are only capable of changing the virtual world but not the real world. Solving first world problems require people to actually go out into the real world, engaging with other people, trying to encourage politicians to raise awareness, and putting a lot valuable time and effort to solve the...

Words: 1558 - Pages: 7

Premium Essay

Video Game Analysis Essay

...Analysis Does the different genre of a video game effect the time it takes to react? A scary video game would make the time it takes to react less than a calm game. The independent variable in this project was the genre of the video game and the DV was the reaction time of playing a videogame.There were many control variables like the location, the participants, and the video games they played. Experimental group contains the calm and scary games and the control group is the reaction time of a person who does not play video games. Timing the participants on their reactions was easy while using a camera to record the reaction and time it that way so there would be more accurate data. In this experiment there were lots of things that could of messed up the research data. The average time for calm games was 0.26 seconds and for the scary game’s average was 0.22 seconds. The first step is to gather participants and get the first person ready. Then to start the test with a calm game. To time the participants use a stopwatch or a camera for more precise data. The participants will either be jumpscared in a scary game or be frightened by an upcoming object in a calm game. Then you time...

Words: 593 - Pages: 3

Premium Essay

When Life Imitates Video Analysis

...“When life imitates video” by John Leo, I have chosen this article due to the fact it explains how video games have a negative impact that cause violence. Especially how video games have an impact on children. The writer induce the peruses to acknowledge his thoughts of how computer games have a negative effect towards kids. He gives great cases of how a young person are brought on by computer games. Leo correlation between high schooler savagery and computer games The Littleton slaughter, a genuine bloodbath brought about by two young understudies who shot and executed kindred schoolmates and an instructor, furthermore ending their lives shooting themselves in the head. Another example that pertain in the article was him introduces David Grossman a retired army officer who makes a...

Words: 515 - Pages: 3

Free Essay

Career Analysis: Video Game Programmer

...Dallas Brown Professor Espinosa Introduction to SGD 23 October 2013 Career Analysis: Video Game Programmer Video games have been part of my life for as long as I can remember, but several years ago I became increasingly interested in what goes on behind the scenes to make them work and that is why I am now aspiring to be a video game programmer. My overall goal is actually to become a lead video game designer. To achieve this goal I must first establish myself in the industry as a programmer because design jobs are typically not entry-level and require more experience. Before planning the steps I will need to take to become a video game physics engine programmer I must first analyze the responsibilities of a video game programmer; specifically a physics engine programmer. “A physics engine programmer is responsible for determining the physics that will be utilized in a video game.” Realism games will strive to simulate the most accurate real-world physics that they possibly can, which requires the programmer to have a great deal of knowledge in many different aspects of physics as well as a great deal of calculus. Although, a lot of games will produce their own laws of physics that correlate with game's world they are applying them to, the physics engine programmer will still need to have a wide range of knowledge in physics to actually determine the physical laws in the world and how they interact with each other. It is not uncommon to see only one physics programmer...

Words: 862 - Pages: 4

Premium Essay

Five Forces Analysis Video Gaming

...Five Forces Analysis of the Video Game Industry The five forces that drive industry competition, a model established by Michael Porter, are; threat of substitution, threat of new entrants, bargaining power of suppliers, bargaining power of buyers, and intensity of rivalry. The video game industry must deal with all five of these forces. The analysis of the strength of these five forces within the video game industry will help to draw a conclusion as to whether or not it is an attractive industry for Sony to be in. The threat of substitutes in the video game industry is relatively low. Most customers are looking for a console that they can play games on and there really isn’t much else to choose from. One could say that computer gaming, although still technically video games, is a potential substitute. Almost every household in America at least has one computer, so it is much easier for customers to just purchase games for their computer rather than buy a new console altogether. Computer gaming is not much of a threat to the video game industry because customers seek the different type of gaming experience that the consoles offer that a computer cannot, such as motion control for the Wii, and special controllers for the Xbox and the PlayStation 2. Clearly the threat of substitutes is not very large in the video game industry. The threat of new entrants in the video game industry is moderate. The three key players in the video game industry are Microsoft, Sony, and Nintendo...

Words: 734 - Pages: 3

Premium Essay

Five Forces Analysis of the Video Game Industry

...Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an attractive industry for Sony. The video game industry has high entry barriers because of its high research and development costs, and capital investment needed to start a business in the console industry. The cost required to develop and manufacture a product that could be a decent competitor in this market is too great for a non-established company in this industry. The technology that is needed to be successful is too advanced for new competitors to achieve. For this reason, the threat to Sony, Microsoft and Nintendo of new entrants, was not very high in 2008. Additionally, Sony’s PlayStation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The prestige of these products was so strong that it...

Words: 943 - Pages: 4

Premium Essay

Five Forces Analysis of the Video Game Industry

...Five Forces Analysis of the Video Game Industry The five forces that drive industry competition, a model established by Michael Porter, are; threat of substitution, threat of new entrants, bargaining power of suppliers, bargaining power of buyers, and intensity of rivalry. The video game industry must deal with all five of these forces. The analysis of the strength of these five forces within the video game industry will help to draw a conclusion as to whether or not it is an attractive industry for Sony to be in. The threat of substitutes in the video game industry is relatively low. Most customers are looking for a console that they can play games on and there really isn’t much else to choose from. One could say that computer gaming, although still technically video games, is a potential substitute. Almost every household in America at least has one computer, so it is much easier for customers to just purchase games for their computer rather than buy a new console altogether. Computer gaming is not much of a threat to the video game industry because customers seek the different type of gaming experience that the consoles offer that a computer cannot, such as motion control for the Wii, and special controllers for the Xbox and the PlayStation 2. Clearly the threat of substitutes is not very large in the video game industry. The threat of new entrants in the video game industry is moderate. The three key players in the video game industry are Microsoft, Sony, and Nintendo....

