Audience theory 1: blog tasks

 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?

The article is giving us statistics according to a new study and they are trying to tell us how our behaviour comes about from performing certain tasks such as playing videogames for over an hour for a three day period, which can apparently cause aggressive behaviour. However this is exaggerated because humans control their behaviour and they decide the actions they take on their own rather than it being caused by playing videogames.

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? 



I think it injects a certain narrative of the teenage boy being a threat to society as a hacker because he is addicted to playing video games, which shows how the newspaper is trying to clearly emphasise to a passive audience a false made-up message because in social aspects nowadays, most male teens are interested in playing video games on their phones and play stations, which stereotypically is apparently turning them into threatening and dangerous hackers, which the newspaper expresses as a hit story in order to influence how people look at regular teenage boys.

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

I don't believe in this theory just because even though media producers may try to inject their preferred readings that could also be considered false narratives into the audience's minds, it doesn't mean all audiences are gullible to believe everything they see on the news and other media texts which can promote propaganda and exaggerated meanings of certain stories to get more views.

Two-step flow model

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

The two-step flow model is when people are influenced by other people and opinion leaders whose voices are very significant in influencing audience members. Opinion leaders are people who voice their opinions in the media and looked at with high significance because their opinions spread across others and become popular.

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

Taylor Swift is an extremely well known and popular music artist and singer that has high status and presence in the world, which is due to her iconic moved such as publicly mocking one of the Jonas brothers who dumped her over the phone, causing her to gain high attention and support from female audiences and also the audience being able to personally identify with her support her even more as they are able to build personal relationships with the singer due to relatable interactions and situations that she goes through and portrays to the world so yes she fits into the model as an opinion leader mostly due to fan loyalty.                 

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

Yes it is because their are many opinion leaders such as Donald Trump and social media influencers that are creating posts to voice their opinions on certain topics that may impact that decision of other people's opinions on those topics.


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: Kim Kardashian and her online presence allows audiences to favour her over others in the industry especially out of her family and all her sisters. Her social media platforms also allow users do DM her and send her messages.



Personal Identity: Fashion magazines like vogue may interest aspirers and mainly women who are interested in fashion and certain trends in this industry as they may relate to their opinions on certain styles.



Surveillance: Newspapers e.g. the Times offer information about the world events that surround us allowing readers to be informed of significant differences and changes in the world they live in.




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 because new technology such as AI has come about, causing people of all ages to rely on their apps like chat gpt to give them answers to all their questions. 

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?

Now, media has become more accessible as everything can be reached online at any time usually so most digital media sites like podcasts and online newspapers allow people to access information that they need to know at any time and place making it very convenient and preferable unlike how print papers were hard to access and not as liked in the past.

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?

My media consumption doesn't really impact my mood much but some platforms seem comforting when having a bad grade because of the fact that I use them for entertainment purposes and they just are funny because of hilarious content some creators post online so it is positive and I also use AI sometimes for revision purposes because sites like Chat gpt give me detailed notes so they are overall a positive influence.


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?

I believe videogames are useful in providing entertainment which is searched for by any normal teenager as a form of escapism however it also can become an addictive source at some points if they are played for so long, which is unhealthy for people. It can affect their mental health and also ruin their social life and capabilities. This is due to the lack of other things they do due to their long hours of playing videogames.

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