Audience Theory 1

 Hypodermic needle model

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

This links to the HNM because it suggests that because games like COD normalise violence are injected with the idea that the world is just as violent as the game. Showing how the HNM tries to prove that people cannot separate the game world from the real world, reflecting those ideas into the real world.

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

It is implying that the boy is violent and disconnected from the world because of the games he plays, suggesting they directly influence his behaviour and ideas about the world. This could be criticised because it cannot be proven that his video games are what make him act the way he does.


Two-step flow model


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

It was a response to the HNM because it was too simple. It suggests that there are opinion leaders which influence how the audience react to media texts. 
They are trustworthy people who people choose to take information from which have an effect on the audience.

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

This is because Taylor Swift has an extremely large and widespread fandom, meaning she also holds great weight as a public figure. This means because many like her they are more inclined to be influenced by her words, actions and behaviours. 

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

Yes, because celebrity culture is even bigger now, and it's much easier to belief and follow one person compared to HNM suggests people are sponges The people choose who they want to follow.


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: Film - Avengers: Endgame. Features characters and actors from all over the MCU.
Personal Identity: Show - The Inbetweeners. Follows secondary students, which everyone can relate to being either in the past/present or is going into in the future.
Surveillance: Social Media - Twitter. Gives people information on all sorts of issues close and far.

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?

Yes people rely on it for many reasons being information, entertainment etc..

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?

Yes it has because although it's advancements has been one of the biggest revolutions, which initially positively impacted peoples lives it has grown to be completely something else because it has been overly misused.

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 screen time and how does this impact on your mood?

I wouldn't say it has much impact on my emotions, as far as I can say if I see a funny clip on TikTok I will laugh. But sometimes when I see news about currents/foreign affairs it can give me anxiety at times.
I think it has a mostly negative impact on health if overused; it should be used moderately. I used moderately you can get a fun kick out of a movie/film/social media or whatever it is. My average screen time is 6 hours, but it does not impact my mood much I mean it's nice to relax and watch something for a while before getting back to work. 



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