Tuesday 22 May 2012

Task 3 - Audience Responses to Media Products

Hypodermic Needle Model

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Basically, the Hypodermic Needle Model suggests that the information from a text passes into the mass consciousness of the audience unmediated, ie the experience, intelligence and opinion of an individual are not relevant to the reception of the text. This theory suggests that, as an audience, we are manipulated by the creators of media texts, and that our behaviour and thinking might be easily changed by media-makers. It assumes that the audience are passive and heterogenous. This theory is still quoted during moral panics by parents, politicians and pressure groups, and is used to explain why certain groups in society should not be exposed to certain media texts (comics in the 1950s, rap music in the 2000s), for fear that they will watch or read sexual or violent behaviour and will then act them out themselves.

Inoculation Theory

The inoculation theory suggests that continued exposure to specific TV messages (like violence, for exam-ple) would lead to an audience becomingdesensitised so that real violence in this case is dismissed as beingtoo ordinary and unimportant.
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Active Audience Theories

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Audience Reception Model

This theory points out that meaning of any text is created by the audience - not the producer. Meaning is encoded into the text but it is up to the audience what they take from it depending how they decode the signs within the text. Broadly speaking the audience can arrive at one of three readings:
  1. The Preferred Reading - Audience understands and accepts the ideology offered.
  2. The Negotiated Reading - Audience understands the ideology offered, accepts some aspects of it but rejects other aspects.
  3. The Opositional Reading - Audience interprets the ideology offered in the opposite way than it is intended.

Two Step Flow Theory

This theory asserts that information from the media moves in two distinct stages. First, individuals (opinion leaders) who pay close attention to the mass media and its messages receive the information. Opinion leaders pass on their own interpretations in addition to the actual media content. 

The term ‘personal influence’ was coined to refer to the process intervening between the media’s direct message and the audience’s ultimate reaction to that message. Opinion leaders are quite influential in getting people to change their attitudes and behaviors and are quite similar to those they influence. 

The two-step flow theory has improved our understanding of how the mass media influence decision making. The theory refined the ability to predict the influence of media messages on audience behavior, and it helped explain why certain media campaigns may have failed to alter audience attitudes an behavior. 
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Uses and Gratifications Model

One influential tradition in media research is referred to as 'uses and gratifications' (occasionally 'needs and gratifications'). This approach focuses on why people use particular media rather than on content. In contrast to the concern of the 'media effects' tradition with 'what media do to people' (which assumes a homogeneous mass audience and a 'hypodermic' view of media), U & G can be seen as part of a broader trend amongst media researchers which is more concerned with 'what people do with media', allowing for a variety of responses and interpretations. 

However, some commentators have argued that gratifications could also be seen as effects: e.g. thrillers are likely to generate very similar responses amongst most viewers. And who could say that they never watch more TV than they had intended to? Watching TV helps to shape audience needs and expectations.


Information

  • finding out about relevant events and conditions in immediate surroundings, society and the world
  • seeking advice on practical matters or opinion and decision choices
  • satisfying curiosity and general interest
  • learning; self-education
  • gaining a sense of security through knowledge

Personal Identity

  • finding reinforcement for personal values
  • finding models of behaviour
  • identifying with valued other (in the media) 
  • gaining insight into one's self

Integration and Social Interaction

  • gaining insight into circumstances of others; social empathy
  • identifying with others and gaining a sense of belonging
  • finding a basis for conversation and social interaction
  • having a substitute for real-life companionship
  • helping to carry out social roles
  • enabling one to connect with family, friends and society

Entertainment

  • escaping, or being diverted, from problems
  • relaxing
  • getting intrinsic cultural or aesthetic enjoyment
  • filling time
  • emotional release
  • sexual arousal

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