COMM 2300 - Effects of Mass Media - Final Exam Notes
Uses and Gratifications Theory Overview
Emerged as a response to earlier "effects paradigms", where audiences were seen as passive receivers of media.
Key thinker: Rubin.
Criticizes the "magic bullet" and mechanistic models that viewed media effects as uniform and automatic.
Audiences are active users of media who select media purposefully based on personal needs and desires.
Psychological Perspective
Shift from: "What effects does media have on audiences?" to: "How and why are audiences using media?"
Media use is:
Goal-directed and purposive.
Influenced by social and psychological factors.
Functional: media satisfies certain needs.
Competitive: media competes with other activities and alternative sources for satisfaction.
Main Assumptions
Audiences actively choose media based on their needs.
Social and psychological factors filter and mediate media effects.
People select media that compete with other sources of gratification.
Media messages are not sufficient by themselves to cause effects.
Audience initiative: linking needs to media choices comes from individuals.
Self-awareness: individuals can self-report on their media motives.
Value judgments of media are subjective and rest with audiences.
Highly motivated audiences are heavier and more active media users.
Types of Media Use
Instrumental Use:
Goal-oriented and purposeful.
E.g., Seeking information or specific content.
Ritualized Use:
Habitual, passive media use.
E.g., Escapism, passing time, entertainment.
Key Motivations for Media Use
Entertainment:
Pleasure, escapism, emotional release.
Social Interaction:
Topics for conversation, maintaining social connections.
Personal Identity:
Reinforcement or exploration of identity.
Role models, sense of belonging.
Information:
Learning about the world, staying informed.
Key Findings from Research
People often use media to alleviate loneliness but may feel lonelier afterward.
Internet chat users show higher communication apprehension and lower agreeableness.
Adolescents with high disinhibition enjoy violent/graphic media.
True sensation seekers may actually avoid media and seek real-world thrills.
Instrumental viewers (goal-directed) are more engaged and less easily influenced than ritualized viewers (habitual).
Problems in Traditional Media Effects Research
Focused too much on communicators' goals (e.g., persuasion).
Treated media effects as a one-way process.
Ignored the audience's active role.
Often neglected audience choices among multiple media options.
Methodological issues: reliance on self-reported motives, vagueness in defining terms like "uses," gratifications," motives."
Modern Perspectives
Media content can be experienced as:
Exciting but not good.
Technically impressive but emotionally unsatisfying.
We actively choose:
Activities
Media
Specific content based on diverse needs and desires.
Why We Enjoy Certain Content
Violence as entertainment:
Bliss is in the fleeting moment before the end (death/end of pleasure).
Violence provides an intense emotional experience that reminds us of life's limits.
Mood Management:
People select media to maintain or improve their mood.
Bored people choose exciting/adventurous content.
Stressed people choose soothing, calming content.
Sad movies may celebrate empathy or provide emotional catharsis, even without happy endings.
Excitation Theory:
Arousal (excitement) itself can be pleasurable.
Action and violent media trigger physiological responses (endorphins).
Social Reinforcement:
Media facilitates group discussion and provides topics for conversation.
Parasocial relationships (one-sided relationships with media figures).
Gratifications (More Complex Motivations)
Biological (Nature):
Sensation seeking, arousal, survival instincts.
Learned (Nurture):
Social reinforcement, cultural aesthetics, norms.
Criticisms of Uses and Gratifications Theory
Difficult to generalize findings across different audiences and contexts.
Overemphasis on audience activity: not all media use is highly active or rational.
Reliance on self-report: people might not accurately describe their own motives.
Conceptual confusion: lack of clear definitions for "uses," "gratifications," motives."
Quick Recap
Audiences: Active, goal-driven media users
Media Use: Functional, motivated by needs
Key Motivations: Entertainment, social interaction, identity, information
Mood Management: Choosing media to regulate emotions
Problems: Traditional models underestimated audience agency
Criticisms: Generalizability, self-report issues, conceptual vagueness
Adoption and Uses of Emerging Digital Media
Early Computer Use (Historical Data):
1984:
27% of students (pre-K to college) used computers at school.
12% used computers at home.
2001:
90% of children aged 5-17 used computers.
School use was still more common (National Center for Education Statistics, 2004).
2014-2015:
84% of households had a computer.
73% had broadband internet.
80% had a gaming device.
Children's Early Computer Use
Toddlers (2.5 years): Use computers on a parent’s lap.
Children (3.5 years): Use computer and mouse independently (Calvert et al., 2004).
By age 6:
48% have used a computer.
70% of 4–7-year-olds have used a computer (Rideout, Vandewater, Wartella, 2003).
