Sunday, October 31, 2010
Week Twelve - Filip
How have game shows influenced reality TV?
As a product of major hybridization, reality TV and game shows alike ‘include interaction between non-professional actors and celebrities, although increasingly non-professional actors are often treated as celebrities in their own right in such programmes.’ (Hill, 2005, p. 21)
This gave rise to the hugely popular ‘reality gameshow’ genre, including shows like Survivor and Big Brother, filled with challenges and prizes supplemented with interaction between celebrities, contestants and home audiences.
Following further hybridization into ‘life experiment programmes’ like Wife Swap,Take My Mother-in-law and Holiday Showdown, Reality programming is now generally broken down to:
-Infotainment (Tabloid TV) [Mythbusters, Animal Planet]
-Docu-Soap (Observational personal adventure drama) [Deadlist Catch, Storm Chasers]
-Lifestyle (Life experiment programmes/Professional help journal series) [Supernanny, Wife Swap]
-Reality Gameshow (Weekly elimination challenge series) [Survivor, Big Brother]
Why is reality TV so popular for both programme makers and TV viewers?
Drawing on its influence from gameshows; ‘two reasons: it is ‘cheap and easy to produce’ and is ‘extremely exportable’. (Hill, 2005, p. 22)
Because of the nature of reality TV (mostly observational, with a formula put in place for challenges), there wasn’t much need to spend money on hiring a writing staff as a Soap Opera would need.
These shows ‘were successful in the 1990’s and early 2000’s because they drew on existing popular genres, such as soap opera or game shows, to create hybrid programmes.’ (Hill, 2005, p. 39)
References:
Hill, A. (2005) The Rise of reality TV. In A. Hill, Reality TV: Audiences and Popular Factual Television. (pp. 15 – 40). Oxon: Routledge
Week Eleven - Filip
How have they constructed our conceptualisation of reality (or at least what we recognize was being real at the visual level)?
Biressi & Nunn (2005) highlight the different narrative format used in reality TV.
‘Rather than construct a ‘temporal framework’ in the form of organized storytelling or rhythmic patterning through a shooting script, observational films chose to rely on editing to generate a sense of lived experience and time passing.’ (Biressi & Nunn, 2005, p. 118)
Editing techniques and cinematography tricks borrowed from the documentary genre have brought with them a sense of believability. There’s a familiarity with ‘cameras following people around’ that leaves audiences more ready to accept the factual entertainment (real life setting and characters alone) as ‘infotainment’ or ‘docu-soaps’. (Hills, 2005, pp 113 – 115)
How does Hill define reality TV?
Hill (2005) states ‘Reality TV’ has undergone changes over years and first explains it is a ‘genre in transition’. From legal and emergency report programs, Hill looks to analyse the threshold between factual and fictional TV. ‘perhaps the most traditional industry term for reality TV is factual entertainment. The term usefully merges factual programming with entertainment-based television, and highlights hybridization, a common generic feature of most reality programmes.’
Hill (2005, p. 108) clarifies; ‘Another traditional industry term is that of popular factual, a term that links popular audiences with a variety of factual television genres and formats.’
Hill uses the name of ‘popular factual’ as a basis for his analysis.
Public television audiences interviewed gave a loose consensus that ‘viewers equated reality TV with ‘cameras following people around.’’
Hill (2005, p. 114) concludes ‘There is no one definition of reality programming, but many, competing definitions of what has come to be called the reality genre.’
References:
Biressi, A. & Nunn, N. (2005). Real Lives, documentary approaches. In Reality TV: realism and revelation. (pp. 35-58) London: Wallflower.
Hill, A. (2005) The reality genre. In A. Hill, Reality TV: Audiences and Popular Factual Television.
(pp. 14 – 40). Oxon: Routledge.
Week Nine - Filip
Hills (2004) lists a number of defining characteristics of cult TV that contain similarities to the defining characteristics of pop genres (e.g. fantasy, science fiction) discussed earlier in the Pop Genres paper. Can you identify these and discuss why you think that these characteristics are repeatedly viewed as underpinning popular genres.
Hills (2004, pp. 509 – 510) briefs three common characteristics attributed to Cult TV:
-Cult-as-Text – Often sci-fi, fantasy and horror.
-Cult-as-Inter-Text – Fan magazines with critical and journalistic analysis of the show.
-Cult-as-Audience – Show achieves ‘cult status’ as a result of fan support. ‘This type of argument positions cult TV as a ‘grassroots’ phenomenon, assuming that it is created by fans rather than by media producers.’
