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Aug 04, 2010
Kung fu? In my Karate Kid?
Posted by: Matthew Johnson
Why is a movie about a young boy learning kung fu called The Karate Kid? For most of the film’s young audience, Jaden Smith's break-out movie doesn't explain the confusion. Their parents and older siblings, however, may recall the earlier installments in this series which started with a young Ralph Macchio learning karate from Noriyuki “Pat” Morita, a movie which started as the hero's quest to learn karate to overcome his tormentors and evolved by film's end into a coming-of-age story about the bond between mentor and student. The first Karate Kid struck a chord with audiences, becoming the fifth-highest grossing film of 1984. After two sequels, which did little to alter the formula established by the original and met with dwindling success, A full 26 years after the release of the original, the newest version is once again adding a twist motivated by the changing market. Although this re-imagining of the original story changes up many elements, the most significant one is moving the setting to China. The suggestion to transplant the story overseas was actually the decisive factor which emboldened the producers to green-light the newest chapter despite the lukewarm performance of the last edition. Moving the story to an exotic locale isn't just a case of trying to one-up the original, though: as with the decision to cast a girl in the 90's, the focus on China – and the switch from the hero studying karate, which is of Japanese origin, to learning Chinese kung fu -- in the newest Karate Kid is mostly based on money.
As a result, some studios are trying to make inroads into the Chinese movie market by being proactive about securing those few, precious spots allowed for foreign films. Nods to Chinese culture are one strategy to please film committees, but signing on with local companies is a more committed tactic. Co-productions with Chinese studios (such as The Mummy: the Tomb of the Dragon Emperor and The Forbidden Kingdom) are in the fast lane to get onto Chinese screens since they can be vetted by government officers at each stage of production. The Karate Kid remake is actually the biggest Chinese-American co-production in film history, partnered with a state-owned Chinese studio to make sure of government approval. This latest twist on the franchise may be a shrewd move on the part of the film's distributors to reach a tricky market. If the setting alone isn't enough to convince Chinese audiences, martial arts movie legend Jackie Chan -- a household name in China, even moreso than in the Western world, due to his more than 70 roles in both English and Chinese-language films – seems likely to seal the deal. Some foreign film studios are putting down roots inside China on a permanent basis, no doubt motivated by the possibility of circumventing the cap on foreign films. After an initial success with Mulan and later breaking the record for box office sales in the animated film category for Kung Fu Panda, Disney has set up their own studio in China for a local adaptation of their surprise-hit, High-School Musical. In the case of the latter, Disney is planning to simply take advantage of low production costs in China and probably won't release the final product internationally, clearly betting that there is enough money to be made in the Chinese market alone. Of course, Chinese audiences don't uncritically embrace every American production which features some aspect of Chinese culture. Despite financial success, both The Mummy: The Tomb of the Dragon Emperor and Kung Fu Panda hit some speed-bumps due to perceived cultural insensitivity. In the case of the former, some movie-goers were outraged that the villain of the movie was loosely based on a venerated Chinese emperor who (spoiler alert) is dispatched by the film's square-jawed Western hero. As for Kung Fu Panda, its release was unfortunately timed around the Sichuan earthquake. As the panda is the symbol for that province, some critics felt it was in bad taste to show a comedy with a panda as the main character and suggested a boycott. While The Karate Kid remake has already raked in more than half of the original's total gross in North America in its opening weekend alone, the release in China is scheduled for a little later. This version has apparently had a few edits, but it remains to be seen how well audiences will tolerate the story of an American boy learning kung fu and (spoiler alert) besting his Chinese tormentors at one of China's oldest sports. Nevertheless, if it is a success it would be a massive step forward in the globalization of American-produced films. China is attractive not only because of its huge consumer base, but also because it is one of only a few markets which Hollywood films haven't broken into yet. A combination of policies which block entry for foreign films and a thriving black market has so far made the middle kingdom a tough nut for Hollywood to crack. Even India, which has its own well-oiled, homegrown movie-making machine, has started warming up to some American-backed productions and turning out impressive profits. There, too, the key has been adapting and being sensitive to the local market rather than repackaging and dubbing old content, but striking the right balance is still a work in progress. For Teachers:
Jun 29, 2010
Bending air, race and gender
Posted by: Matthew Johnson
Avatar: The Last Airbender, a cartoon which originally aired on Nickelodeon, was a show with an unusual degree of ethnic diversity for both animation and American television in general. Not only were all of the main characters people of colour but the setting, drew primarily on non-Western culture, inspired by East Asian and Inuit cultures. (The producers’ dedication to cultural accuracy extended to the point of having an official calligraphy consultant to make sure the Chinese writing seen onscreen was always correct.) With its anime-inspired look, deep mythology and epic storyline, the show was tremendously successful, to the point where it was adapted into a live-action film. Live-action being the key word, because when the casting was originally announced it was quickly noticed that all of the lead actors were white. (A later change in casting replaced one of the leads with Dev Patel, the star of Slumdog Millionaire; the studio denies that this change was in response to fan protests.) Interestingly, the cultural origins of the settings seem to have been retained, with Inuit extras hired to play members of the “Water Nation” even though the lead characters from that setting are portrayed by white actors.
Why make this change? Unlike the casting of Jake Gyllenhaal in the title role of Prince of Persia, it’s certainly not because any of the actors are expected to be box-office draws; aside from Patel, all are about equally unknown. What seems more likely is that the producers and the director, M. Night Shyamalan, subscribe to the standard Hollywood view that white males will not pay to see movies in which they do not see themselves reflected. This applies to gender as well as race; screenwriter Jennifer Kesler has said that when she was in film school at UCLA a number of her instructors – most of them working screenwriters – told her that audiences, and by extension producers would not accept a film with significant female characters unless they served to further the male protagonist’s story. This notion can be found to a greater or lesser degree in almost every part of the entertainment industry; in children’s books, for example, white males are by far the most common protagonists (even animal protagonists are almost always male) and in video games – even those of the first-person shooter variety, where the protagonist is typically unseen – most protagonists are definitively identified as white men. Where women or people of colour appear, they are almost always supporting characters – a phenomenon sometimes described as “the Smurfette Principle,” referring to the presence of a single token female in the otherwise all-male Smurf village. (A 2008 study of children’s television in several countries found 68% of shows had male leads.)
Given how widely held this attitude is, it’s reasonable to ask whether there is any evidence to support it. Unfortunately, that’s an almost impossible question to answer simply because there are so few movies released with protagonists that are either women or people of colour. What’s more, when such films are made a form of confirmation bias sets in where if these protagonists are failures they are seen as evidence to support negative attitudes, and even if they are successful, they are seen as flukes or otherwise explained away. In fact, this attitudes persists even in the face of quantitative data, such as the number of highly successful recent films with female leads and the fact that Will Smith is the most bankable star in Hollywood (with Angelina Jolie being tied for #2). For instance, the relatively poor showing of a Wonder Woman animated film led to a moratorium on films with female leads from Warner Brothers’ animation studio, while an even worse performance by the Green Lantern animated film has not led to any similar ban on male leads.
