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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
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
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
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
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
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
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
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
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
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)
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
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
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
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)
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🤨
'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
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
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.
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
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