Internet Usage by Age
Internet at Home (ChildTrends, 2018):
41% of 3–5-year-olds.
57% of 6–11-year-olds.
71% of 12–17-year-olds.
High-Speed Access:
15% of Grades 9-12 students do not have high-speed internet (Pew, 2020).
Media Preferences
Choice of Media:
1/3 of children aged 8-17 would choose the Internet over TV, phone, or radio (BBC, 2002).
Daily Media Use:
Children aged 2–18 spend 6 hours 32 minutes daily using media.
8 hours when counting simultaneous use of multiple media (e.g., phone + TV).
Internet Activities
Children and adolescents use the internet for:
Communicating with others
Finding information
Entertainment (67%)
Playing games (most popular activity at home and school)
Doing homework
Listening to music
Making pictures, cards, music, or movies
Sociodemographic Influences
Media use varies based on:
Family income
Parents' education
Ethnic background
Physical ability
Video Game Playing Trends
Early Research (1993 - Funk):
7th & 8th Grade Boys:
36% played 1–2 hours/week at home.
29% played 3–6 hours/week.
12% did not play video games.
7th & 8th Grade Girls:
42% played 1–2 hours/week.
15% played 3–6 hours/week.
37% did not play.
A Decade Later (2003 - Rideout et al.)
8th Graders: Averaged 17 hours/week of gaming.
Daily Play Rates:
44% of boys played video games daily.
17% of girls played daily.
Demographic Differences
8–13-year-olds play more than any other age group.
Higher video game use among:
African American children
Hispanic children
Lower-middle-class children (compared to White children and children from high-income homes).
Effects of Violence, priming, social learning etc
Violent Pornography and Aggression
Men watched a violent rape myth film where the female character either:
Enjoyed the violence
Did NOT enjoy the violence
Afterward, participants could administer electric shocks to a confederate who had previously angered them:
Those who saw the "enjoy" film administered stronger shocks, but only when the confederate was female (not male).
Effect intensified if the woman shared the same name as the character in the film.
Longer-term exposure (6 weeks) to violent pornography:
Participants recommended shorter prison sentences for convicted rapists.
Effects of Music Videos
Short-term and long-term desensitization to violence and sexual violence.
Music videos with antisocial content:
Increase acceptance of antisocial behaviour.
Music videos featuring violence:
Increase acceptance of violence (shown through experimental studies → support for causality).
Negative effects on attitudes toward women were observed.
Slasher Films
Slasher films = Horror films where a killer stalks and murders victims, often using bladed tools.
Over time, participants exposed to slasher films showed desensitization.
Using a method similar to the "convicted rapist" study:
Similar effects were found: reduced empathy, harsher attitudes.
Recent findings:
Even non-pornographic films about rape produced desensitization effects, but only among males.
Summary:
Effects are consistent, especially for men.
Gender difference: Men are more susceptible to these desensitization effects.
Summary: Media and Antisocial Behavior
Violence in Media:
60% of prime-time TV shows contain violence.
Average: 4.5 violent acts per programme.
Effects on Behavior
Viewing violence is related to engaging in violent behaviour.
Children are especially vulnerable:
Struggle to distinguish media violence from reality.
Tend to imitate what they see.
Those predisposed to aggression may learn violence as a solution.
Industry Response
Media executives often reject experimental studies:
Argue they involve "unrealistic conditions".
However:
"Real-life" studies (naturalistic research) also show similar harmful effects.
Conclusion
Media violence promotes violent behaviour:
Short-term: Immediate effects are clear.
Long-term: Likely cumulative effect over time.
Contextual Factors Influencing Learning and Aggression
Factors that Increase Learning/Aggression:
Attractive perpetrator.
Violence appears justified.
Presence of weapons.
Rewards for violent behaviour.
Factors that Decrease Learning/Aggression:
Violence appears unjustified.
Punishment of violent behaviour is shown.
Visible pain and harm cues in the victim.
Effects of violent videogames
Consensus on Video Game Violence:
Most scientists and academics agree that video game violence can be harmful, especially to children.
Children may be more susceptible due to developmental differences.
Theory provides explanations for why this could happen, even though there is limited empirical evidence linking violent video games to aggression
Theoretical Perspectives:
Catharsis Theory: Predicts that violent video games reduce aggression. No empirical support.
Social Learning Theory: Violence in video games can lead to children imitating violent behaviors.
Excitation Transfer: Arousal caused by media violence increases emotional responses, such as anger, after exposure.
Priming Theory: Exposure to violent media triggers related thoughts, which can lead to real-world aggression later.
