Representation Research

 To analyze how I will represent my protagonist, I am looking at Stuart Hall’s Representation Theory, which suggests that media is a "re-presentation" of reality through a specific lens. I am also considering Richard Dyer’s Typography, ensuring my character isn't just a stereotype of a "lazy teen/adult," but a complex representation of a systemic issue.

1. Representing Gen Z (The Social Group)

My research focuses on how young people are portrayed in the media regarding technology. Often, they are represented as "passive" or "distracted." I want to subvert this by representing the protagonist as a victim of persuasive design.

  • The "Trance" Aesthetic: Rather than showing the character as active and engaged, I will represent them using passive body language (slumped posture, vacant expression). This aligns with the "Zombie" archetype often associated with technology addiction.

  • The Protagonist as "Everyman": By using a minimalist animation style, I am making the character a universal representation. This allows a wider audience to project their own experiences of doom-scrolling onto the character.

2. Representing the "Digital Space"

In this film, the phone itself is a character. I am researching how to represent the Virtual vs. The Physical.

  • The Physical World: Represented through desaturated, "grey" tones and static shots. It will feel empty and unappealing.

  • The Virtual World: Represented through high-saturation "Neon" colors and rapid, kinetic movement. This represents the dopamine loop that makes the digital world feel "more real" than reality.

3. Comparison: Media Archetypes

I analyzed how similar themes are represented in professional media, such as The Social Dilemma or Black Mirror.

Media TextRepresentation of TechnologyMy Adoption/Subversion
Black MirrorDystopian, high-tech, threatening.I am adopting the "cold" clinical feel but making it more intimate and internal.
Pixar's 'WALL-E'Physical laziness and loss of human connection.I am focusing on the psychological weight rather than just the physical effects.
Common News Media"Teens are addicted to phones."I am subverting the "blame" by representing the phone as a predatory force.

4. Symbolic Codes and Stereotypes

I am careful to avoid the "lonely gamer" stereotype. Instead, I will use Symbolic Codes to represent addiction:

  • The Blue Light Glow: This will act as a "tether" or a "leash," representing how the user is tied to the device.

  • The "Infinite Loop": Using circular motifs in the animation to represent the feeling of being trapped in a cycle.


To conclude, my goal is to create a representation that evokes empathy rather than judgment. By the end of the short film, the audience should not see a "lazy person," but a human being struggling with a manufactured addiction. This nuanced representation will be carried through to my supporting tasks, where the poster will highlight the "human vs. screen" conflict through high-contrast lighting.

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