Lecture 4: Understanding Media Audiences [UPDATED] Flashcards

1
Q

State the three ways through which the media influences its audience.

A
  1. Powerful Effects Theory (PET)
  2. Cultivation Theory (CT)
  3. Uses & Gratifications Model (U&G)
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2
Q

Define Gerbner’s Cultivation Theory (CT). Give an example to support this definition.

A

Heavy mass media users tend to “cultivate” perceptions of the world that are congruent with those shown in the media. According to Gerbner, viewers who watch more programmes on violence tend to think that the world is violent.

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3
Q

According to CT, how are heavy and light mass media users impacted by the media?

A

Heavy mass media users allow the media to shape their reality much more than light media users. Since media portrayals are exaggerated, heavy media users tend to have erroneous perceptions of reality.

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4
Q

How is CT detrimental to society? Give an example to support your explanation.

A

According to CT, if primetime news often reports about African Americans committing crimes and you are a heavy mass media user of the news, you will believe that African Americans are dangerous.

This is because your perception of African Americans will be congruent to how the media portrays them.

This is detrimental to society as such media portrayals are often exaggerated and biased.

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5
Q

Cite research to support the Mean World Syndrome.

A

Light users of violent TV programmes predict their weekly odds of being a crime victim as 1 out of 100

Heavy users of violent TV programmes predicted their weekly odds of being a crime victim as 1 out of 10.

Actual crime statistics indicate that 1 out of 10,000 is more realistic.

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6
Q

Using the example of violent content, what is the relationship between CT, desensitisation, and acceleration?

A

CT → Desensitisation:
Long-term exposure to media violence can lead to desensitisation.

Desensitisation → Acceleration:
When viewers are desensitised, they accept violence as something that is normal and done frequently. In order to satisfy this niche market, the media has to increase the “dosage” of violence. This results in addiction, i.e. acceleration of users’ desire for more violent content.

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7
Q

What is the fallacy within CT?

A

False Cause and Effect: CT doesn’t take into account other variable factors that could affect heavy users. It is extremely challenging to find the root of their beliefs as there could be many other factors apart from the media.

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8
Q

How do you apply CT in your explanations?

A

You must establish either of the following:

1) The subject is a heavy user of that content
OR
2) The subject is heavily exposed to that content.

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9
Q

Define the Uses & Gratifications Model (U&G)

A

Audience members have certain needs/ drives that are satisfied by using both non-media and media sources.

NOTE: CONMED only focuses on media sources.

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10
Q

What are media users’ 6 needs under U&G?

A

1) Cognition
2) Diversion
3) Social Utility
4) Affiliation
5) Expression
6) Withdrawal

Cinderella Damaged Samurai Unless Aladdin Exercised Wisely

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11
Q

How do users use the media to fulfil their need for cognition?

A

When the audience uses the media to satisfy their need for cognition, it means they use it to keep up with current events/ learn about things.

i.e. audience uses information

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12
Q

How do users use the media to fulfil their need for diversion?

A

When the audience uses the media to satisfy their need for diversion, they use it to entertain themselves as a form of

1) Stimulation
2) Relaxation
3) Emotional release

i.e. audience uses media for entertainment

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13
Q

How do users use the media to fulfil their need for social utility?

A

When the audience uses the media to satisfy their need for social utility, they use it as a form of social integrative needs to strengthen ties with family, friends, and others in society.

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14
Q

Under social utility, how do users use “social conversation” as “conversational currency”? Give an example to illustrate your point.

A

If you and your friends are Deadpool fans, you go to the cinema to watch the movie together. This movie can become a common topic of interest that can be the subject of your conversations, i.e. a kind of “currency” to strengthen your friendship with them.

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15
Q

In the process of using the media to satisfy their need for social utility, what kind of relationship do users build with media characters? Explain what this relationship entails.

A

Parasocial relationship. This means that the audience develops feelings of kinship and friendship with media characters. E.g. fans with K-Pop idols.

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16
Q

How do users use the media to fulfil their need for affiliation? How has the Internet amplified this need?

A

When the audience uses the media to satisfy their need for affiliation, it refers to their desire to feel a sense of belonging/ involvement within a social group.

The Internet amplifies this need for affiliation as it brings people together. Users seek affiliation as a way to escape from FOMO.

17
Q

What is the difference between social utility and affiliation?

A

Social utility - build relationships
Affiliation - provide a sense of belonging

Note: the same media can fulfil both needs, but you must be able to distinguish between the two of them.

18
Q

Define what ‘expression’ entails. How do users use the media to fulfil their need for expression?

A

Expression refers to individuals’ needs to express their inner thoughts, feelings, and opinions.

When the audience uses the media to satisfy the need for expression, it means they use it as a form of self-expression.

19
Q

How do users use the media to fulfil their need for withdrawal?

A

When the audience uses the media to satisfy their need for withdrawal, they use it to create a barrier between themselves and other people/ activities.

20
Q

What is the difference between

1) PET & CT
2) U&G?

A

PET and CT focus on how the media influences the audience (i.e., audience is passive).

U&G focuses on how the audience uses the media to satisfy certain needs (i.e., audience is active).

21
Q

How does U&G prove that PET is flawed?

A

PET:
- Audience is homogenous, passive, and uncritical.

U&G:

  • Focuses on how the audience uses the media to satisfy certain needs.
  • Audience decides how they want to use the media and for what purposes.

Hence, it shows that the audience is not passive, but active.

22
Q

Do users have full autonomy under U&G? Give an example to support your claim.

A

Although it seems that the audience is empowered under U&G (have the autonomy to decide how to “make use” of the media), it is important to note that the media still plays a significant role in our lives.

E.g. you choose to play video games as a way to satisfy your need for diversion. However, the more time you spend on the games, the more addicted you become (i.e. the media has influenced you!)