Pitch Perfect

The media niche which will be discussed is sports media productions, and the field of inquiry will see how audience members engage and interact with sports media productions. This will then help the DA continue to improve and iterate its content for more members and help for the future industry of sports media production.

The online persona which has already been created will be further examined through a comparative study of Australian sports media publications to help expand the one that is being produced in the DA.

In accordance with the lecture materials, conceptualising will be done in order to answer a question, as research questions can guide information. What is it that sports media companies do in order to attract an audience? This will be answered through ethnographic research, such as content analyses and participating as an audience member myself.

According to Roelf. P.uit Beijerse knowledge has the capacity to interpret data. In order to expand the expertise of this niche it is imperative to understand the figures sports media production companies get. With this, interpreting my overall experience as an audience member with these sports media publications can help with what should be achieved with my DA. This helped N. Ussin with his ethnographic research as personal experience was corroborated with social research.

A weekly guideline will include a continuation of content for all 3 pages, particularly as more news and games are being played. A field site will explain the different branches of sports media production and these are assessed in order to help with the DA being produced and the sports media production company niche.

Field Site

Schedule

Gertz, C 1973, Thick description- Toward an interpretive theory of culture, Basic Books, New York.

Roelof, PB 1999, Questions in knowledge management: defining and conceptualising a phenomenon, Journal of Knowledge Management, Emerald Insight.

Uddin, N 2011, Decolonising ethnography in the field: an anthropological account, International Journal of Social Research Methodology.

SPORTS MEDIA SITES I ENGAGE WITH:


https://www.espn.com.au

https://www.bleacherreport.com

https://www.sportingnews.com/au/nba

https://www.sportbible.com

BCM206 Project Pitch

My Digital Artefact is a continuation of my sports media publication which consists of a YouTube channel an Instagram account and a website. I will work on the continuing ideation and uploading content of all these projects. 

The YouTube channel ‘Mavro Productions’ focuses on football and the beautiful connotations of it, the continuation of vlog content will help reach my goal, whilst also intending to make new content to cater to more than just the original audience. This future direction will be done by continuing previous experiences of interviews with high calibre players and vlogs showing exclusive content from the games I attend. This aims to be done through a constant ideation of this type of content in order to reach the future goal of 700 subscribers.

My Cypriot League page on Instagram will aim to continue ideating and curating the scores, transfers and general content. Frequency and consistency allows for more visitors to the page. This allows for simple and fast content to constantly be flowing throughout the page to allow for more viewership and followers, which will aim for the future direction of reaching my followers goal to be achieved. Previous experiences of this page point towards the more content, the more followers that are being attracted.

The Talking Sports website will allow for ALL sports fans to read up on all the latest news in a quick and easy manner, continuing this will further the audiences as they scroll through the rest of the website. The audience expands for this website to motorsport, basketball, and football fans. These sports will attract more views and will see a constant loop of content to please and attract new and old audiences. The future direction of this page is to allow for more streams of content, whilst having engagement on the social media pages. This aims to be done by releasing content at the same time or before the mainstream media. Previous experiences show that, the more content is being released the more people can read this website, which was not done as much as it is now.

Word Count: 349 words.

The Offside Trap

Click to access Ethnography%20and%20the%20digital%20fields%20of%20social%20media.pdf

https://gravyanalytics.com/blog/products/sports-fanatics-audience-profile/

https://www.statista.com/statistics/1100571/sports-content-social-media/

https://www.statista.com/statistics/1104686/sports-fans-age-distribution/

This video discusses stats and statistics, audiences and the ethnography on social media within sports fans.

The Contextual Essay

My digital artefact is an online sports media platform. It aims to to show football and sport in a new setting all over the globe. Humour and positivity is also used in order to spread the message of football and sport. The digital artefact aims to unite people through the global phenomenon of sport following and the beautiful connotations that come with it. This is seen with a YouTube channel, Instagram and sports magazine.

This project was developed because sports is a key communication point, and something which unites people as one. This was something that wanted to be made possible. Inspiration was gained by 433, who do football interviews as well, and interaction they have is what was implemented in the DA.

I decided I will develop this process through constant iteration and feedback loops. This was done through consistent content creation and interaction between the creator and the viewers.

The process of iteration was unique and had different results on the different platforms. Let’s start with the YouTube channel:

Since releasing the ‘Project Beta’, organising an interview with a big future basketball player really helped with feedback loops as they were always constant. Before looking at the analytics, it is important to discuss framing, which was ever present in this video. The video was framed as an interview for the basketball star, according to Jean Baudrillard, framing is the reflection of a basic reality. This reality being that Filipinos love basketball. This was present within the video as it received 600 views in the space of 3 hours and 4,000 views in 2 days.

This video created a conversation, all over the world and particularly in the Philippines. This reflection of a basketball mad society in the Philippines was communicated through the comments of the video. This framed a community online between basketball loving Filipinos.

Mostly positive feedback led to a consistent feedback loop.

What was learnt is that these type of videos that can have a global reach should be created, and that the same old content should be iterated in a way to make them more interesting. The most recent video, a vlog at the Sydney FC match did not receive no where near the attention. The reality was, after gaining 80 subscribers, this would repeat throughout all videos, but it did not.

On the Cypriot League page a key iteration was adding the old content back! This type of process led to creative synthesis and remaking. This is scarcely different to that of the YouTube content. The content consists of goals of the week and showing the scores for each round.

These videos express different feedback loops, ones of analytics rather than interaction. This framing group was one of a shared love of Cypriot football, a basic reality shared through a simple Instagram page.

On the sporting magazine, not much feedback was implemented, however, constant iteration was done. Releasing content early would bring people to the website. Posting a news piece about the Formula 1 for example.

