Ready Camera One W5

In this week’s class, we delved into the first chapter of “The Quiz Show,” closely connected to the television game shows we’ve been studying. The article thoroughly examines the diverse types of television game shows and their impact on cultural concepts and social structures.

The discussion of television program classification in the article sparked my thoughts. According to Holmes (2008), these types are determined not only by textual characteristics but also closely related to audience expectations and industry norms. This prompted me to consider how real game shows adjust their content and format based on audience interaction and expectations in reality, and how television producers utilize these factors to attract viewers and enhance program appeal.

Furthermore, the discussion in the article about the rise of reality game shows and their globally popular forms is particularly intriguing. For example, as pointed out by Holmes (2008), reality game shows combine traditional elements with more reality and participatory elements. This fusion not only changes the audience’s expectations of the program but also fosters innovation in content. This led me to ponder whether similar program combinations could also be found in other media, such as digital games or social media. Are the interactions on these platforms also influenced by formats similar to game show formats?

The discussion about format and commercialization revealed how television program formats have become globally traded commercial commodities (Holmes, 2008). This made me deeply contemplate how the commercial value of formats affects creative output and the potential impact of such commercially driven format trading on cultural diversity. With the globalization of formats, are we experiencing cultural homogenization, or are the localized adjustments of these formats providing richer cultural experiences for global audiences?

These discussions prompted me to reflect more deeply on how the television entertainment industry shapes and reflects societal culture. Through this reflection, I realized that television programs are not just entertainment tools; they are also platforms for cultural exchange that can shape and reflect societal values and expectations.

In Friday’s class, we also conducted EVS Switching and GFX/Expression exercises, which helped us gain a deeper understanding of the technical aspects of television production. The EVS Switching exercise allowed us to experience the complexity of switching between different camera angles in real-time program production, testing not only our reaction speed but also honing our program arranging skills. The GFX/Expression exercise explored how graphics and visual effects enhance program attractiveness.

These exercises deepened our understanding: television programs not only require content appeal but also demand technical sophistication and innovation. Technological advancements open up new possibilities for program innovation while also bringing new challenges. For example, advanced graphics and switching technologies can create unique viewing experiences, but they also require production personnel to possess advanced skills and innovative thinking.

Reference:

Holmes, S 2008, The Quiz Show, Edinburgh University Press, Edinburgh. Available from: ProQuest Ebook Central. [15 April 2024].

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