Friday, November 08, 2024

MIGRAIN: Audience theory 1

To develop our study of audience, we need to explore the effects that media products have on us and apply a range of theories to help us do this. 

Does consuming media make us violent? Anti-social? More aggressive? Or has digital technology and social media actually contributed to the lowest drug, alcohol and teenage pregnancy statistics for many years? In addition, we also need to explore what audiences enjoy about the media and ask how active or passive audiences are.

Audience theory: notes

The hypodermic needle model
This is a crude theory from the 1920s that suggests the media injects information into the audience like a hypodermic needle and therefore can have a dangerous effect on us.

The two-step flow model
The two-step flow model was developed in the 1940s because the hypodermic needle theory was considered too simplistic, assuming the audience consumed media without thinking.

The two-step flow model instead suggests the audience are influenced by ‘opinion leaders’ in the media who mediate how the audience react to media texts. The theory suggests the media is not all-powerful and that social factors are important.

Blumler & Katz: Uses and Gratifications theory
Researchers Blumler and Katz reignited audience theory in 1974 by stating that media audiences are active and make conscious choices about the way they consume media.

They suggested there are four main uses or gratifications (pleasures) that audiences get from the media.

Diversion: escape from everyday problems and routine - entertainment.

Personal Relationships: using the media for emotional and other interaction (e.g. developing affection for characters in TV)

Personal Identity: finding ourselves reflected in texts or learning behaviour and values from the media. Reality TV or documentary (Educating Yorkshire) are good examples.

Surveillance: Information useful for living (e.g. Weather, traffic news, holiday bargains etc.)

Rokeach and DeFleur: Dependency theory
Rokeach and DeFleur took Uses and Gratifications one step further in 1976 in suggesting that people have become dependent on the media.

With Dependency theory, they suggest that people rely on the media for information determining their decisions. This means the media can create many different feelings such as fear, anxiety, and happiness.


Audience theory 1: blog tasks

Hypodermic needle model

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

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? 



3) What do you think of the hypodermic needle theory? Do audiences believe everything they see in the media?


Two-step flow model

1) Summarise the two-step flow model. What is an opinion leader?

2) How do celebrities like Taylor Swift fit into the two-step flow model? 

3) In your opinion, is the two-step flow theory still relevant today?


Uses and Gratifications theory

1) For each of the four categories, write about one media text (e.g. film, TV programme, newspaper etc.) 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. The first one is done for you.

Diversion: Film - Blinded By The Light. Entertaining and offering escapism for fans of Bruce Springsteen or anyone that enjoys coming of age films or culture-clash comedies.
Personal Relationships: 
Personal Identity: 
Surveillance: 


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?

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?

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? What is your average screentime and how does this impact on your mood?


Extension tasks A/A*

If you're interested in the debate regarding videogames and the impact on children read this blog on the subject. What is your opinion on whether videogames are positive or negative?


Remember, anything you don't complete in the lessons you need to finish for homework - due date on Google Classroom.

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