1/5
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
media effects - Bandura
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
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
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
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
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
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