Despite many protests by fans of the original animated series (most notably organized by the Racebending Web site), The Last Airbender is slated to open on July 2nd with its mostly-white cast. It’s too bad that this film won’t be the one that proves that a movie with non-white leads can be successful, but fortunately we already have such an example. The Karate Kid, whose two leads are African-American and Chinese respectively, is on track to be one of the most successful movies of the summer. Meanwhile, the upcoming movie Salt features Angelina Jolie in an action lead originally written for Tom Cruise. Of course, a few adjustments had to be made to the script – such as cutting a scene in which the hero rescues his/her spouse from assailants, on the grounds that this would “castrate his [the spouse’s] character a little.” And, of course, if the movie flops you already know the reason why…
Resources
Check out MNet’s Media Issues sections on Media Portrayals of Ethnic and Visible Minorities and Media Portrayals of Girls and Women for more details on this topic.
For teachers: check out the following lessons that deal with stereotypes and media:
Once Upon a Time (Grades 2-6)
TV Stereotypes (Grades 2-6)
Sheroes and Heroes (Grades 3-6)
Media Kids (Grades 4-7)
Comic Book Characters (Grades 5-7)
Female Action Heroes (Grades 6-8)
The White Screen: Absent Voices in the Media (Grades 9-12)
Ethnic and Visible Minorities in Entertainment Media (Grades 10-12)
Dec 11, 2009
Little Princesses
Posted by: Matthew Johnson
The source of much of this princess culture is Disney, of course, and this winter the studio is extending its reach by introducing its first African-American princess, Tiana, in the animated film The Princess and The Frog. Princesses are big business for Disney: since 2000, when the company began to tie together all the merchandising for any of its characters who might conceivably be called "princesses," the line has become one of the company's biggest earners. Disney's Andy Mooney, who spearheaded the creation of the princess line, told the New York Times that he got the idea from seeing girls at Disney on Ice shows who were dressed in non-Disney princess costumes, but there's no doubt that in the years since the company has pushed the line into almost every imaginable aspect of a child's life, from beddings to Band-Aids to lip balm. Not surprisingly, the marketing of Princess Tiana began well in advance of the movie's December 11 premiere: more than 45,000 dolls based on the character had already been sold by mid-November, while actors portraying her were already performing in "Tiana's Showboat Jubilee" at Disneyland and Disney World. The creation of Princess Tiana would seem to be an attempt to expand into the one market as yet untouched by princesses: African-Amerian girls. The official list of Disney princesses includes, along with born princess Snow White and married-to-royalty Cinderella, two entirely non-royal characters, Mulan and Pocahontas, who are Chinese and Native respectively. The last two characters, though, rarely appear on merchandise -- less, perhaps, due to their ethnic origin than the fact that neither fits well with the "princess aesthetic": in their movies Pocahontas appears in tolerably realistic (if somewhat revealing) Native garb and Mulan actively rejects feminine attire in order to masquerade as a male soldier. Tiana, though, is carefully crafted to fit the princess mould, with an hourglass figure, many glamorous dresses, and even a tiara. Of course, she spends much of the movie in the shape of a frog, but that's not the image that will adorn lunchboxes everywhere. If the movie is at all successful, an entire new population of young girls will soon have caught princess fever. Is this necessarily a bad thing, though? After all, princesses -- whether born to royalty at the beginning of a story or married into it by the end -- have been fairy-tale protagonists for hundreds of years; the characters of Cinderella and Snow White long predate their Disney incarnations. The appeal of princesses is not hard to see: the unearned wealth and privilege of being a princess makes it a close parallel to classic boys' fantasies of being demigods or orphans rocketed at birth from a distant planet. Where the male and female versions diverge is that where the boys imagine gaining powers and abilities from their special status, being a princess instead brings girls wealth, beauty and romance. It's not surprising, then, that many parents are concerned about just what gender roles their daughters are being trained to play.
Graphic by Jeff Brunner
One common feature of the many articles on this phenomenon is that young girls resist any criticism or alteration of their princesses. In the New York Times article cited above, the writer's daughter asks repeatedly if her mother likes her princess heroines; in her article in The Los Angeles Times Rosa Brooks fails to convince her daughters that princesses are more likely to end up at a guillotine than a fairy-tale wedding; and Tracee Sioux, who writes a blog titled The Girl Revolution, describes her unsuccessful efforts to steer her daughter away from princesses. Nor can girls be easily swayed by stories that try to subvert the classic princess: "Frogs and snails and feminist tales: Preschool children and gender," a 1989 study by Bronwyn Davies, found that both boys and girls often rejected stories that tried to alter the traditional gender roles found in fairy tales. Is it really gender roles that children are so attached to, though, or is it the fairy-tale narratives on which they are experts? A recent article by Karen Wohlwend, "Damsels in Discourse: Girls Consuming and Producing Identity Texts Through Disney Princess Play," finds that while children engaging in "media play" with princess characters feel a strong loyalty to the original narratives, they are not averse to changing things like the gender of secondary characters (turning Prince Charming into a princess, for instance) or making the protagonist more active, especially if that means giving themselves a larger and more entertaining role to play. (One of the girls in Wohlwend's study finds a way to involve a comatose Sleeping Beauty in a swordfight.) The children in Wohlwend's study, though, are kindergarteners; though they might have been exposed to quite a lot of princess-related media by this age, they’re still in the early stages of forming gender identities. As girls get older, the worrying aspects of princess culture -- the passivity, consumerism, and so on -- may become more and more confining. As Lyn Mikel Brown, co-author of Packaging Girlhood writes, the issue is not princess play but the sheer dominance of princess culture: “When one thing is so dominant, then it’s no longer a choice: it’s a mandate, cannibalizing all other forms of play. There’s the illusion of more choices out there for girls, but if you look around, you’ll see their choices are steadily narrowing.” Her co-author, Sharon Lamb, points out as well that the road travelled by princesses is a narrow one, leading to the hypersexualized roles now being sold to ‘tween and teen girls: "There’s a trap at the end of that rainbow, because the natural progression from pale, innocent pink is not to other colors. It’s to hot, sexy pink -- exactly the kind of sexualization parents are trying to avoid.” How should parents deal with the arrival of the "princess phase"? One option is simply to say “no” -- something parents should never be afraid to do. But an outright ban may backfire by making all things princess even more desirable. What may be more effective is to make sure that girls (and boys) are also exposed to more positive female role models. There are many children's books with strong female characters; kids' movies with good female leads can be harder to find, but the anime produced by Studio Ghibli -- such as Kiki's Delivery Service and My Neighbor Totoro -- is a good place to start. Most important is that parents engage with their children's media and be ready to discuss the images and events they see. Don't be confrontational, but ask questions: do you think you can really make an angry person nice like Belle does to the Beast? Is it worth it to give up your voice, and your family, for a boy the way Ariel does? If Mulan spends most of her movie dressed as a boy, why is she in girls' clothes on the merchandising? There may be no escaping the "princess phase," but teaching kids to view media critically can help make sure your princess doesn't grow up expecting a handsome prince -- or a fairy godmother -- to solve all her problems. MNet Resources Teachers can address the presence of gender stereotypes in fairy tales and other children's media through the less Once Upon a Time (for Grades 2 to 6). Marketing and Consumerism: Special Issues for Tweens and Teens talks about how young girls and boys are sold rigid gender identities by consumer culture. Some concerns have been raised about the portrayal of race in the movie The Princess and the Frog. To help kids deal with racial and ethnic stereotypes, consult Media Portrayals of Ethnic and Visible Minorities .
