Week 11 Flashcards
cloud computing
storage of digital content including personal information-third party servers offering on demand access
uses and gratification approach
approach to media study focusing on peoples media use and the gratification they see from uses
entertainment theory
examines key psychological mechanisms underlying audiences uses and enjoyment of entertainment oriented media content
source dominated theories
message sources and content are not based on the needs and interests of audiences, ignores audiences ability to resist messages
fraction of selection
how individuals make media content choices based on expectation of reward and effort required (expectation or reward/effort required)
Revival 1 of uses and gratification
-New survey methods and data analysis techniques allowed the development of important new strategies for studying and interpreting audience uses and gratification, was made systematic and objective
-active media is a key mediating factor making effects more/less liklely
-concern over effects research
Revival 2 of uses and gratifcation
-interactivity
-demmasification
-asynchroneity
interactivity
participants have control and can change roles in their mutual discourse
demassification
ability of the media user to select and tailor messages to audiences need through selectivity
asynchroneity
audiences can receive messages anywhere at different times, manipulation of media is infinite once distributed
critiques of uses and gratification
exaggerates the amount of active use
-Activity has too many meaning
Activity meanings
1.Utility
2.Intentionality
3. Selectivity
4. Imperiousness
1.Utility
media has too many uses for people
2.Intentionality
consumption of media content can be directed by prior motivations
- Selectivity
use of media can reflect existing interests and preferences
- imperiousness to influence
audience members are obstinante (don’t want to be controlled) and avoid certain influences
Activity
what the user does
activness
audience freedom, autonomy (uses and gratification)
Uses and gratification Strengths
- focuses attention on individuals in mass comm processes
- respects intellect and ability of media consumers
- Insightful analysis of how media content is experienced
- Difference in active vs passive users
- Studies the use of media as everyday social interaction
- provides insight into a domain of new media
Uses and gratification weaknesses
- too often assumed with functionalism
- cant address abscence or presence of effects
- key concepts are unmeasurable
- too micro level
- not associated w effects
Entertainment Theory
Process where entertainment activity is influenced, triggered, and shaped by the media product selected
-unconscious structures make us select types of entertainment content
hedonistic motivations
intentionally selecting content that seems to maintain and maximize pleasure and diminish pain
eudaemonic motivations
choosing content that provides for personal insight, self reflection
Parasocial interaction
interaction between audience members and characters in media content