The narrative style is then described as having a ‘hyperdiegesis’ component ‘(adapting the term ‘diegesis’, which means the represented narrative world), suggesting that cult texts can be distinguished by their extended, expansive narrative worlds’ (Hills 2002, p. 137)
This infers a distinctive mark of a cult show is the typical narrative ‘world’ being expanded to a narrative universe, wherein fanciful fantasy elements are treated as commonplace, exemplified by Hill (2004, p 511) via the ‘Buffyverse’ of Buffy the Vampire Slayer.
Hill goes on to describe how while the continuity with this universe is generally preserved, the show maintains interest through subversion and reestablishment of the status quo. All the while episodes utilize fan investment to build story, in-jokes and character relations. Hills identifies this as an aspect of Cult TV which distinguishes it from soap operas and dramas. (Hills 2004, p. 512)
I believe the characteristics recurring throughout popular genres appeal to an audience’s sense of wonder. Leading questions are scarcely resolved, serving more to ascertain a context for an ‘endlessly deferred narrative’ with a focus a few protagonists. (Hills 2002 pp. 134 – 135)
What role does Hills (2004) suggest the fans play in the construction of cult TV? How is new media central to this?
Hills (2004, pp. 518 – 519) suggests fans operate through various methods:
-Fans organize TV programmes into an ‘intertextual network’ sharing enthusiasm across multiple -media platforms. (Books, films, comics)
-Fans actively prescribing the title of ‘cult’ to a series
-Fans assemble ‘Appreciation Societies’; ‘Fans also produce commentaries, fan fiction, episode guides and production histories that all work to sustain the distinctiveness of fandom as a community that reads the ‘intertextual network’ of cult TV shows in a characteristic way.’
-Fans create a market for memorabilia, merchandise and props related to their favourite shows.
‘Most of these fan activities are carried out both online and in real life: fans can gather together in virtual spaces as well as in hotel function rooms... by making it easier for fans to contct other like-minded devotees, the web increases the possibility of small-scale organized fandoms emerging around a wider variety of TV shows.’ (Hills, 2004, p. 519)
New media enables advanced communicative capabilities between fans, which of course helps the fandom to grow, and also gives more exposure, as Hills cites Kristen Pullen ‘the Internet may have begun to mainstream fandom’. (2000, p. 60)
References:
Hills, Matt. (2002) Fan Cultures, Routledge: London and New York.
Hills, Matt. (2004), Defining Cult TV; Texts, Inter-texts and Fan Audiences, The Television Studies Reader, R. C. Allen & A. Hill. London and New York: Routledge.
Pullen, Kirsten. (2000) ‘I-love-Xena.com: Creating Online Fan Communities’ in David Gauntlett (ed.) web studies, Arnold, London, pp. 52-61.
Sunday, October 24, 2010
Harri - Week 11
Sam wk10
Questions answered;
Week 12
How have game shows influenced reality TV?
Game shows have influenced reality TV in a number of ways due to the fact it has basic format which can be easily changed to suit different audiences and countless settings. Game shows rely on chance and the contestant’s knowledge and ability to make life changing decisions in the space of time of a television programme. A game show like Survivor relies on the contestants to not only make decisions that will affect their life but to do so within the framework of the game.
“After the ‘smash-hit’ of Survivor, the networks scrambled to glut the market with a winning formula of gameshow, observational documentary and high drama” (Hill 2005 p. 104). Programmes such as Hells Kitchen and The Biggest Loser use this format to create a programme which involves the audience by pulling at their emotions and getting them hooked on the possible outcome. This sort of reality programme led to the production of life experiment shows. “Part social experiment, part makeover and part gameshow, life experiment programmes usually involve ordinary people experimenting with their lives in various different ways” (Hill 2005 p. 105). Like the programme Queer Eye for the Straight Guy which involved a team of stylists giving one heterosexual man a makeover including redecorating his home and providing him with advice on his love life.
Another way in which gameshows have influenced reality TV is in terms of shows such as I’m a celebrity…get me out of here and Celebrity Big Brother. These shows focus on turning celebrities into ‘ordinary people’ for the purpose of seeing how they cope with their change in setting and lifestyle. Turning the camera on celebrities so to speak also paved the way for shows such as Punk’d a celebrity version of Candid Camera. As stated by Hill (2005) “…as reality gameshows move into the realm of popular entertainment and performance becomes even more central to the success of contestants” (p. 106) it is no wonder that the reality gameshow has had such an impact on the success of reality TV.