Commonly Associated Negative Effects
Aggression is often seen as the most concerning effect of violent video games, but it might be less likely than other outcomes.
Humans typically have an innate negative reaction to violence. Repeated exposure to media violence reduces this distress, making individuals less sensitive to violence over time.
Prolonged exposure to violent media can distort perceptions of reality, leading to a "mean world view", where individuals believe the world is more violent and dangerous than it actually is.
Violent Video Game Effects – Two Views
Proponents of Harmful Effects: Violent video games are a public health threat and can lead to aggression in children and adults
Opposing View: Research linking violent video games to aggression is limited and flawed. There is little reason for concern about violent video games
Sex roles in Film
73% male v 27% Female
Females: Shown more traditionally, Younger, More discriminating appearance, More likely to be shown scantily clad, top heavy and thin, Roles depict young, domestic or sexual
Sex Roles in Prime Time TV
Females: Similar to film depictions, Greater victims of sexual harassment
Males: Underrepresented between 34% - 40% of speaking roles, More likely to have determinable job/shown working, Hold positions of leadership and power, More likely to initiate interruptions disruptively
Theoretical Mechanisms: Gender-Schema Theory
Schema: “a cognitive structure that represents knowledge about a concept or type of stimulus, including its attributes”
Direct cognitive processing of real world and mediation information about gender
After formation, children seek content to confirm this template
Sex Roles: Sex Typing
Sex typing: psychological characteristics or social behaviors associated with societal roles for males and females
Heavy viewers hold more sex-typed personality characteristics
Exposure can affect sexism (primarily boys)
Sex Roles: Occupations
Attitudes towards occupations affected by exposure
Viewing may affect estimations of real-world jobs
Sex Roles: Romantic Relationships
May develop idealized beliefs about romance
More cynical views of marriage
Sex Roles: Physical Appearance
Media exposure effects drive for thinness
Younger children may be more susceptible
Effects of Pornography
Explicit Material
When females are consumers, more likely that exposure was introduced by male
The average age of first exposure to magazines is 11 for males, 13 for females
For X-rated movies, the average age of first exposure was 14 years, 8 months
The Rape-Myth Story
Certain false beliefs or stereotypes about sexual assault are perpetuated in media.
More frequent in R-Rated than X rated
Victim blaming, Normalization, Etc
Graphic and Violent Pornography
Consumer mainly by older men, Consumers almost exclusively male
Most dramatic theme includes death of female
Experimental Effects
Arousal
Men more aroused than women in response to pornography
Differences between men and women in response to dehumanizing pornography
“Traditional” men exposed to pornography who were later interviewed by a female confederate remembered less about the content of the interview and more about her appearance than control males
Review-Music video Content Effects
Music videos are self-reinforcing: if viewers hear a song after having seen the video version, they immediately “flash back” to the visual imagery in the video
Music videos emphasize sexual innuendo and suggestiveness, gender stereotypes, and implicit aggression.
experimental studies indicate that music videos may have a significant behavioral impact by desensitizing viewers to violence and by making teenagers more likely to approve of premarital sex.
Recommendations
The American Academy of Paediatrics (AAP) recommends Pediatricians should counsel parents to monitor television viewing and to recognize that television is a potent teacher of children and adolescents
Parental Mediation of digital adult fare Applied Bronfenbrenner’s theory of niche to craft a unified field theory of media access, use, and influence
Summarizing Key Influences of Sexual Portrayals
Normalizes acts, practices that are relatively uncommon, unsafe, Exposure linked to some men ‘dehumanizing’ women
Teenage pregnancy rate in the US is two times to five times higher than in other developed countries because: Lack of comprehensive sex education
Conclusion
Impact of pornography seems to depend in part on the way it is shown—for example the difference between dehumanizing pornography and erotica- the latter is less problematic
The Political Economy of Mass Communication Theory
Media Ownership: Monopoly, Oligopoly
Concentration leads to abuse of market power: Restraint of trade, Barriers to entry, Lack of diversity
Microeconomics
Market structure -> conduct -> performance
Most legacy media in the U.S. are monopolies or Oligopolies
Media Performance
Direct pay (ex. Buying HP books), Indirect pay (advertising pays), Economies of scale
1996 Telecommunication Act: Deregulated conglomeration rules, allowing mergers, Permits widespread cross-ownership, Allowed telecommunications companies and content companies to merge
Oligopolies The Norm for Media
Oligopolies typically occur in industries with high barriers to entry, where only a handful of firms can afford to participate. Likened to "shared monopolies," where cooperative behavior among firms can help maximize profits.