Oct 23, 2009
Fear Factor
Posted by: Matthew Johnson
From its beginnings as the Celtic festival of Samhain, Halloween has been associated with death and the supernatural: it marked the passage from the "light half" of the year to the "dark half" and was seen as a time when the border between this world and the next grew thin. Perhaps for this reason, it was associated with a variety of masking and divination practices, many of which still happen today. Interestingly, trick-or-treating, at least in its current form, is one of the most recent aspects of Halloween. Derived from a tradition practiced by adults, it was -- along with wassailing at Christmas -- one of a number of occasions each year when landowners were expected to give food and drink to peasants. It became more associated with children when Irish immigrants brought their traditions to North America in the late 19th century. Almost immediately, religious activists began objecting to the "diabolical" effects of the holiday on children, while doctors and community leaders urged parents to remove anything that might frighten children; since then Halloween has been both a playground and a battleground. Why do kids like scary things?
Unfortunately, today's media landscape provides an all-you-can-eat buffet of frightening TV shows, movies and video games, and children are unlikely to be able to judge in advance how frightening they will find a particular media product. As well, channels that appeal to younger children such as YTV and Teletoon often show TV shows and movies at this time of year that are more appropriate for older kids and teens. As a result, children can find themselves getting frights that are beyond what they're able to handle. How are kids affected by scary things? What frightens children changes significantly as they age. One thing that remains consistent with time, as noted above, is the desire for frights to be contained to a particular context. What is perhaps most frightening for all children is images of grotesque transformations, which violate the boundary between fantasy and reality. Joanne Cantor, professor emerita and director of the Center for Communication Research at the University of Wisconsin-Madison, found in a survey that the most frightening image children had seen on TV was that of Bruce Banner turning into the Hulk in the TV series of the same name. The ability to distinguish between fantasy and reality, however, does not develop until children are about six or seven; before that, children are as likely to be frightened by fantastic images as by more realistic ones. Young children may also be as affected emotionally by animation as by live-action film, so don't assume that "Scooby Doo Meets Dracula" is a safer bet than Bela Lugosi. In general, children younger than seven are most frightened by overtly grotesque images and stories where a child or a parent is in peril; older children, meanwhile, who might not be affected by ghoulish images such as witches or vampires which are clearly (and safely) fantastic, can be quite shaken by things that blur the fantastic quality of Halloween by invoking the real world. Psychological horror, frights that connect to their daily lives, and blood and gore can still frighten this age group. What is best are movies and TV shows that are safely contained in fantasy, or that contain clear cues that they are not set in the real world. What parents can do
If your household has children in a range of ages, be ready to provide alternative activities for younger children if your older kids want to watch something frightening, or use your DVD player or PVR for them to watch it after younger kids have gone to sleep. Don't assume, though, that older children are immune to frights. Don't schedule potentially frightening media or activities right before bed time; spend some time doing reassuringly "normal" activities before kids sleep. Remember that both younger and older children are most frightened by things that violate the difference between the real and the unreal: if anyone in your household is wearing a potentially frightening costume or makeup effect, let your children watch it being put on so they aren't scared by the transformation. If you are taking young children trick-or-treating it's probably best to do it during daylight, and emphasize the "dress-up" aspects of it over the potentially frightening elements. For kids who are still learning the difference between fantasy and reality, make sure to reinforce the idea that Halloween is a put-on -- it's a special night where we all pretend to believe in ghosts and goblins. Letting kids participate in things like carving a pumpkin and hanging decorations can help, and keep them clear of frights that might shock and surprise them. When you're decorating, don't use props or tricks that might frighten kids unless you're able to control who encounters them. Older children should be allowed to engage in "scary play," since this is an important part of learning to manage fear, but make sure that they only do it with kids their own age and older, rather than frightening younger siblings or neighbours. Always respect your kids' limits when it comes to frights and don't let older siblings pressure younger ones into doing things they're not yet ready to do, such as going out after dark or going to a stranger's door. MNet resources Our Parents' Section has more information on frightening TV content and how to deal with it. The article "Questions to Ask Yourself Before Donning A Halloween Costume" provides parents and children with some tips to help find a costume that does not demean or stereotype people of any ethnicity or ability. The study "Tales from the Screen: Enduring Fright Reactions to Scary Media" is hosted on our Web site and contains a lot of information about what kinds of images frighten children at different ages, and what kinds of short- and long-term effects being frightened can have on children. Our Tip Sheets "Helping Kids Cope with Media Coverage of War and Traumatic Events" and "Talking to Kids about Media Violence" contain lots of great information about how to tell if your children have been frightened or disturbed by media images and how to help kids deal with what they have seen. Other online resources Common Sense Media has detailed reviews of many media products, including tips on which are likely to frighten children.
Jul 20, 2009
Toy Story
Posted by: Matthew Johnson Last year in this space we wrote about how summer movies serve as advertisements for various kinds of merchandising. The success of 2007's Transformers and its sequel this summer point to a different but similar trend: making movies that are actually about the toys companies sell. Transformers 2 has had the second-largest opening weekend of the summer, and is likely on its way to be one of the year's highest-grossing pictures. G.I. Joe: The Rise of Cobra – which, like Transformers, is based on a 1980s toy-line – is set to debut in August, and more toy- and game-related movies are waiting in the wings. In fact, for a while reality was moving faster than parody: before you could even make a joke about them, movies based on Monopoly, Battleship, and even Ouija were announced, leading almost inevitably to this video: Toy Movies
What stands behind this odd trend? One factor is simply Hollywood's relentless appetite for content. As screenwriter John Rogers explains, behind every ten finished films stand a thousand scripts in varying stages of completion. In the face of this, it's not surprising that almost any hook will do. Compared to the total cost of making a movie, the price of optioning a property (buying the right to develop it) is almost inconsequential. The answer to "Why toys and games?" might easily be "Why not?" Hollywood has scoured novels, plays, comics and video games for content, so why not toys? Of course, there's an advantage to adapting existing properties that goes beyond the fact that the material already exists. If a property is well-known to the public, it takes a lot less time and effort to advertise it. The advertising campaign for an original movie has a lot of work to do: it has to get across the genre, the premise, the expected audience, and the tone before it even touches on what makes this particular movie unique. When you hear that there's a Transformers movie, on the other hand, you already have a pretty clear idea of what it's about: giant robots that turn into other things and bash at each other. Monopoly may not sound like the most obvious property to turn into a movie, but nearly everyone has played it at some time or another. Because the nature of these toys and games is open-ended (as opposed to adapting a novel or a play) it's easy to turn them into a franchise and churn out sequels until the audience moves on. What may be more interesting than the fact that toys are being made into movies is precisely the choice of which toys. It's instructive to note that 2007's Transformers was not the first movie made from that property: in 1986 a cheaply-made animated film appeared and quickly disappeared from theatres. While that movie was released when the toys were at the height of their popularity, when the 2007 version appeared Transformers toys had largely been absent from store shelves for more than a decade. This does not make it unusual among the properties being made into movies: GI Joe, its companion in this summer's movie season, was discontinued in 1994, while two other projects currently slated for adaptation – Stretch Armstrong and Major Matt Mason – have not been widely available for more than thirty years. Even Monopoly, though still a strong seller, is a long way from its glory days. At face value this seems like an odd strategy. In an age where every five-year-old boy has dozens of pieces of Cars merchandise, why base movies on properties that young viewers are unlikely to have heard of? Why not make movies based on currently popular toys and games such as Neopets, Bionicle and World of Warcraft? The answer is that these movies – or at least the choice of properties to adapt – aren't aimed at young viewers at all. The market for Baby Boomer nostalgia is well-known, and Generation X has proven to be, if anything, even more susceptible to its charms (half the jokes on Family Guy, for example, are references to 1980s youth culture.) The theory may be that teenage boys are going to go see goofy comedies and action movies anyway, so there's no need to choose a property that will appeal to them specifically. Make a movie about a toy or game with strong nostalgia appeal, however – Transformers and GI Joe for Generation Xers, Major Matt Mason and Monopoly for Baby Boomers – and you add another potential audience, and possibly their children. (The power of nostalgia may explain the otherwise inexplicable decision of some respected directors and actors to do these projects, such as Peter Berg on Battleship and Tom Hanks on Major Matt Mason; apparently Hanks brought his own collection of Matt Mason figurines to his first meeting with the film's producers.) Of course, this can still work for the toymakers' advantage, by bringing old toys back to prominence and popularity: nearly half a billion dollars worth of Transformers merchandise was sold after the 2007 movie's release. Childhood, it would seem, has become a moving target. While we are rightly concerned about what's called Kids Getting Older Younger (the increasing sexualisation and sophistication of childhood play, such as that described here), a parallel phenomenon might be termed Adults Staying Kids Forever, an obsession with the trappings of childhood such as the particular toys and games you had, or didn't have but wanted, when you were young. (This is not to be confused with the genuine pleasures of childhood, such as play and exploration, which are available to anyone at any age.) The root cause of both is the same: consumerism, which is served by teaching both kids and adults that they can be happy if only they buy the right things – "sexy" clothes, the toys you loved as a child, and so on. Seen this way, Hannah Montana and Transformers are both working to make sure kids and adults meet in the middle to become that most desirable demographic: the perpetual teenager.
