Audience theory 1: blog tasks
Hypodermic needle model
The Mail Online has written an article about the effects that violent video games have on audiences. This article suggests that playing violent video games 20 minutes a day can encourage violent tendencies for their audiences. This relates to the hypodermic needle theory. This article is suggesting that audiences of this game are passive and will intake the media that they are given and will implement it into their personal lives without questioning it.
Similarly to the Mail Online article, this article is suggesting that the audiences of video games, in this case, a 15-year-old boy, are blindly accepting media and are allowing it to influence their lives.
I agree with the hypodermic needle theory to a certain extent. With the world that we are living in now, audiences are quick to question certain things that they see in the media. However, a small percentage of audiences do, in fact, blindly accept particular things that they see online. An example of this is Flat-Earthers
Two-step flow model
The two-step flow model is the theory that instead of people being influenced by media products, they are believed to be influenced by people that they socially interact with. The two-step flow model is extremely relevant today. It is the sole reason why there are so many 'influencers' that make money from just existing. Many people are influenced by people that they see online or in real life; whether that is a celebrity or just an ordinary person that they see in the workplace or school.
MannyMUA is a perfect example of this. Big makeup brands will send Manny makeup products to use and promote, these brands know that this will convince audiences to purchase the products as he holds influential power. This links to the two-step flow model as audiences are influenced by a person.
Jamal Edwards also links to the two-step flow model. Jamal is sharing his story to hopefully inspire people to become as successful as him. He is also providing audiences with valuable information that will aid them in success
Uses and Gratifications theory
Diversion: Tik Tok offers users of this app with the audience pleasure of diversion. That is because they are exposed to different peoples lives and things that they may find comedic. This distracts them and diverts their attention away from things in their lives that may be bothering them.
Personal Relationships: A TV series like Game of Thrones will provide audiences with the pleasure of personal relationships. This is because they might have a favourite character and might develop an attachment t that character.
Personal Identity: Personal Identity could potentially be experienced through Snapchat. Commonly on Snapchat, you will have an online friendship with people you know or people that are similar to your age. This will allow audiences to undergo the audience pleasure of personal identity as they can probably relate to the things that they see.
Surveillance: The audience pleasure of surveillance will be experienced through having the weather app or news app on your phone. It provides users with information that is valuable to them.
Dependency theory
Personally, I believe that audiences are more dependent on the media than they were in previous years. An example of this is the weather; many people depend on using the weather apps so that they know what to wear for the day or, whether to bring an umbrella or not.
That is ultimately due to the growth of new and digital technology. The Development of technology has made everything more accessible to audiences. It has now become easy to get a hold of things and information within a click of a button. That is the reason why audiences have become more dependable on technology.
Media can have both a positive and negative effect on audiences. Positive; in the way that it provides audiences with valuable information and an escape from their everyday lives. However, the media comes with a negative impact. Some people's insecurities might be amplified when going onto social media. This is because a lot of the things seen on media are not realistic; audiences might compare themselves to what they see.
Comments
Post a Comment