Horizontal Integration: A business that owns or controls companies in the same industry- Many outlets of same type of medium
Vertical Integration
Companies control several/all aspects of one media industry
Reduces diversity of producers because smaller ones can't compete
Media Substation and the proportion of relative constancy
New media may displace existing media at a societal level because they are able to deliver services, content and entertainment more effectively
Political Economy and Role of Digital Media in Promoting Polarization SNS algorithms are designed to provide increasingly extreme political content to increase time spent on platform; Due to confirmation bias, social media algorithms present us with political sources that support their viewpoints, which further fuels political polarization
Mainstreaming Hate: Alt-Right Strategies
The internet allows for decentralized recruitment into hate groups instead of requiring one to join a local hate group in person
This allows hate groups to spread their reach much further and be held less responsible for individual acts of violence
Are digital media a socio-political panacea, or a danger for democracy
Symbolic Interaction Theory
Narrative Structure in TV Shows:
Pollution: A situation arises that disrupts the status quo or normal flow of events.
Guilt: The characters attempt to resolve the conflict or disequilibrium caused by the pollution.
Purification: The characters take action to resolve the pollution or conflict.
Redemption: The conflict is resolved, restoring equilibrium and returning to the status quo.
External Reality: Societal Norms
TV shows often reflect contemporary beliefs about gender, sex, race, and societal norms. Audience relatability is key, as viewers need to connect with characters.
Examples of Social Justice Issues on TV: Homosexual Couples, Interracial Couples, Transgender Characters
Stage 5: Genre-Bending in TV Shows
Genre Hybridity: Combining two or more recognized genres into one show. Westworld, The Office
Trope Appropriation: Inserting recognized genre tropes to ascribe meaning to a show. 9 to 5, WandaVision
Research on Digital Media Literacy
Digital Platforms and Media Literacy
Focuses on developing critical skills to interact with and understand media content effectively.
The Seven Skills of Media Literacy
Understanding media processes and impacts.
Interpreting media content as "text" to be analyzed.
Accessing media from multiple points of entry.
Recognizing ethical and moral responsibilities of media producers.
Critical thinking about media messages.
Understanding the internal language and production values of media.
Managing emotional vs. reasoned responses to media content.
Emerging Digital Platforms – User-Generated Media
Online platforms for personal profiles, communication, and information sharing. Facebook
Televised Content Access Points
Digital Video Recorders: TiVo, On-Demand services.
Internet Streaming: Hulu, iTunes, network websites.
Portable Devices: Laptops, smartphones, tablets.
Online Interaction: Facebook, MySpace, Twitter.
Time-Shifting
Definition: Recording and watching TV at a more convenient time.
Popular TV Programs
Glee: Positive portrayals of LGBTQ+ characters (e.g., Kurt Hummel).
Jersey Shore: High cable ratings; exposure to stereotypes and hypersexual behavior.
Toddlers and Tiaras: Reality show on child pageantry. Criticised for promoting hypersexualisation of young children.
Girls, Media, and Sexuality
Hypersexualisation: Overemphasis on sexual attributes in media portrayals. Impacts on Girls: Lower self-esteem, Distorted beliefs about sexual behaviour and beauty standards.
Media Literacy Tips: Analyze how women and girls are portrayed.
Digital Media Literacy: Multimedia and Moving Forward
John Oliver’s Campaign generated over 150,000 responses to the FCC. Bonus Concept: Media and the Flynn Effect TV and digital media are making society "smarter" through complex narratives and cognitive engagement.
Diffusion and Uses of Computers and Videogames
Characteristics of Communication Media Social Presence and Media Richness
Adoption of media is shaped by Group and organisational norms Technology champions (early adopters)
Advances in Digital Media
As business reliance on communication technology grows, so does the need for: Robust, reliable, secure, and capable infrastructures
Computers & the Internet Computer production mainly limited to developed countries. High cost barriers, so access is limited to the wealthiest social groups in many nations
Decline of U.S. Dominance: Internet power is diversifying globally Authoritarian Government Control Nations like China monitor, filter, and censor online political content
Covid-19 and the Rise of Telework
Pandemic as a “take-off” event for telework (work from home)
Artificial Intelligence, Content Moderation, and Digital Regulation Key Debates:
Conclusion: Challenges of Living with Mediated Communication Technologies
Key Challenge: Regulating cyberspace while balancing Innovation, Privacy, Freedom of expression, Equity of access
Digital Divide Has Narrowed
device ownership is widespread mobile devices are now a primary way many Americans access the Internet, particularly among younger, lower-income, and minority populations
Progress is undeniable, but gaps persist especially for certain groups
COVID-19 accelerated the need for home internet