Why is reality TV so popular for both programme makers and TV viewers?
Reality TV is so popular for both programme makers and TV viewers as it incorporates well established television genres and programme formats and adapts them into something new and fresh for the TV audience. “Popular factual programming can fit under a range of traditional categories, such as entertainment, and/or topics such as health, but it can also be labelled as reality TV when beneficial to the industry” (Hill 2005 p. 45).
Its popularity can be linked to the fact that is easy to produce and in most cases is highly riveting. “The target viewers of reality TV are the type of viewers who choose popular rather than traditional or specialist factual programming precisely because it is factual and entertaining” (Hill 2005 p.53). The popularity of reality TV makes it worth the while of programme makers to invest time and effort into making shows which captivate television viewers.
Saturday, October 23, 2010
Week 11
What signifiers of reality TV have emerged from the documentary genre?
The documentary genre is based in realism, such as life and how we live it. “Realism becomes measured through the subject matter being reconstructed and that realism depends on notions of suffering, raw experience and personal struggle as emblems of the real” (Biressi, A. & Nunn, N 2005 p. 36). The documentary genre is primarily based on using the example of ordinary people as a learning tool to depict how different groups of people live their lives. The audience gains insight from people who are struggling to carry out their day to day activities from behind the lens of a camera. “Grierson, who coined the term ‘documentary’ happily acknowledged the role of aesthetics in the genre, describing the documentary process as the ‘creative treatment of actuality’” (Biressi, A. & Nunn, N 2005 p. 36).
Documentary is popular due to the intimate style of filming which relies on the openness of the subjects being documented. This is brought over to reality TV in shows such as Survivor and Project Runway which depicts ordinary people living their lives, however doing so in a manufactured setting. Documentary originally started in cinema however, “it was television that was to become the most commonly used an accessible arena for both the screening of documentary and as a space for the representation of ordinary people – men and women” (Biressi, A. & Nunn, N 2005).
Those that made television programmes aimed at producing shows that could connect with the audience by showing real people in situations that would garner an emotional response from viewers. This started the production of documentary dramas which showcased real people in the format of television drama. “The term ‘documentary drama’ itself also points to the perceived importance of dramatic realism at this time, which, together with an emphasis on truth-telling as the foundation of productions, led to the cultivation of a uniquely televisual lexcion of conventions” (Biressi, A. & Nunn, N 2005 p. 54). The influence of this form of drama lent itself to many other types of factual programming and reality TV genres.
How does Hill define reality TV?
Reality TV is encapsulates a wide range of different genres and sub-classifications of ‘popular factual programming’ (Hill 2005). Its main purpose is generally entertainment but also incorporates other styles such as documentaries, sports, news and the arts. “The term reality TV is so flexible that it can be applied to any type of popular factual programming the industry wants to sell to channels and viewers at home or abroad” (Hill 2005).
‘Popular factual programming’ can relate to not only what an audience may deem as reality TV but also what the industry may label it in order to market It to the television watching public. “Most television scholars who discuss reality TV tend to include a variety of television genres in their definitions of the ‘reality genre’ precisely because reality TV borrows from so many different existing genres” (Hill 2005 p. 49).
Programmes such as Survivor are not only based on the game show format but are also influenced by the popularity of dramas and soap operas. Similarly programmes such as Project Runway and Americas Next Top Model incorporate suspense and drama into the show in order to keep the audience interested in what will happen next. “The continuum between fact and fiction is a useful way to think of the relationship between contemporary factual programming and the various types of popular factual television that make up the reality genre” (Hill 2005 p. 50).
It is difficult to define the reality TV genre due to the amount of influences used from other genres and those sub-categories of the genre itself. Reality TV is in essence is a term used to describe any show based on real life events made for the purpose of television.
Friday, October 22, 2010
Harri - Week 10
Harri - Week 9
Tuesday, October 19, 2010
No Screening - week 12
Monday, October 18, 2010
Harri - Week 7
Wednesday, October 13, 2010
Gabriel Week 9
Hill (2004) definitions of cult television do show some similarities to pop genre; definition one for instance describes how the diegesis of these shows is often other-wordly allowing the audience to escape the confines of their ordinary world and take part in the pseudo-reality created within the show. This hyper-diegesis as Hill calls it, means that because the show takes place in a world of fantasy the concept of realism within the show is often blurred also, allowing for the producers greater freedoms when it comes to creating sub-plots or variations in the narrative. These variations create much more background on characters than the conventional mode of operation in fantasy/science fiction in which all we learn about a character is how he progresses to the next goal and over comes his obstacles, which is all great, but that also creates a very one dimensional persona to the character. Cult TV on the other hand, by creating these variations gives each character a little more back story, allowing the audiences to 'connect' more with the characters, and in turn become more hooked to the program.