Mar 05, 2009
Watching Watchmen
Posted by: Matthew Johnson
To begin with, it’s useful to set out some of the differences between Watchmen and other adaptations of comics such as Iron Man or The Dark Knight. To begin with, the source material wasn’t a long-running serial but a series of only twelve issues which told a self-contained story. (The ending of that story is fairly final, so unless great liberties have been taken there’s no chance of a Watchmen 2.) The series had just one writer and artist, Alan Moore and Dave Gibbons respectively, unlike most comics which have had any number of people work on them over the years (while Iron Man was created by Stan Lee, Larry Lieber and Don Heck, for instance, the 2008 movie drew more heavily on the 1980s version by David Michelinie and Bob Layton.) Instead of the freewheeling page layouts associated with most superhero comics, almost every page of Watchmen is a rigid grid of nine panels, each stuffed with details that give verisimilitude to its fictional world and draw links between the different storylines. Finally, few of those pages feature fighting or action of any kind, most being given over instead to characters talking, dreaming, reading or just walking around. That brief summary may explain why Watchmen, which has attracted Hollywood’s attention since it was first published, has been such a challenge to adapt into film. Its writer, Alan Moore, has repeatedly said he does not think it should be made into a movie at all; while he does not own the original material, which he did as work-for-hire for DC Comics, he successfully convinced at least one prospective director to abandon the project. He’s also spoken with regret about the effect Watchmen has had on the comics industry in the years since it was published, as many other writers overlooked its criticisms of the genre and instead imitated it by creating darker, grittier superheroes. When the movie was first announced fan reaction was mixed, due both to affection for the original and Moore’s opposition to any adaptation. Director Zack Snyder fended off criticisms by saying that he took the assignment because if he didn’t, someone with less love for the material might ruin it. (He’s certainly resisted efforts to make it more kid-friendly, letting it go to theatres with a potentially crippling R rating for sex and violence.) In an interesting example of targeted marketing, much of the promotional material released to outlets such as Wired, which cater to people familiar with the original comic, has been as much about the authenticity of the film as its quality. This featurette, for instance, goes to great lengths to show that every last background detail from the comic has been incorporated into the movie: Of course, one important difference between a comic and movie is that time in a comic moves at the reader’s pace: there’s an opportunity, if one wishes, to slow down and spot all of the details. In as dense a text as Watchmen, where repeated motifs and accompanying text pieces are key to a full understanding, the reader needs that freedom. (For instance, repeated images of watches and clockworks pun on the title – itself a reference to Juvenal’s maxim “Who watches the watchmen?” – and connect to references to the Doomsday Clock, the watch-in-the-sand argument for the existence of God and Albert Einstein’s comment that if he had known where his discoveries would lead he would have become a watchmaker.) A movie, though, clicks away at a relentless twenty-four frames per second, only slowing down or speeding up when the director wishes. Given that, can the movie do any more than approximate the original? Maybe not – but perhaps that’s the wrong way to look at it. Perhaps it’s a mistake to imagine seeing the movie in a theatre; maybe just as the original Watchmen was a new development in the comics medium, the adaptation will be a new development in the medium of film – a movie made to be watched on DVD. Resources Teachers wanting to bring comics into the classroom have a wide range of resources available to them. Please note that some of these sites contain user comments that may be inappropriate for a classroom. Teachers are strongly advised to pre-select material for their classes to view and read rather than simply directing students to the sites. Wired magazine hosts a series of short films about the making of Watchmen that cast light both on the adaptation process and film-making in general. Watchmen artist Dave Gibbons talks about his process in drawing comics in this clip: For the writing side, you can get examples of comic book scripts at The Comic Book Script Archive. Teachers looking for age-appropriate comics to bring into the classroom can use this list at USA Today’s Pop Candy blog. The history of comics in Canada is covered in depth on the site Beyond the Funnies, which ranges from 1942’s Dime Comics to Chester Brown’s recent comics biography of Louis Riel and includes history, bibliographies and sample comics. The CBC covers much the same ground with TV and radio clips on their site The Comics in Canada: An Illustrated History. MindBlue maintains a Wiki of comics resources that links to lesson plans, articles, resources and tools for helping students create their own comics. Finally, the MNet lesson Comic Book Characters, for Grades 5 to 7, looks at differences in portrayals of men and women in superhero comics. This can be followed by the lesson Female Action Heroes, for Grades 6 to 8, which lets students create their own, non-stereotyped superheroes.
