media audience presentation content Flashcards
what is the hypodermic syringe model of media effects ?
media have a direct immediate effect on the audience. audience as a ‘homogeneous mass’ (all the same), as passive believing what they see in the media without questioning the content
transmit ‘messages - picked-up and acted upon by audience . Media
like a drug injected into the body (audience)
inject medium’s message or content n audience is patient
e.g violence n antisocial behaviour in films tv games musicn real life violence behaviour as drug use /crime = teen vulnerable to content
what is the transmission model - shannon and weaver ?
model of communication
messages be mixed up n misinterpreted in process between sending and receiving the message.
- Noise : Noise interrupts a message while it’s on way from sender to receiver
- Internal noise = sender makes a mistake encoding a message or a receiver makes a mistake decoding the message
- External noise - something external (not in the control of sender or receiver) impedes the message.
what is imitation or copycat violence ? in hypodermic model studies
Bandura - Bobo doll
cause n effect between media content n violence
social learning approach = people learn new behaviours by observations of others behaviour
e.g Bobo doll 1 group adult model behave aggressively to doll n violence attacked n hammer
other used as a control group and not exposed to any model at all
howed 3groups of children real, film and cartoon examples of a bobo-doll being beaten with a mallet. n 1 without violence. Then taken to a room with toys, ‘frustrated’ by toys not for them. then taken to a room with a mallet and a bobo-doll, children who seen the violent examples imitated violence by beating the doll , while the children who didn’t see violence didnt
what is desensitisation
Newsom ?
violent images in films easily availale n exposure to screen violence encourage young viewers to identify with violent perpetrators than victims
long exposure of violence - have drip-drip effect on young people over childhood n become socialised into accepting violent behaviour as normal as problem solving device
less sensitive to the pain and suffering of others.more fearful of the world around them.C more likely to behave in aggressive or harmful ways toward others.
resulted in censorship of film industry . apply age ceritifcates for films dvd music. Film makers to reduce foul lang, drug use n violence scene
9’o clock limit not show before
use issue warnings
anderson research on desensitisation
exposure to violent video games increased aggressive feelings, behaviour, decreased empathy n prosocial behaviour.”
accepting real life violence
change way people think about violence
criticism of hypodermic syringe model
Fesbach n sange
1- media message allow people to express n discharge powerful emotions safely = catharsis n prevent behaviours that would happen.= release extreme energy into safe outlets
Fesbach n sanger e.g violent tv for teen boys those who watched agressive programmes were less agressive in behaviour than others
2- sensitisation = cause pain n suffering seeing on victim makes viewers sensitive to consequences n less inclined to do violent acts
3-treats audiences a ‘homogenous mass, but today’s audiences are more diverse than in the past, so this model is less applicable.
criticism of hypodermic syringe model (2)
methodological
gauntlett
1- artificial context of lab of Bandura study in a lab= people not behave naturally knowing experiment
e.g dont take into account child’s media habits controlled by parents
2- not clear about how violence be defined; different types of violence in images n news or fictions.
Unclear in media effects - audiences if they react diff to diff types n levels of violence
3- fail to put violence in context
e.g view all violence as wrong n fail to see audience can interpret it
context of violence affects impact on audience; wife beaten by man more distress
children media users
ofcom
public policy research
some children not vulnerable as model implies
e.g some can distinguish b/w fictional n real violence early n know its shouldnt be imitated
Ofcom report children lack online understanding - not question what they see online n believe it e.g outube
public policy research found sending sexually explicit pics by phone part of normal life by teens = nothing wrong w pornography
porno as source of info about sex n relations =
= easy access online
scapegoat media
criticism
columbine shooting - media influences cited responsible for boys’ actions; playing comp game n listen to violent music n watch violent videos
media scapegoated for violence by supporters of hypodermic syringe model
- hypodermic syringe model fail to consider social n psychological factors that motivate violent/antisocial behaviour
like bad parenting, trauma, peer group, mental illness, drug abuse
Ferguson = USA 83% youth violence fallen despite rise of violent games = benefits society to play out aggression n not in streets
what is two-step flow (active audience approaches)
katz& lazarfield
- audience as active and influenced
- personal relationships n social networks dominated by opinion leaders - people with influence n looked up to
- have strong ideas n opinions fomed by exposing themselves to diff media n content
media content goes through 2 stages before it has an effect
1. opinion leader exposed to media content
2,opinion leader share their interpretations with wider audience by social interactions
evaluation of two step flow
- no guarantee opinion leader may be directly affected with imitative /desensitising effect
e. g leader of peer group of gang might convince other member audience that violence is acceptable as they exposed to violence as problem solving way - those who are socially excluded n not in social network are at risk of being influenced
- recognize people watch media as part of social networking
- useful for explaining role of parents
example of two step flow
- use of media with peers differs with diff countries
- some media more easily shared than others (games)
- talkin about media is important way media affect peer group relationships (tv most commonly discussed)
- medium seen as status objects
- peer groups intervene reception of media messages by talk n affect group culture
what is selective filter model?
klapper
for any media message to have effect it needs to pass through - active choice of audience n challenge hypodermic syringe notion that they r homogeneous n react to media similar ways
1- selective exposure = audience must choose to view /read/ listen content of media
what choice depends on interest,education,age,gender,class
2-selective perception - audience view media content n decide to reject it = not fit perception of social world
e.g smoker reject tv of smoking n cancer link
3- selective retention - media content has to stick in mind to have effect
only remember things they agree with
uses & gratification model
Mcquail + blumer
people use media to satisfy own needs (biological, psychological or social)
people - active interpreters n choice makers
4 needs people use tv for
1- Diversion = escape from routines to get out from problems/ immerse in media to make up for lack of satisfaction at worklives
e.g compensate lack of romance in marriage with watching sexually explicit tv
2- personal relationships = compensate decline of community in our lives
e.g elderly see soap opera as companions to indentify with n worry about w/o others
3- personal identity - help explore n confirm identity e.g suspect gay use experience of ay character in soap opera to decide how to deal/ use social media
4- surveillance; use to get info n news about social world to make up minds
criticism of uses n gratification model
1- not enough research on how media audience interpret n gratify themselves
2- fail to appreciate that diff ages/class/ ethnic group interpret n use same media content diff
3- exaggerate audience freedom to interpret content in way they choose
e.g GUMG - agenda already set by media n hard for audience to interpret media outside constraints (Marxists)
4- PM each has specific needs n function of media
PM society to provide plurality of media choices to meet tastes in diff gratification
5- ignore cultural context n social b/g that structures audience response