LO6 Revision

 Always a statement or a question to answer.

Explaining that you understand the question. Answer the question instantly.

5 marks for theory and terminology. 10 marks for examples. 5 marks for understanding.

Make sure I have the examples of media products. Find a controversial product and find examples.

Media effects passive audience theory - 

Hypodermic needled, Adorno and Horkheimer (1947) - people absorb information and believe everything they see in the media. use examples.

Cultivation theory, Gross and Gerbner (1976) - about desensitisation. The more that we see violence, the more likely we are to become unaffected by them. For example, GTA V. Examples include, violent video games leading to real life murders. Ferguson against, Anderson for.

Moral Panic Theory - Cohen (1972) - News articles that bring people to panic about things that do not need to be panicked about at all. Folk Devils, people become demonised. Reinforce toxic representations such as gender roles and violent groups. BBC suggested that scrolling through Instagram grew the product of negative effects on your body image.

This links to news stations such as BBC and SkyNews, as they usually overstate global issues.

GTA 5.

For and against paragraph Structure.

Active Audience Theory - Uses and Gratifications - 

Denis McQuail (1972) use media for their own personal gratification. For good. This means we use the media to benefit us in any way. Developing relationships over media. Taking identity. For example, changing fashion to what you like seeing.

Encoding/Decoding Model, Hall (1980) - 

The reading the audience take from media. The preferred meaning is what they want us to think. The Negotiated meaning is on both sides. TH oppositional meaning is where somebody thinks that it is completely wrong. People agreeing with the narrative of a media product.

Fandom (Henry Jenkins, 2012) - 

People get involved with media. Textual Poaching. People that go to conventions and groups that are linked to media and using it for the positive or negative, but shows how we are active audiences. Fans construct things for themselves that are from media products.

End of the traditional audience (2008) - Does not exist anymore. Second screening, and you are watching two things at once. People are engaging with things, voting, and talking to friends about things. Forums, where people talk about things not as a traditional audience. We have the power to opinionate online.


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