Feb 19, 2009
More Oscar, less grouch
Posted by: Matthew Johnson
Oscar’s problems, though, may be more than skin deep. A more fundamental reason for the decline in viewership may be that the Academy’s tastes rarely reflect that of the broader audience: while some of this year’s Best Picture nominees have performed well – the heavily-promoted The Curious Case of Benjamin Button has grossed over $100 million, Slumdog Millionaire nearly $90 million – none of the others have even hit the $30 million mark. This can’t be written off as part of an overall box-office slump: as often happens in poor economic times, people are actually spending more time and money at the movies. The best-performing film of 2008, The Dark Knight, earned nearly double what all of the year’s Best Picture nominees did combined. Nor is it simply that there were no commercially successful films to nominate: Wall-E received better reviews than any of the Best Picture nominees, scoring a 93 (out of a hundred) from the review-tracking site Metacritic, while only two of the nominees fared better than The Dark Knight. The fate of these two films helps us to understand Oscar’s problems. Wall-E was almost universally praised by both critics and audiences alike, and represents a major step forward for Pixar, the studio that made it: with its long silent sequences and often-sombre mood, it’s the first of their films that is made equally for kids and adults, as opposed to being a kid’s movie that adults can also enjoy. The Dark Knight, meanwhile, for all its flaws, was a tremendously ambitious movie, with scenes and images to rival anything in last year’s nominees No Country for Old Men and There Will Be Blood. Both movies were being seriously talked up in the days before the nominations were announced, but one senses that in the end the Academy was more concerned about respectability than quality. Fortunately, we can still use the Oscars as an opportunity to bring students’ attention to what’s good in film. Here are a few online resources that will help you channel Oscar buzz into productive classroom exercises:
Note: some of the video clips in the sites above may contain disturbing or otherwise unsuitable content, and some of these sites contain user comments that may be inappropriate for a classroom. Teachers are strongly advised to pre-select material for their classes to view and read rather than simply directing students to the sites.
Nov 03, 2008
New online resources for teachers
Posted by: Matthew Johnson The Web is full of great online resources for teachers and students, with new material appearing every day. With the arrival of National Media Education Week, teachers may be looking for fresh ideas to bring media education into the classroom. Here’s a quick overview of recently created (or recently discovered) resources that may help:
![]() One of the best resources for media studies classes is the Opening Shots Project, which provides shot-by-shot analyses of the opening shots of dozens of movies, from “Pan’s Labyrinth” to “His Girl Friday.” Best of all for classroom use, each analysis includes stills illustrating the shots being discussed. Jim Emerson, the project founder, explains its purpose this way: “Any good movie -- heck, even the occasional bad one -- teaches you how to watch it. And that lesson usually starts with the very first image… The opening shot can tell us a lot about how to interpret what follows. It can even be the whole movie in miniature.” Opening Shots Project is an invaluable demonstration of close reading of film.
![]() To see how a particular filmmaker’s vision evolved and changed over the course of a project, check out Starkiller: The Jedi Bendu Script Site, which focuses on the development of George Lucas’ Star Wars. This site houses several narratives explaining the process Lucas went through in creating the film, starting from his influences – ranging from Flash Gordon serials, which influenced the science-fiction setting, to Kurosawa’s The Hidden Fortress, which provided most of the movie’s plot – and explaining how Luke Skywalker went from being a grizzled and cynical old general to the innocent hero of the finished film. Not only that, but the site features several of Lucas’s original scripts– including an illustrated draft with early character designs – and even rejection letters from studios.
![]() A key concept in media education is the idea that media have commercial implications – that the creation of media products is influenced by the corporations that create and distribute them. This can be a difficult idea to communicate to students, however, because of the complex web of corporate ownership surrounding most media companies, which keep the actual owner’s agenda distant from the final product. Two resources to help make this idea more concrete for students are The Columbia Journalism Review’s Who Owns What site, which provides a list of those media companies owned by major corporations as well as a series of articles on media ownership, and Who Owns What On Television?, which takes much of the same information and represents it graphically, showing the major media companies owned by General Electric, Time Warner, Disney, News Corporation, CBS and Viacom.
Classroom activities
1. Using the Opening Shots Project as a model, have students analyze the opening scene of a film of their choice, examining it shot-by-shot to determine what the opening scene establishes about the movie’s tone, genre, mood, motifs and themes.
2. Have students read the original “Star Wars” story synopsis and compare it to the final movie. What characters, settings and themes are already present? What significant changes were made? Students will likely find that the original synopsis bears little resemblance to the actual film, at least on the surface. Have them speculate on why Lucas might have made some of the changes he did.
3. Show students the diagrams from Who Owns What on Television and ask them to consider the following questions:
Jul 15, 2008
Beyond the Screen
Posted by: Matthew Johnson
Media educator John Pungente’s series Beyond the Screen, airing on Bravo!, now has its own Web site, where teachers can find resources and tips on integrating the series into their classrooms. Father John Pungente, a longtime media educator and founding Board member of MNet, planned the series as a follow-up to his acclaimed Scanning the Movies. Like its predecessor, Beyond the Screen is intended as a way of teaching viewers to “read” movies. In Beyond the Screen Pungente uses clips from current movies and interviews with cast and crew to shed light on filmmaking techniques, genre, and theme. The Web site offers showtimes and previews of upcoming episodes and links to teachers’ guides. (So far the only guide that’s been posted is for Speed Racer, but the guide for The Dark Night should be up shortly; upcoming episodes on Sisterhood of the Traveling Pants and Harry Potter and the Half-Blood Prince should be popular as well.)
As a Canadian pioneer in media education, Pungente has had a long career of opening audiences’ eyes to the craft and the meaning to be found behind movies. As he puts it, "There are few people who have not seen The Wizard of Oz. One of my favourite moments comes toward the end of the movie when Dorothy pulls aside the curtain and reveals the truth about the wizard. In Beyond the Screen, we want to pull back the curtain on the movies we watch."
You can learn more about Beyond the Screen at www.beyondthescreen.com.
Jul 08, 2008
The Most Toys
Posted by: Matthew Johnson Summer is officially upon us, and with it comes the usual lineup of blockbuster movies. Along with the usual cast of superheroes, spies and sexagenarian, whip-cracking archaeologists comes a somewhat unusual hero: Wall-E, the nearly mute robot protagonist of the film of the same name.The film, which tells the story of a lonely robot whose job is to tidy up the Earth after we humans have turned it into a giant landfill (and then abandoned it for condo living in space), has been received warmly by critics. One aspect of Wall-E that many critics have focused on is its relatively dark story and its topical slant; the New York Times’ Katrina Onstad describes it as “An Inconvenient Cartoon,” drawing links between its environmental message and that of Al Gore’s Oscar-winning documentary.
Of course, there’s some irony in a summer blockbuster – especially one aimed at children – suggesting that we might be buying too much stuff. Exempted from Wall-E’s environmental message, presumably, would be the variety of Wall-E merchandise that will soon be gracing store shelves, such as the “Cube and Stack Wall-E,” “Construct-A-Bot Wall-E,” and “Dance ‘n’ Tap Wall-E” (you can see the whole list at http://pixarplanet.com/blog/thinkway-walle-merchendise). Similarly, we can assume that the anti-corporate elements of the film – in which a company called Buy ’n’ Large has turned the human race into obese, complacent drones – are not intended to apply to Pixar, its parent company Disney, or Pixar co-founder Steve Jobs’ other company Apple. (Wall-E’s girlfriend, EVE, actually looks a lot like an iPod; you can see a list of Apple references in the movie here.)
For his part Andrew Stanton, the film’s writer and director, says no messages were intended at all. As he told the New York Times, “I don’t have much of a political bent, and the last thing I want to do is preach. I just went with things that I felt were logical for a possible future and supported the point of my story.” He also expressed little interest in the accompanying merchandise, saying “If someone gives me a marketing report, I throw it away.”
Pixar is unusual in the degree of creative freedom it gives its directors (most of whom also write their films), but even it can’t escape the pull of merchandising: with box-office revenues for its movies dropping off since 2003’s Finding Nemo, merchandising is increasingly important to its profitability. Cars (2006), for instance, was a commercial disappointment, but its boy-friendly concept allowed it to set a new record for merchandise sales, selling a billion dollars’ worth versus a mere $700 million in ticket sales. Naturally, a sequel has been announced in hopes of maintaining demand.
