Stuart
Hall (1973) wrote about the active role of the audience, distinguishing between
three types of reading strategies used to interpret texts – the dominant,
hegemonic reading or preferred reading, the negotiated reading and the
oppositional reading.
The case of ‘perfectly transparent
communication’ comes from the first hegemonic position mentioned above as the
dominant. This is when the viewer takes the connoted meaning from, for example,
a television current affair programme, full and straight, and decodes the
message. This is where the reference code in which it has been encoded, the
viewer is then operating inside the dominant code.
The
politics of Northern Ireland are predominantly produced by political and
military elites. How broadcasting professionals are able both to operate with
'relatively autonomous' codes of their own and to act in such a way as to
reproduce the hegemonic signification of events is a complex matter.
Audiences
probably understand quite sufficiently what has been dominantly defined and professionally
signified. However, the dominant definitions are hegemonic precisely because
they symbolise definitions of situations and events which are ‘in dominance’.
This is the negotiated position.
Joost
Raessens examines the participatory media cultures of computer games with
attention to the concepts of multimediality, virtuality, interactivity,
connectivity.
“Culture,
as the site where meaning is generated and experienced, becomes a determining,
productive field through which social realities are constructed, experienced
and interpreted” (Turner, 1996, p. 14).
Interpretation
in the participatory culture can be used in the structure developed in the
British tradition of cultural studies. Cultural studies became evident with the
traditional definition of culture that only allowed for the superior art forms
of literature, classical art and music. Another focus was also in play on more
popular art forms in which so-called ‘‘good taste’’ was surrendered for
commercial success and the demands of the general public. In this perspective,
think not only of pop music, soap operas, music videos on television, and
Hollywood films, but also of computer games that enjoy great popularity,
especially among a young mass audience.
Reference
list
.
2013. . [ONLINE] Available at: http://visualstudies.buffalo.edu/coursenotes/art250/250A/_assets/_readings/encoding_decoding_hall.pdf. [Accessed 09 October 2013].
Raessens, J. 2005,
‘Computer games as participatory media culture’, Handbook of Computer Game Studies, MIT Press, Cambridge, Mass, pp.
373-388
Tropes
vs Women in Video Games: Why It Matters - IGN. 2013. Tropes
vs Women in Video Games: Why It Matters - IGN. [ONLINE] Available
at: http://au.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-matters. [Accessed 09 October 2013].

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