media theories

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20 Terms

1
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Representation - Stuart hall

  • representation theory

  • media uses stereotypes often, reducing groups to minor characteristics

  • Ethnic minorities are have very negative stereotypes

  • Stereotypes result from power inequality

  • Minority’s underrepresented in industry so don’t get accurate representation (Hammer productions KOTV)

  • Stereotypes reinforced by people who make product using them repeatedly

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Identity - Gauntlett

  • representation theory

  • audiences get a sense of their own identities from products they consume

  • Audiences can learn about their own identity when consuming content/products

  • Old media products had very simple representations of identity (men strong, women housewives)

  • New media products are more diverse and complex in terms of identity’s represented

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Feminist theory - hooks (does not use caps)

  • representation theory

  • Feminism is a struggle to end patriarchal hegemony and the domination of women

  • Feminism is a political commitment, must be active in the beliefs

  • ‘Feminism is for everyone’ not just people that identify as women

  • Women not discriminated against in the same way, race and class can have big effect on discrimination

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Feminist theory - Van Zoonen

  • representation theory

  • gender is constructed through codes and conventions of media products

  • Idea of what is male and female changes over time

  • Women’s bodies used in media as spectacle for heterosexual men, reinforcing patriarchal hegemony

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Gender performativity - Butler

  • representation theory

  • Gender is a social construct, difference between sex and gender

  • Gender is constructed through performances

  • Preforming certain activities make you feel more masculine/feminine

  • Performances are like rituals - reinforcing idea of masculine and feminine

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Postcolonial theory - Gilroy

  • representation theory

  • colonialism = taking over other counties to run and exploit it

  • Gilroy believes this has had a knock on effect and still impacts media today

  • Media products still show people of ethnic minorities as powerless, weak, dehumanised or ‘other’

  • Believes white western people shown as more powerful and successful

7
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Semiotics - Barthes

  • Media language theory

  • Products communicate meaning through visual and technical codes

  • Using connotations and denotations to create meaning.

  • Symbolic codes - meanings from symbols e.g. bats repeated code that are now a symbol for vampires

  • Semantic codes - media code we understand have hidden meaning (connotations) e.g. red are semantic codes from horror movies

  • Action codes - something will happen (checkoffs gun) e.g. hinting to narrative in poster

  • Enigma codes - mystery, engages audiences, e.g. taglines

  • Cultural codes - will only understand if part of that culture e.g. references to black history in Formation

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Narratology - Todorov

  • Media language theory

  • narrative follow 3 part structure

  • Start w/ equilibrium → Some kind of disruption → new equilibrium restored

  • Common in adverts and film

  • KOTV hints to lots of disruption w/ the vampires and attacking bats

  • Some challenge narrative for a hook at start or incentive to continue

9
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Genre - Neale

  • Media language theory

  • genres made up of repetition and difference

  • Generic fluidity - over time genres change

  • Audiences like familiarity as they know what they like but also seeing something new and not to repetitive

  • Allow precise and specific targeting of audiences

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Binary opposition - levi-strauss

  • Media language theory

  • media products have underlying structures

  • 2 things being represented as complete opposite to each other

  • Can create conflict and interest but also meaning

  • Tide in binary opposition to other products (conclusion tide is better)

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Postmodernism - Baudrillard

  • Media language theory

  • features of postmodern product:

    • Irony - opposite to what should happen, happens

    • Parody/homage - homage out of respect, parody to make fun of/silly

    • Bricolage - sampling old media products to make new ones

    • Intertextual reference - making reference to other products (e.g. tide headband - Rosie the riveter) (zoella)

    • Fragmented narrative - flash forwards, flash backs

    • Self reflexivity - braking the 4th wall (zoella)

  • Loss of reality as media products advance

  • Simulacrum - artificial copy of reality, hard to tell difference between real and manufactured

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media effects - Bandura

  • audience theory

  • Bobo doll experiment

  • children would copy adults behaviour

  • believed watching violent content would result in violent behaviour

  • FLAW: children just doing what they thought adults wanted them to do

  • FLAW: doll not a real person

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cultivation theory - Gerbner

  • audience theory

  • media tends to repeat representations so it becomes belief for real life

  • mean world syndrome

  • can change the dominate ideologies of society

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reception theory - Stuart Hall

  • audience theory

  • media products are encoded with ideas from producers

  • done through characters, stories, representations

  • hope audiences can decode that message and take away preferred reading

  • audiences not all the same, some may take oppositional reading (not taking preferred reading on board)

  • or negotiated reading (accept some of the preferred reading but not all of it)

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Fandom theory - Jenkins

  • audience theory

  • audiences play key role in production of products

  • textual poaching - audiences taking a media product and remaking or reworking it to create their own meaning

  • fans are important weather it messaging content creators with video ideas, telling others about your fav show to spread word, conventions, cosplay, fanfiction🤨

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'end of audience’ theory - Shirky

  • audience theory

  • no long a thing as passive audiences, now more active audiences

  • due to technology allowing us to be more interactive

  • audiences like to ‘speak back’ to producers, now with twitter, tik tok people are more able to give input

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uses and gratifications

  • audience theory

  • tries to explain why audiences might choose a media product

    • relatability - audiences can identify with product making them like it more

    • entertainment - want something to get away from boring everyday life/ escape

    • education - something we can learn from the product, movie with a message or new

    • social interaction - building personal relationships with other fans or games meeting new people or vlogger

  • media product can offer more that one aspect to audiences, making it more popular

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Power and media industries - curran and seaton

  • media industries theory

  • believe most media industries dominated by small number of large companies (e.g. universal and Disney in film)

  • Media companies are all about profit and power

  • Some companies can challenge this if they are independent or focus on what they create/ a massage instead of turning a profit

  • Due to focus on profit, products made are quite reparative and don’t offer much diversity or creativity.

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Regulations - Livingston and Lunt

  • media industries theory

  • regulations = rules/controle

  • Believe regulation of media industries is very difficult

  • Rules are often to do with protecting audiences from harm (particularly children and young people)

  • Regulators have to balance protecting people with offering them choice

  • Technology has made regulating much harder

  • Downloading, streaming and piracy means people can bypass control like age certifictaes

  • Vast nature of internet makes it impossible to control

  • Believes powerful companies can avoid regulations

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Cultural industries - Hesmondhalgh

  • media industries theory

  • believes media industries need to minimise risk and maximise profit to be successful

  • Ways companies can maximise profit and minimise risk:

    • Being vertically or horizontally integrated

    • Working across variety of media platforms and technologies

    • Focus on popular genres/ formats/ stars

    • Control release schedule of products (release on same day to stop piracy or hold back to make it feel more limited)

    • Detailed marketing campaign