For other would-be blockbusters, merchandising is a way of getting around age restrictions. All of the summer’s big superhero movies, for example – Iron Man, The Incredible Hulk and The Dark Knight (the latest Batman sequel) – are rated PG-13 in the United States, requiring children under 13 to be accompanied by an adult. As the Campaign for a Commercial Free Childhood has pointed out, however, each one of these films has merchandise associated with it that is both aimed at and advertised to much younger children. This includes an Iron Man Nerf Blaster (for ages 6 and up), a “Hulky Pokey Hulk,” (for children as young as 18 months) and nearly five thousand Batman items. According to Paul Gitter of Marvel Comics, which owns the characters of Iron Man and the Hulk, toys are a kind of advertising as well as a revenue stream: "Especially for kids, they'll see the toys before they'll see the movie ads. If they want the toy, they usually want to see the movie."
It wasn’t always this way, of course. A long time ago – in what may seem like a galaxy far, far away – merchandising rarely outlived its parent movie. What changed everything was Star Wars. Before that time, merchandising was thought to be of so little value that 20th Century Fox, the studio that produced Star Wars, let director/producer George Lucas keep the merchandising rights – a decision that cost them $20 billion, according to Forbes magazine. Star Wars merchandise, from sheets to action figures to cake pans (I still have the cake pan), was inescapable from the late ‘70s to the early ‘80s. The Star Wars lesson was not lost on other producers, or toy companies: children’s television in the ‘80s was littered with shows that began life as toys (Smurfs, G.I. Joe) or where the show was created to sell the toy (Gummi Bears, Masters of the Universe).
Like Pixar, Lucas has maintained demand for merchandise by periodically producing more screen content, starting with the 1991 novel Heir to the Empire (the first to be set after the last movie of the original trilogy), then finally releasing the long-promised “prequel trilogy” of films in 1999. While those movies were poorly received by both critics and fans – one fan told the Toronto Star he’d been so disappointed in them he sold off all his action figures – they kept the merchandising sales alive, and Lucas has announced an animated series (set between the second and third films) to keep the taps flowing.
Like all of today’s blockbusters, Wall-E owes a significant debt to Star Wars: its producers know that even if kids find the movie’s nearly wordless opening act hard to get into, they (or their parents) will still buy enough products with Wall-E and EVE on them to make the movie profitable. That debt is acknowledged by having the voice of Wall-E provided by Ben Burtt, who gave R2-D2 his distinctive beeps and whistles. Should you find yourself nostalgic for the original, of course, you can always buy a life-sized, voice-activated replica of the little ‘droid – just $169.95 from Hammacher-Schlemmer.
For tips on dealing with advertising to kids, check out MNet’s resources on “How Marketers Target Kids” and “Dealing With Marketing: What Parents Can Do.” Parentline Plus also has a page of “Tips On Tackling Pester Power.”
Apr 14, 2008
DIY Media: Mashups, fan movies, and machinima
Posted by: Matthew Johnson
Note: this is the second in a series of columns looking at the history and future of Web 2.0.
In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we’ll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
Mashups. Perhaps the most well-known type of user-created media is the mashup, a mixture of two (or more) pre-existing works to create something new. The most famous of these is The Grey Album, a mashup of vocal tracks from Jay-Z’s Black Album with samples from the Beatles album The Beatles (better known as “The White Album” due to its all-white jacket). The Black Album tracks had actually been released by Jay-Z with the intention of making it easier to remix them, pointing to hip-hop culture as another forebear of the modern DIY movement. It’s long been standard practice for hip-hop artists to encourage remixes by releasing their vocal tracks, as Jay-Z did, in the hopes of building word-of-mouth and encouraging fan involvement. Unlike most remixers, though, the producer Danger Mouse (a pseudonym for London DJ and producer Brian Burton) did not lay his own beats onto the vocal tracks but rather used samples from The Beatles.
The Grey Album episode included many elements that were typical of the mashup as a whole, so it’s worth exploring this in detail. To begin with was the legal issue: EMI, which owns the copyright to the Beatles tracks used, served Burton with a cease-and-desist order when he began distributing copies of the album. Although Burton complied, by that point several people who had received copies had uploaded them onto the Internet. When many of these download sources also received cease-and-desist orders from EMI one of them, a site called Downhill Battle, organized an event called “Grey Tuesday” to protest. On February 24, 2004, more than a hundred Web sites offered the album for download for a twenty-four hour period. This signalled a new activism within the online community, advocating for the right to use samples without obtaining permission from the rights holders. We’ll be looking at this issue in greater detail in a later instalment, but for now it’s worth noting that the owners of both the recordings and the songs themselves are corporations – EMI and Sony. It would be interesting to know what the reactions might have been if the Beatles themselves had still owned the rights to either one.
Another issue illustrated by The Grey Album (and a legal concern, as we’ll see in a later column) is the attitude that mashups are not original works of art, but rather the musical equivalent of Mad Libs or Paint-by-Numbers. It’s true that The Grey Album inspired many mashups that were, well, less inspired – but the trick in many works of art is to make it look easy. In fact The Grey Album received notice for more than just novelty. The New Yorker profiled Burton, looking in detail at the effort that had gone into the album’s creation, and it was named the best album of 2004 by Entertainment Weekly. Despite the crudeness implied by the term “mashup”, the album’s creation took considerable finesse: “It would have been easy just to slap the vocals over music of the same tempo,” Burton told the New Yorker. “But I wanted to match the feel of the tracks, too.” In an interview with MTV Burton said that the album took him two weeks of non-stop work: “The first thing the producer did was listen to The Black Album a cappella and measure the amount of beats per minute for each track, a common technique for club DJs who seamlessly mix music together. Next, he scoured all 30 songs on The White Album, listening for every strike of a drum or cymbal when other instruments or voices were not in the mix. Most were single sounds, which he would later put together to make beats.”
Although most mashups are still done with songs, the idea has spread to other media as well. Mashup videos – mostly short clips -- range from the satirical to the simply silly: from If Dick Cheney Was Scarface, which puts dialogue from that movie into the Vice President’s mouth, to Clint Eastwood’s The Office, which imagines the sitcom as made by the director of such violent movies as Unforgiven. While few of these have the inspired quality of The Grey Album, the mashup has become an established genre – and, for better or worse, the form most widely associated with online user-created media.
Fan movies. Taking things one step further are fan movies. These are original movies (some feature-length) that use characters and settings from pre-existing properties such as Star Trek and Star Wars. Although the writing of “fan fiction” is not new – it dates back at least as far as the early 1970s, when Star Trek fans began writing original stories following the cancellation of that series – it is only recently that fans have begun making video content. In part this is due to the availability of digital video cameras and editing software, but another cause is certainly the ability to make the films widely available through the Internet. Making even a short film, after all, is a complicated project, and if your only expected audience is your friends and family you’re unlikely to see it through. A fan film made today, though, might easily be seen by hundreds of thousands of people, and as a result some truly ambitious works have been created.