Bringing a nostalgic track in the US would spark more framing, however the sporting website grasped little to none interaction. A good thing is that whenever there is an article there is a view.

What was learnt was that consistent uploading of content does not mean consistent interaction, but rather consistently good content leads to good interaction.

This Digital Artefact has helped discover what content people like within the content being produced. On top of this, discussing framing. This Digital Artefact will continue to be worked upon and improved past the conclusion of this assignment.

Bibliography

https://www.by433.com/en

https://web.stanford.edu/class/history34q/readings/Baudrillard/Baudrillard_Simulacra.html

Portfolio

Please find above the video with the opinion piece and the data provided.

A key learning point from the assignment was that research is not one-dimensional, but in fact two-dimensional. Respondents will respond differently based on their own knowledge, and this brings two dimensions of learning. One of interests, and ones of people purely answering the responses just ‘because’.

Next time, getting more responses will be the main priority and uploading my research during the peak upload time. In my case, being early meant that no one had responded to my survey until it was shared in class. Waiting for others to also share their own surveys as well as mine would’ve made for more respondents at a better time.

Based on past research assignments, time is key, conducting a schedule everyday to work on the research does help and following a timeline will be something to continue for the next task that will be done in a research format.

What was learnt is that many people provide basic answers for the short answer sections. Therefore, the next time research will be conducted more open-ended questions will be provided, however, in a way that will be easily answered for participants of the research. This way, both parties get the answers and questions that are needed.

Bibliography:

C. May, 2021, Clearinghouse for Sport, Sport Participation in Australia, accessed 1st of June, 2021, https://www.clearinghouseforsport.gov.au/kb/sport-participation-in-australia

M.M, 2020, Leeds Beckett University, The Benefits of Sport at University, accessed 1st of June 2021, https://www.leedsbeckett.ac.uk/blogs/student-blog-squad/2020/01/the-benefits-of-sport-at-university/

Man, stop using all my data!

The title is the exact thoughts when either we hotspot a friend, or realise that our social media accounts are actively collating our data in order to curate content that is catered towards us.

According to the lecture, data aggregates have second order effects it starts with:

  1. Time- the time the user uses on the social media account.
  2. Data Aggregate- The data is collated and curated.
  3. Patterns Emerge- People start getting ads and content based on the data the social media created.

A clear example is when you are looking at a shopping website, lets use JD Sports for example, instantly, our Facebook and Instagram feed will be flooded with JD Sports ads based on the data used.

This meme is perfect because these social media websites use data as power to drive and create content for the user, which allows them to use their platform a lot longer. Producers thus move fluidly between these roles, between that use the social media and those that create the data.

Human behaviour is all tracked through the interaction and likes on social media. That way, produsers are moved between roles, ones of content creation in which data is collected and one of content curation, which is one of collecting and distributing data in order for the content to be created.

All in all, data is all around us, whether we like it or not. It is used as a tool to create and curate content for all produsers of social media to interact with.

Kiss Me Thru The Phone

Yes, Soulja Boy’s hit song is the title of this blog post. Phones have revolutionised the way we live now, everywhere we go, phones are constantly on the agenda, and the Internet is an interrelated theme with that.

The meme I created is a general view of what people not studying media think phones are.

However, through the lecture content, the use of open and closed access can clearly identify the differences. Android phones are open and free, and anyone can modify anything. For instance, on Android phones, it is a lot more customisable than the Apple interface which is closed, and does not allow for much customisation. The more advanced terms can be locked appliances (Apple) and generative platforms (Galaxy).

Through mobile phones, citizens are now the medium, expanding this whole notion that ‘the medium is the message’. Not only are people always connected, but phones have opened up the world to think differently as more companies get involved with the new technological footprint. Your body is now a part of the Internet through a mini computer, which is a telephone which is always connected regardless of whether it is on or not. To conclude, the phone is a computer which is always on, with open and close ended parameters. It is not just a calling device, but a device with an open world and endless possibilities.

Copy That!

As a media person, the struggle and pain of copyright is something we have all experienced. A one second audio of our favourite Akon song, turns into a claim by UMG, who are the mortal enemy of small time YouTubers.

Since the world is ever-changing, and media is becoming such a booming industry, copyright is taken very seriously. Currently, it is a 70 year period after the death of the person who produced the content in which they have rights to it.

This mixtape, created by my friend, can technically be used as copyright, and has a 70 year period of it, after my death, as the music is created by me. Let’s say I die in 2099, this music will still have my name on it until 70 years after that.

Since this was made by a friend, under the approval of me, there is no breech of copyright, and it can comply under fair use.

I used this Soundcloud example, as many people upload music, mixtapes and audio onto Soundcloud using other people’s music.

It is integral to ensure that all copyright laws are being maintained and seen when creating content, in order to avoid the wrath of Disney or Viacom knocking on your door and asking for the revenue of that High School Musical clip you used in your video.

Toys Come Alive?!?!

Week 9 had a lot of content and lots of points to discuss. However, one point that has extremely come to mind is framing. Frames are stimuli based on experiences.

Framing does involve selecting a part of reality and putting it in a way that is relatable to communicate a text.

A massive example is Toy Story. Our perceived thought is of a toy that we used to love and play with when we are younger. The movie did so well as it brings in nostalgia for the audience, as well as framing, communicating a general text of imagination, as well as masking a reality all people know so well.

Everything that was directly lived is now perception. This brings a focus on the phases of a sign. For instance, Toy Story is a mask, it covers up the basic reality of toys, by making them come to life and have their own problems, as a human does. This is why Toy Story is so unique and different, as it brings a common spectacle with a twist.

Therefore, framing and perception is all interrelated. The framing of an experience turns into a perception of the thing that is being produced is seen through the framing. This allows for producers of content to be relatable as well as unique as they mix with a perception whilst framing it the way they want to through the content they make.