Skip to main content

Audience theory

Hypodermic needle model

1) Read this Mail Online article about the effects of video games. How does this article link to the hypodermic needle model?

The Mail magazine shows a negative side of playing violent video games. This article has a lot of hypodermic needle theory. It shows that media has a bad influence on our behaviour. 

2) How does coverage of the Talk Talk hacking case (see Daily Mail front page below) link to the hypodermic needle model? Why might someone criticise this front page? 

It blames everything on the violent video games and calls the 15-year-old a 'baby faced loner' saying that he rarely leaves his room. 
The Daily Mail newspaper just assumed that 100% of this behaviour is caused by video games, not by e.g. family issues or anger issues that existed before he started playing video games.


Two-step flow model

1) Summarise the two-step flow model. In your opinion, is the two-step flow theory still relevant today?

The two-step flow model theory tells us that it's not the media that control us, but the people. All of us have people on the internet that we admire, and listen to, people like our favourite news reporters or youtubers. 
This theory is even more relevant now, then when it was when it was created. People now watch a lot of youtubers and really care about their opinions.

2) How does this YouTube blogger fit into the two-step flow model?

He have a lot of content for everyone and he invites a lot of youtubers making podcasts that already have a lot of episodes, which means that he has a group of fans that watch his videos regularly. 

3) How this this Telegraph feature on Britain's most popular tweeters fit the two-step flow model? Do you think these accounts genuinely have an influence over their audience?


4) Read this BBC profile of Jamal Edwards. How does Jamal Edwards link to the two-step flow model?

He was only 15 when he started making videos, which means that he was in the similar age with people that are on the Internet. That made him reliable source of information and made it a lot easier for him to start his own company,

Uses and Gratifications theory

1) For each of the four categories, write about one media text that fits that particular audience use or pleasure. Make sure you explain WHY it fits the category and use images or clips to illustrate your points.
Diversion: Any Marvel movie 
Personal Relationships: Love Island 
Personal Identity: soap operas
Surveillance: BBC News 

Dependency theory

1) Do you agree that audiences have become dependent on the media? What evidence or examples can you provide to support your view?

Audience in XXI century became very dependent on media. Of course now we don't use all of the media products like newspapers or even TV. Mobile phones are like our right hand, we became addicted to simply having a phone in our pockets. Sell phones allow us to check the latest news, weather, Snapchat or talk to a friend that'a 100,000 miles away. Massages become face-to-face conversations, and people start to loose the ability to live a phone-free life.

2) How has the growth of new and digital technology in the last 15 years changed people's dependency on the media? Is this a new problem?

A lot of people aren't even aware of their addiction to a sell phone. The change that occurred in the last 15 years is unbelievable. Phone is now our best friend, and it's all we use to communicate with others or check anything on the internet.

3) Reflecting on your own media use, how does your media consumption impact on your emotions? Does the media have an overall positive or negative impact on your health and wellbeing? Why?

Media might have a lot of prons in its use, but the consequences in the development if media is unbelievable. I myself use a phone mostly to watch movies, read books, or listen to music, but I also spent a lot good amount of time on social media. They take up a lot of your time and are very distracting.


Comments

Popular posts from this blog

Representation theory

1) Why is representation an important concept in Media Studies? 'The word representation itself holds  a clue to its importance.' Representation is what we associate with a certain  person, place, object or idea being  represented. 2) How does the example of Kate Middleton show the way different meanings can be created in the media? The idea of the person on the photo can be changed and manipulated by many people in media industry to create a scandal so that the audience will be entertained. The person on the picture is actually a different person than what the producers and photographers make of her.  3) Summarise the section 'The how, who and why of media representation' in 50 words. It's mostly about the needs and the expectation of the audience, also about genre codes and how the limit the development, the narrative that would cover all the 3 important questions and that every small detail is imprtant and has an impact on the words and storytelling. 4) H...

Score advert and wider reading

Media Factsheet - Score hair cream Go to our Media Factsheet archive on the Media Shared drive and open Factsheet #188: Close Study Product - Advertising -  Score . Our Media Factsheet archive is on the Media Shared drive: M:\Resources\A Level\Media Factsheets - you'll need to save the factsheet to USB or email it to yourself in order to complete this at home. Read the factsheet and answer the following questions: 1) How did advertising techniques change in the 1960s and how does the Score advert reflect this change? At the beginning, 60's advertising agencies relied more on creative instinct in planning their campaigns then of actual research. The visual aspect was simply more important. The “new advertising” of the 1960s took its cue from the visual medium of TV and the popular posters of the day.The posters relied more on photography then illustration. 2) What representations of women were found in post-war British advertising campaigns? In the times of p...

Videogames - Metroid Prime 2: Echoes

Metroid Prime 2: Echoes - blog tasks Create a new blogpost called 'Metroid Prime 2: Echoes case study' and complete the following in-depth tasks. Language Analyse the  game cover  for Metroid Prime 2: Echoes (above). 1) How does the cover communicate the genre of the game? It's very Si-Fi, a lot of cold colours, suggesting that the game will contain a lot of adventure/action narrative.  The cover often expresses the genre through the character holding a weapon which is a prop, conveying the theme of action and adventure. 2) What does the cover suggest regarding gameplay and audience pleasures? Escapism - the game is si-fi, a totally different world- the audience can divert from reality. Multiplayer - playing with other people. 3) Does the cover sexualise the character of Samus Aran? Why/why not? Costuming does not concentrate on her type of body; however, it can be argued that it accentuates her curves in some respects, which identifies her as...