What role does Hills (2004) suggest the fans play in the construction of cult TV? How is new media central to this?
The role of fans in the development of a cult TV show, because without the fans the term 'cult' would have to be removed. The following of the program must be substantial if the show is to receive cult status. Hill (2004) gives four examples of how this happens; firstly, the show becomes part of a group of programs that is not defined by anybody, bu rather this group is formed individually, when the audience begins to link the program with others due to similarities in theme or philosophical concepts. Secondly, fans will define these groupings and shows as 'cult' status, which means that although the shows may not share similarities in the conventional sense, the followings are what combines them under the term 'cult TV'. Thirdly, fans of cult TV form "Appreciation Societies", groups in which the fans discuss the shows and exchange theories of future episodes and meet with each other at conventions. These conventions allow not only for inter-textual development of the cult status, but it allows for the expansion of the fan base, through media exposure.Also, with the internet the number of cult TV shows out there is expanding rapidly, and sources of information on the shows is readily available to anyone in the world. Finally, with such a large target audience and consumerism at its best, these cult TV shows create a huge market for memorabilia and merchandise bearing the shows logo.
Monday, October 11, 2010
NO SCREENING
Sunday, October 10, 2010
Sam wk9
Wilcox and Lavery (2002) identify 9 defining characteristics of ‘quality TV’ – can you apply any of these to other television series that you have viewed recently? Are there any other characteristics that you could add to their list?
Hills (2004) lists a number of defining characteristics of cult TV that contain similarities to the defining characteristics of pop genres (e.g. fantasy, science fiction) discussed earlier in the Pop Genres paper. Can you identify these and discuss why you think that these characteristics are repeatedly viewed as underpinning popular genres.
(found this question intimidating)
Hills (2004) identifies “hyper-diegesis” as a defining characteristic of cult television, meaning the fictional narrative-universe extends beyond what is being immediately represented at any given time. It is ‘expansive’, the worlds which qualifying shows construct allowing for constant renewal in that their fantastic premises are so broad as to accommodate significant changes in character, plot etc., without creators resorting to “risky reinvention”. Such premises are those designed in avoidance of absolute resolution, meaning the exploration of avenues seemingly irrelevant to the major plight of the protagonist are valid in that they further substantiate the show’s world, the finer details of which may eventually converge with key events in the series. However, even key events won’t supply resolution; so long as the “central narrative puzzle” remains unsolvable, creators are apt to “endlessly defer” narratives from an otherwise pending climax (Hills, 2004).
J.J. Abram’s ‘Lost’ is an example of cult TV driven in any and all directions by a central enigma, it’s ‘puzzle’ allowing for periodic character sketches and some very real development, a major feat considering its sprawling cast. Such freedom also allows for a rapid interchange-ability of role, characters shifting along the protagonist-antagonist continuum responsive to narrative-unfolding, as opposed to routinely jumping hurdles that tell us nothing new about them.
Wilcox and Lavery (2002) cite ‘Buffy’, whose characters exhibit a certain fluidity; for example character Spike, the once-murderous vampire who enters the Scooby Gang as its sole undead member and finally sleeps with the slayer, or Willow, who grieves the death of lover Tara by wreaking bloody mayhem, even skinning the culprit alive before (unsuccessfully) instigating the apocalypse. Characters from ‘Lost’ are similarly responsive, like ‘bad boy’ Sawyer who makes good, and ‘Other’ Julia, who undergoes a positively transformative disillusionment about leader Ben. Unlike more formulaic viewing, the above holds to Wilcox and Lavery’s “emotional realism” (2002), in as much as characters face dilemmas as three-dimensional beings with options. Wilcox and Lavery (2002) also relate literary references as a fixture of the quality/cult show. ‘Lost’ applies here also, with most of its core characters bearing the names of pre-Enlightenment philosophers (Locke, Rousseu) that position them (not permanently as noted previously) in the islands quasi-religious happenings.