Words: 339 - Pages: 2

Premium Essay

Video Game Industry- 5 Forces Analysis

...Esmir Hadzic 661035592 Intro to Management 2/4/14 Five Forces Analysis of the Video Game Industry As in every industry, there are five competitive forces that determine the intensity of competition between the different players. These competitive forces are; the threat of entry of a new company in the industry, the threat of substitution by another product, the bargaining power of the buyers, the bargaining power of the suppliers, and rivalry among currently existing competitors. These competitive forces are easily seen in the video game industry, as there is already immense competition in the industry due to the similarities between the few major companies at play. Sony, Nintendo, and Microsoft are the three large players in the present day video game industry. Sony Computer Entertainment Inc. has been a dominant company in the industry for over a decade with the PlayStation 1 and PlayStation 2 platforms; however, it is struggling to stay at the helm of the industry due to the presence of these competitive forces. The threat of entry of a new company in the video game industry is a relatively weak competitive force for Sony. The video game industry is already dominated by three major players (Sony, Nintendo, and Microsoft), thus the possibility of a new entrant in the industry is very low. Nintendo was established well before Sony as a major player, and Microsoft came into the industry in 2001 with the original Xbox. When Sony came in with the PlayStation 1, they...

Words: 1451 - Pages: 6

Premium Essay

Analysis Of Video Games Were Not Art By Roger Ebert

...Ever since film critic Roger Ebert stated that video games were not art, there has been much debate regarding the issue. According to Ebert, art provides instruction about “life, love, disease and death, principles and morality, humor and tragedy” (Reese). Therefore, I believe that games can be art because they can apply to someone personally and emotionally. For example, a very simple game called Passage could make people cry. It uses the freedom of choice and the interpretation of life to make the game very personal. Because it illustrates aspects of life such as “emotional devastation” (Reese), life, love, etc., it fits Ebert’s definition of art. Not all games are art, but those that incorporate the processes of life are art. Another reason...

Words: 268 - Pages: 2

Free Essay

Video Analysis

...BVideo Analysis Worksheet Student Name: Video title: a biography of America/America at the centennial What is the subject of the video? The video relieves true biography of America. What is the purpose or main point of this video? The main point is to show that the Columbian exchange wasn’t the real discovery of America and that American history doesn’t begin in 1492 What 8-10 significant points did you learn from viewing the video? Try to think in terms of larger questions or themes it covers. That Indians did not know the taste of of fruits and vegetables, Columbus went to death thinking he landing in northern asia, in 1492 no one in Ireland never has tasted a potatoe and Italians never ate tomato sauce with their pasta (something that is a huge requirement with these cultures), eurpeans brought back items from the new world to show what they had found, the land discovered was known as “a brave new world”, trade and enterprise expanded with the discovery of the “brave new world” Indians had never seen a cow horse or other animals that they are known to have had, What conclusions can you reach as a result of viewing it? The world learned new ways of cooking and surviving with the discovery of land Columbus had found. What questions do you have as a result of watching the video? Did anyone ever do research on how long the people on the land Columbus had found had been around. The man in the video basically showed that the American history goes...

Words: 275 - Pages: 2

Premium Essay

An Analysis of the Video Game Industry Marketing Essay Read More: Http: //Www.Ukessays.Com/Essays/Marketing/an-Analysis-of-the-Video-Game-Industry-Marketing-Essay.Php#Ixzz2V4Cda6B4

...The video game industry is the economic sector involved with the development, marketing and sale of video games. It encompasses numbers of job disciplines and employs a lot of people worldwide. It includes video game consoles, game software, handheld devices, mobile games and online games. Console is the largest segment in the industry. In recent years, the video gaming industry has been growing rapidly and it may grow in the future. The three main competitor companies in this industry are Microsoft, Sony and Nintendo. Microsoft is a multinational computer technology corporation that specialize in software such as Microsoft Windows operating system and the Microsoft Office suite. But what is more important they are best known for their consumer products Xbox. Sony is one of the biggest manufacturers of electronics, video, communications, video game consoles, and information technology products for the consumer. The latest generation of its console game products is the Playstation 3 which replaced Playsation 2.Finally Nintendo is one of the largest Japanese technology companies well known for its console games. Its latest and the most successful console Wii was able to outshine Microsoft’s’s Xbox and Sony’s PS3. Analysis of the competitive industry Organizations view competition in an industry as a crucial issue that needs to be analyzed. In terms of economic theory (cited by Johnsons et al.) industry may be defined as “a group of firms producing the same principal products”...

Words: 2308 - Pages: 10

Premium Essay

Video Analysis

...Video Eval #1 Chapter 1: Project Management Training Links: http://www.youtube.com/watch?v=vxIDX6ZrOw0 1) What does the video illustrate as related to project management? The video illustrate the introduction of the project management institute. The video shows the project management training programs from registered education provider. In the video, it provided basic information of project management standards. The website source shows the project management maintaining connections with the business world, successful project management programs are learning to adapt to address the changing needs of business. However, the video shows several main points of project management training. Frist one, project management education is growing globally. Second, organizations want project managers with the right skills. 2) How is this specifically related to the textbook information? (Be specific!) The video mentions the important reason why choose from the project management institute and how the project management training development. Project management provides people with a powerful set of tools that improves their ability to plan, implement, and manage activities to accomplish specific organizational objectives. Exciting opportunities await people skilled in project management. (Larson and Gray 2-3). The YouTube video does relate to the textbook information. Because this video is a good commercial introduction to the Project Management Institute. In the textbook, chapter...

Words: 388 - Pages: 2