Fan movies fall into two broad types. The first is straight-forward fan fiction, “untold” stories that might easily fit within the canon of the particular property. An example of this is Star Trek: Phase II, which aspires to create a “fourth season” of the original series. Phase II, like most fan films of this type, treats the original material with something approaching reverence: it has, for instance, filmed scripts written by original series writers David Gerrold and D.C. Fontana. At the same time, these fan films often reflect the fans’ own interpretations and desired changes to the material; Gerrold’s episode, for example, is an adaptation of one he wrote for the Next Generation spinoff series and which was never filmed due to its dealing with homosexuality and AIDS.
The second type of fan film is humorous and satirical. This is often done by blending the original material with a more mundane element: Troops, the first of these films to get much attention, portrays Star Wars’ Stormtroopers in the style of the reality show Cops. Another, Chad Vader: Day Shift Manager, imagines the life of Darth Vader’s less ambitious brother. Though funny, these films are rarely satirical in the way that mashups often are: while less faithful than the fan fiction movies, these too show a tremendous affection for the original material.
Machinima is perhaps the least-known type of user-created media; it’s also the one most intimately tied to the online medium. That’s because machinima is actually made using existing computer programs – either animating characters in virtual worlds such as Second Life or using computer games to create narratives. (In some cases this is done through co-operative play – every user in a multi-user game agrees to act out their part in the story – and in some cases it is done through the “modding” functions of games like Doom, described in the last column.) Many machinima have a relationship to these games similar to that between fan movies and their inspirations; the machinima Red Vs. Blue mocks Halo in much the same way as Troops does Star Wars. Others use the game merely as a jumping-off point, such as the Busby Berkeley-style musical numbers staged within the multiplayer game Star Wars Galaxies (there has, inevitably, also been Star Trek machinima, most notably the feature-length Borg War.) Whereas fan films are essentially movies delivered through the Internet, machinima can best be compared to puppetry – or perhaps to the theatre. The machinima ethic of telling a story with already-available tools calls to mind the director Peter Brooks’ famous statement that “I can take any empty space and call it a stage.” In machinima, the game is the stage.
These three forms are really just the beginning of the user-created media available on the Internet; we haven’t addressed webcomics, one of the earliest kinds of online user-created media, or newer ideas such as Muxtape (a Web site that lets users submit and download mp3 “mixtapes”) and wikinovels. Nor have we touched on the user-created content that lets people “answer back” to the messages they receive from commercial media, such as the anti-violence game Soul Control.
It can be easy to dismiss user-created media; all too often it is juvenile, poorly made or obsessively focused on “fannish” material. Much of it is no different from what, in earlier generations, was filmed on Super 8 cameras or just acted out in living rooms However, as noted in the previous installment, the key difference is the use of Internet as a method of delivery. That is what allowed The Grey Album to be on many music critics’ top ten lists, allowed the fan movie Fanboys to be released by a major studio, allowed an episode of Star Trek: Phase II to be nominated for a Nebula (one of the most prestigious awards in science fiction) and allowed an Emmy-winning episode of South Park to be made using the online game World of Warcraft. In our next installment, we’ll look at a number of services which appeared to make user-created media more accessible to the less technically adept.
For Classroom Discussion
Jan 11, 2008
Buried treasure
Posted by: Judith Donin ![]() Ever wonder why the movie you see in the theatre looks nothing like the trailer you saw for it? The one that made you decide to pay ten dollars to see the movie? Last week David Pogue asked that question in his column Circuits, complaining that the film National Treasure: Book of Secrets did not contain the most memorable scenes from its trailer. This week he prints a letter from that film's director Jon Turteltaub, explaining the process by which a movie and trailer are made -- including the surprising fact that the trailer is not made after the film; instead, the two are made at the same time by two essentially separate and parallel teams. Says Turteltaub: "What’s funny is that the filmmakers do exactly what you do. I was watching the final trailer for my movie, saying what you said: ‘Ummm....that’s not in the movie, that’s not in the movie, THAT’S not in the movie.’" Turteltaub goes on to explain that the very things that make a scene or image good for a trailer may cause it to be left out of the final cut of the film: "Dialogue that is really blatantly clear and ‘explainy’ is GREAT in a trailer. Profound statements like ‘Let’s find that treasure!’ work in a 30-second commercial, but come out pretty lame in a real dialogue scene." For Class Discussion
Check out the lesson Hype! for an in-depth look at how movies are promoted.
Jan 07, 2008
Shining a light on the unseen aspects of film-making
Posted by: Judith Donin
Our recent survey of the most frequently accessed parts of our site showed that there was a strong demand for our resources on film-making. This past weekend the New York Times ran articles on film editing and sound editing that serve as excellent primers on those two important but often overlooked aspects of film-making, looking at them through the lens of likely Oscar contenders such as The Bourne Ultimatum, No Country For Old Men and There Will Be Blood. These articles are both great resources for anyone who teaches media.
Nov 28, 2007
Green Screen
Posted by: Warren Nightingale
An Inconvenient Truth (2006) demonstrated that movies could be a powerful force for creating awareness of environmental issues. However, up until recently there has been very little dialogue on the environmental impact of television and film production. Media creation is a big business, dominated by big-budget productions, which generally means a big-footprint on the environment. A 2006 UCLA study of Hollywood found that California’s media industry creates more greenhouse gases than the apparel, hotel, or aerospace industries. For Discussion Ask students what ways the movie industry can help “green” media production? Answers will vary, but may include that the industry can:
Nov 05, 2007
Feature Film and Popular Culture: Stories for the Classroom
Posted by: Guest ![]() Join the Association for Media Literacy (AML) on November 6th, from 5:30 - 7:30, for a fascinating panel discussion featuring: Jesse Wente, CBC film critic; Kristine Collins, NFB; and media educator Chris Worsnop.
Jesse Wente’s keynote presentation will explore “Hollywood’s Marketing to Youth: Moral Panic or Celebration?”
After the panel presentation, breakout sessions focusing on using film in the classroom will be held for elementary and secondary teachers.
Location: Ground floor Library, Ontario Institute for Studies in Education, 252 Bloor St. W., Toronto
Admission: $10.00, Students: $5.00, Unwaged: PWYC, Members free.
Webcast Information
The event will also be presented online as a webcast.
Preparing to view the webcast
The address the AML be using for the Webcast is http://142.150.98.64/oise
If you proceed to that site currently, you’ll find some of Ontario Institute for Studies in Education’s previous events, including a CTL Research Symposium from October. You can use this to test your set up. If you can see and hear the video, and see the PowerPoint presentation, then you’re set up to participate in our event on Tuesday, November 6th.
If you can’t see or hear the video and PowerPoint, you will need to download RealPlayer software. This is the software required to view the webcast on November 6th. You can download RealPlayer for free from www.realplayer.com.
Be sure to set up and test your software before the event begins on November 6th!
Viewing the Webcast
The webcast will be broadcast live at the time of the event. The event itself will not appear as an option on the site until 5:25 p.m. on November 6th. Questions will be excepted via e-mail during the event. Send your questions to info@aml.ca.
Aug 08, 2007
Ingmar Bergman and Michelangelo Antonioni
Posted by: Guest ![]() By Barry Duncan Barry Duncan is the founding President and Past President of the Association for Media Literacy. He provides a personal response to the recent passing of two filmmaking masters.
Glad we are paying homage to the giants of cinema passing on- Bergman and Antonioni. For myself, it is a reminder that such filmmakers were our reasons for doing film in the classroom, leading later to the more comprehensive agenda of media education and an expanded definition of media literacy.
