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Semiotics (Roland Barthes)
The study of signs and meaning. Signs function at a literal level (denotation) and figurative level (connotation). Signs can become "myth" through naturalization.
Narratology (Tzvetan Todorov)
The study of narrative. Narratives move from one equilibrium to another, separated by a disruption. The resolution can have ideological significance.
Genre Theory (Steve Neale)
Classification of media products. Genres rely on repetition and difference, evolving through hybridity and subgenres within economic contexts.
Structuralism (Claude Lévi-Strauss)
Meaning is produced through underlying structures and binary opposites (e.g., good vs. evil). Resolutions of these opposites carry ideological weight.
Postmodernism (Jean Baudrillard)
The collapse of boundaries between the real and mediated worlds. Hyperreality occurs when mediated images seem more real than reality itself.
Theories of Representation (Stuart Hall)
Meaning is produced through language and signs. Stereotyping occurs where there is a disparity of power, reducing groups to simple "othered" traits.
Theories of Identity (David Gauntlett)
Media provides a "toolbox" of resources for identity construction. We now use a "pick-and-mix" of media models to shape who we are.
Feminist Theory (Liesbet van Zoonen)
Gender is constructed through discourse and varies by context. The objectification of women's bodies is central to Western patriarchal culture.
Feminist Theory (bell hooks)
A political commitment to smash the patriarchy. Intersectionality (race, class, and sex) determines the level of exploitation or oppression.
Gender Performativity (Judith Butler)
Identity is performatively constructed through repetitive acts and rituals. There is no inherent gender identity behind these expressions.
Post-colonial Theory (Paul Gilroy)
Explores the legacy of colonialism. Colonial discourses and "civilisationism" continue to inform modern racial hierarchies and binary oppositions.
Power and Media Industries (Curran & Seaton)
Media is driven by profit and power. Concentration of ownership limits creativity, while diverse ownership encourages varied media products.
Regulation (Livingstone & Lunt)
The struggle between protecting citizens from harm and offering consumers choice. Digital media and conglomerates put traditional regulation at risk.
Cultural Industries (David Hesmondhalgh)
Companies minimize risk and maximize audience through vertical/horizontal integration and reliance on genres, stars, and serial formats.
Media Effects Theory (Albert Bandura)
Media can implant ideas directly. Audiences may acquire new attitudes or imitate transgressive behavior seen in media representations.
Cultivation Theory (George Gerbner)
Repeated exposure to patterns of representation shapes how audiences perceive the world, reinforcing dominant ideologies over time.
Reception Theory (Stuart Hall)
Communication involves encoding/decoding. Audiences take three positions: dominant-hegemonic (accept), negotiated (adapt), or oppositional (disagree).
Fandom (Henry Jenkins)
Fans are active participants who "poach" texts, reading them in unauthorized ways to construct social and cultural identities.
'End of Audience' Theory (Clay Shirky)
Digital technology ends passive consumption. Users now "speak back" to media, creating and sharing their own content.
Uses and Gratifications theory (Elihu Katz and Herbert Blumer)
a key idea in media studies that shifts focus from what media does to people → to what people do with media. Instead of seeing audiences as passive, this theory argues that people are active consumers who choose media to satisfy specific needs or “gratifications.”
Active audience – People deliberately choose what they watch or consume.
Goal-oriented use – Media use is driven by needs or desires.
Media compete – Films, TV, social media, etc., all compete to satisfy the same needs.
Self-awareness – People generally know why they use certain media.
This theory helps explain why people watch movies and how they choose them, which directly influences marketing:
Studios design films and campaigns to meet specific audience needs (e.g., action films for excitement, dramas for emotional connection).
Platforms like Netflix recommend content based on what gratifications users are seeking.
Marketing campaigns highlight different “gratifications” (e.g., thrill, humor, relatability) to attract audiences.