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 Text | Representation of Technology | My Adoption/Subversion |
| Black Mirror | Dystopian, 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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