Rather than gimmicky implementation to ensure a shows longevity, “deferral” often manifests as genuine innovation in which a show can display a “social awareness” (Wilcox and Lavery, 2002) utilizing the medium to question institutional and generic conventions such as those traditionally dictating the representation of gender (definitely Buffy) and race, among others.
Hills (2004) also observes cult TV’s thematic tendencies, leaning towards fantasy/science-fiction in which viewer familiarity is established gradually by way of repetition, its fantastic elements woven into the world-construction stamping it distinctively as alternate/other. To maintain the illusion, the ‘fantastic’ is treated like the ‘everyday’. What is more, the “self-consciousness” of cult television (Wilcox and Lavery, 2002) requires absolute continuity of premises, and though extraordinary aversion of actual laws, the narrative lore must be regarded as empirical (by its own populace at least). In fact, the ‘hyper-diegesis’ is very similar to Tolkien’s ‘Secondary World’ or the world-construction of high fantasy, in which the text holds both to a single protagonist while illuminating vastness in the fictitious environment (both geographically and historically) that enriches, not subsumes, the immediate sequences.
However, much like science-fiction, cult TV can juxtapose modern/urban settings with supernatural happenings (Buffy), and while maintaining the illusion with the continuity of high fantasy, can attempt contact with the actual in science fiction’s ‘what if’ vein by these settings alone. And in it’s serialized form it has access to what is current, with the naturally ensuing potential to be ‘topical’.
These ‘popular genres’ are seen to be equipped with the same semantic ability as texts from ‘significant’ canons, and yet remain without the critical visibility they surely deserve. It could be speculated that creators of ‘pop’ are aware of the stigma and even willingly pursue the mediums, providing as they do a space free of the pretence and subsequent creative constraint of the ‘serious’, producing forms discernibly neither high or low in bids to dispel culture-myths; like Philip K. Dick in his use of science fiction, a sphere he found to be at an agreeable distance from literati pomp and it’s posing as sole-carrier of the ‘logos’, contesting it’s otherwise spontaneous manifestations.
Thursday, October 7, 2010
Harri - Week 6
Monday, October 4, 2010
Week 9
Cult TV takes an extraordinary person/place/experience and turns into something if not ordinary then at least believable. It relies on the audience accepting and understanding some of the key concepts that make the show unique and trusting the plausibility of the shows narrative.
Cult TV also attracts its viewers by portraying close character relationships that grow stronger due to the knowledge and understanding of the characters’ extraordinariness. Love stories which never fully develop are also brought into the storyline to make the characters seem more human despite the unique situations they have to deal with on a daily basis.
Cult TV is largely popular due to the fact that it deals with complex issues that both stem from everyday life and from problems that are out of this world. For the most part the major narrative questions remain unanswered, therefore leaving the audience to create their own ending or leaving them something to ponder over.
These characteristics underpin popular genres as the audience - as in the case of Buffy – wants to be the girl that can kick evil in the butt if it is lurking around the corner. They also want to know the answers to the questions that are being asked in the narrative and whether there can actually be a happy ending. Essentially a fan of popular genres is curious and willing to believe the impossible could happen, and that a supposedly ordinary person could be a superhero.
What role does Hills (2004) suggest the fans play in the construction of Cult TV? How is new media central to this?
Fans play an integral part in the construction of Cult TV as without their passion or maybe even fixation to a certain programme or series, the programme or series could not be defined as ‘cult’. Due to the mania for a certain show fans create a base for other media to stream from the show’s success. For example in the case of Buffy the Vampire Slayer the series has lead to an online Buffy comic strip, a series of books as well as various on line sites dedicated to fans of Buffy.
Due to their passion, fans themselves are known to form ‘Appreciation Societies’ and also to organise conventions where they can meet and discuss their shared interest. As stated by Hills (2004) ‘Fans also produce commentaries, Fan fiction, episode guides and production histories...’ These are produced to continue the fashion that fans have created by wanting more information on the show and interaction with others who watch it. This leads on to the production of ‘memorabilia, merchandise and props that relates to their much loved TV shows’ (Hills 2004).
Media plays a central part in this as most fan based activity that can be done by meeting face-to-face can also be done online. People can gather at conventions or meet in an online chat room to discuss their favourite shows. They can also buy merchandise online or in a shop and post interpretations and guides on a website or in paper form. This is just to name a few; media is a powerful tool in creating a ‘Cult TV’ market, without which the status of ‘Cult TV’ would not be where it is today.