Antonioni's L’Avventura (1960) was a turning point for me. A film with almost no plot but dwelling on surfaces and conveying existential angst. What a contrast to the dominant Rock Hudson/Doris Day film milieu. (My wife was not amused by this bleak black and white experience.) I recall subscribing to the densely academic periodical, Film Quarterly which published a complete issue critiquing the film in a scene-by-scene analysis. Wow! Amazing! I am old enough to have witnessed the first showings of Bergman's works of the 1960's and 1970's. One of my fondest recollections was anticipating the next Bergman film. I showed The Seventh Seal and Wild Strawberries every year to my senior English Quest class. Most kids were receptive, but at times it was like pulling teeth. Media educators at that time pounced on the Bergman films, mining them for characterization, philosophical messages, symbolism, interior framing etc. Would any media teachers dare to do Bergman today? The following quote in The National Post by Dana Stevens (published originally in Slate magazine) weighs in on current perceptions. She praises Bergman for his formidable achievement but ends on an enigmatic note. Is she trying to have it both ways? "His films can be austere, cerebral, unashamedly indebted to psychoanalysis and philosophy - have come to seem dated: noble to be sure, but faintly quaint." Best wishes to all. Barry Duncan
Jul 26, 2007
Product Placement: “More than meets the eye”
Posted by: Warren Nightingale
While critics of product placement in movies may joke that some films are so brand-heavy that the products are treated like characters, in the summer blockbuster movie Transformers, the products are the characters. The film features General Motors vehicles as the heroic Autobots, who receive as much screen time as any of the actors in the film, providing GM with one of the biggest product-placement opportunities ever for an automotive company. The use of GM vehicles in Transformers is just one example of the pervasive marketing practice of placing brand-name products in films, music videos and television shows. A good resource on product placement is the Brand Hype (www.brandhype.org) Web site which features articles and an extensive database of product placement examples. The site also offers a 37 minute documentary video Behind the Screens: Hollywood Goes Hypercommercial which tracks the rise in the movie industry of product placements, merchandising deals and tie-ins with fast food chains. For educators, there’s a downloadable companion study/teaching guide.
Jul 19, 2007
1001 Movies to See Before You Die
Posted by: Warren Nightingale
The UK-based newspaper The Guardian recently published its list of “1001 Movies to See Before You Die”. Movie buffs will find the list an invaluable resource for choosing their summer viewing and adding classic films to their DVD collections. And because choosing favourite movies is an entirely subjective exercise, the list provides a starting point for debating the merits of the films that were included and an opportunity to create a list of gems that were overlooked. Visit the Guardian Unlimited Web site to see which flicks made the cut.
Feb 21, 2007
Inviting Oscar into the classroom
Posted by: Warren Nightingale This Sunday is the 79th Annual Academy Awards celebration. Discussions around the Oscars offer an excellent opportunity for students to explore cultural topics associated with the North American film industry.
Here are some ideas for classroom activities:
Teaching activities were adapted from Analyzing Oscar: Deconstructing the Academy Awards teachable moment by Derek Boles.
Feb 16, 2007
Hollywood’s consumer-influenced online marketing strategies
Posted by: Warren Nightingale ![]() For the entertainment industry, the Internet presents endless opportunities to create buzz and establish a fan base. More and more film studios are beginning to embrace the Internet as a marketing strategy for consumer-influenced content—subject matter formed from users’ suggestions.
Here are three recent examples:
Jan 10, 2007
Pacific Cinémathèque: Resources for Media Literacy
Posted by: Warren Nightingale Pacific Cinémathèque is a not-for-profit society dedicated to the understanding of film and moving images. Through exhibitions, film tours, educational services and film-related resources, the Vancouver based organization fosters critical media literacy and advances cinema as an art and as a vital means of communication in British Columbia and Canada.
A great resource for teachers; the organization’s Education Department offers film and media education resources, including student workshops, production programs and InPoint, an online tutorial on digital filmmaking. InPoint covers every phase of production, including fundraising and distribution. The tutorial offers sample video clips, downloadable worksheets and backgrounders for teachers.
Pacific Cinémathèque also offers study guides for films which can be previewed online. Guides for The Grey Fox and The Mighty can be downloaded for free.
For more information on the resources available from Pacific Cinémathèque, visit their Education Department Web site.
Dec 22, 2006
Lights, Camera, Smoke! Tobacco in the movies
Posted by: Warren Nightingale ![]() Movies are ubiquitous in December. The latest Christmas films, big releases and soon-to-be Oscar contenders are debuting at movie theatres, many holiday favourites can be found on television, while in stores there seems to be a never-ending stream of DVD releases and gift box sets. Many of these film are aimed at young people and there have been concerns raised recently about the role of smoking in movies and its connection to tobacco use among youth.
In the December 2006 issue of Archives of Pediatrics and Adolescent Medicine, a study “The Extent to Which Tobacco Marketing and Tobacco Use in Films Contribute to Children’s Use of Tobacco,” found that depictions of smoking in movies are more psychologically powerful than cigarette advertisements and have a greater impact on children’s attitudes and behaviours regarding smoking. The research looked at 51 studies and found that media exposure to tobacco use increases the odds of youth taking up smoking almost threefold.
Also in December, the American Medical Association (AMA) Alliance released a list of movies that were this year’s worst offenders for glamorizing smoking. The naughty list includes:
The Ant Bully (PG)
Material Girls (PG) Talladega Nights (PG-13) Pirates of the Caribbean 2 (PG-13) Stay Alive (PG-13) Superman Returns (PG-13) You, Me and Dupree (PG-13) The AMA noted that this year’s youth-rated movies were more likely than R-rated films to feature tobacco use, a trend that has continued over the last seven years. The AMA also estimates that on-screen smoking is the reason 390,000 teens take up smoking every year in the U.S.
Check out the Smoke Screen: Tobacco in the Movies teachable moment that examines the relationship between depictions of smoking in film and tobacco use among teens.
Nov 27, 2006
PSA as a Classroom Activity
Posted by: Warren Nightingale ![]() “A lot goes into media. What do you take out?” is a PSA created by Media Awareness Network to promote critical thinking about media. The PSA starts as a music video featuring two stylish performers in front of a posh estate. Once the director calls “cut”, the camera keeps rolling, the estate disappears to reveal a blue screen, the set is dissembled and the performers are stripped of all glamour.
The PSA urges viewers to consider what goes into media creation, and what meaning and messages can be taken out. Viewing and discussing the PSA in the classroom can be a great way to introduce students to the topic of deconstructing media.
The TV PSA can be viewed on the YouTube Web site or on the National Media Education Week Web site as part of a national campaign which also features print and radio PSAs.
Click on ‘show extended entry’ for discussion questions on the PSA:
Show extended entry >>
Oct 24, 2006
Halloween Treats
Posted by: Warren Nightingale
The following is a list of media education resources
What Do Halloween Costumes Say? Too Spicy Costumes Rile Parents Ensuring a Happy Halloween |
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September 07, 2010
It's over ... and it's complicated. Google Helps Users Learn What it Knows About Them Web Impostors May Face Prison in California A Reprise for Jingles on Madison Avenue Austrian Government Bans “Islamophobic” Political Flash Game Marketing Fanciful Items in the Lands of Make Believe Click here to view MNet News Headlines for the Past Week.
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