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Media Modelling Effects - Albert Bandura
Concept 1: Violent Behaviours are learned through modelling
Humans learn much of their behaviour through social interaction
Social learning can occur as a result of first-hand experience
Social learning can also occur by ‘watching others’ experiences
Concept 2: Audiences can copy media representation of negative behaviour
Representational modelling can have a powerful effect on the behaviours of media audiences
Modelled behaviours by role models and the vivid visual encoding systems of media products further concentrate the effects of representational modelling
Violence is an endemic feature of media content
Cultivation Theory - George Gerbner
Concept 1: Media products shape attitudes and perceptions of the world at large
Storytelling performs an enculturation role helping to shape out attitudes and social values
Mass media has replaced other institutions, most notable religion and education, as the principle constructor of symbolic storytelling
Television has has a homogenising effect on society - we all watch or engage in the same symbolic stories as a result of mass media
Television schedules are saturated with violent content that cultivates a widespread fear in society - ‘mean world syndrome’
The media can produce resonance or mainstreaming effects on audiences
Concept 2: Media consumption leads audiences to accept established power structures and mainstream ideologies
Mass media narratives create symbolic representations of power that affect out real-world view
Mass media products over-exaggerate the power and scope of real-world authorities
Mass media products marginalise alternative viewpoints as a result of middle-of-the-road reportage
Reception Theory - Stuart Hall
Concept 1: Encoding and Decoding
Professional media encodes message using visual and aural cues
Media encoding is affected by institutional context, media production processes and genre-driven routines
Media products are polysemic as a result of their use of visual signs
Audiences do not necessarily decode the meanings that media producers effect in a straightforward way
Audiences can misread products if they are too complex or are untranslatable
Concept 2: Dominant, negotiated, and oppositional readings
Media products reinforce dominant ideologies and cultural hegemonies
Dominant ideologies are subject to change - again, the media plays a crucial role in effecting those changes
Audiences use ‘situated logics’ to decode media messages
Audiences can produce readings of products that accept the dominant ideologies they construct
Audiences can use their contextual knowledge to read against the grain of a media product and to this produce negotiated or oppositional decodings
Fandom - Henry Jenkins
Concept 1: Fans appropriate media texts, producing readings that are not fully authorized by media producers
Jenkins suggests that audiences are able to use professional texts as ‘creative scaffolding’ on which they craft their own readings of products
Textual poaching can be used by marginalised fans to explore alternative readings to mainstream culture
Textual poaching in the digital age can take many forms, including fanfiction, remix culture, fan art, or video parodies
Concept 2: Fans and media makers have converged as a result of digital technology
Digital technologies have brought audiences and producers together
The digital revolution has expanded the scope of fandoms
Producers use their fans’ digital labour to promote and market media
Contemporary media producers deliberately construct material to engage fan interest
Concept 3: Fan use patriarchy culture to effect wider social change
Participatory culture is distinctly different from the commercial activities of Web 2.0
Participatory culture allows individuals to share and develop ideas with a like-minded community
Participatory culture can create social change
The End of Audience - Clay Shirky
Concept 1: Everybody makes the media
Shirky highlights the revolutionary impact of digital technology in speeding up media production processes
Media consumerism patterns have changed from a broadcast model that involves one sender and many recipients to a many-to-many model
Traditional media, Shirky argues, uses a ‘filter then publish’ model to provide quality content
Shirky suggests that the internet has resulted in a ‘publish now, filter later’ model due to lower production costs and reduced entry barriers to media production
Concept 2: Everyday communities of practice
Audiences actively shape their own rules of engagement with professional media products
Digital technologies have resulted in an explosion of what Shirky calls ‘communities of practice’