Audience Theory Handout 1
Audience Theory Handout 1
Tutor Definition
Passive Active
Does not question the messages in the text Can question the messages and meanings in
the text
(Developed in the 1920s to 1930s) It suggests that audiences are a mass that behave the
same way in response to a text. The idea is that the media injects ideas into the minds of the
assumed passive audience.
Uncle
Friends
Read the articles on the following pages and consider how the hypodermic needle, opinion
leader and two step flow theory have affected events. Once you’ve read through the article
write up your thoughts in the provided box.
http://news.bbc.co.uk/1/hi/england/leicestershire/3934277.stm
29/06/04
Following the hearing she said her son's killer had mimicked
a game called Manhunt, developed by Edinburgh-based
Rockstar North, in which the players score points for violent
killings.
Covered in blood
She said: "I can't believe that this sort of material is allowed
in a society where anarchy is not that far removed.
Game ban
Echoing his former partner, the civil servant said: "I don't
play these games but if they are influencing kids to go out
and kill people then you don't want them on the shelves."
Leicestershire police have confirmed a copy of the game was found, but in
Stefan's' bedroom and not with Leblanc.
Stefan's parents blamed the game, which was withdrawn by some high
street retailers, following the court case.
They added: "We can confirm the game was not found in Warren
Leblanc's room, it was found in Stefan Pakeerah's room."
But sales at HMV, which has continued to sell the game, have reportedly
risen.
Violent films
"Warren Leblanc gave Stefan the game just two days before he killed
him," she said.
"Leblanc is responsible for what Leblanc did and what he did was
horrible."
Mrs Pakeerah added: "He liked violent films and games and particularly
liked Manhunt.
"There are obvious similarities between the game and how Stefan died."
'Misleading reporting'
"We have been very concerned recently about the misleading and
disingenuous reporting about the effects of playing interactive games
software," said Elspa.
"As you will know, despite many research projects into the effects of
screen violence, some of which have been undertaken by eminent
academics in their field, no link with violent behaviour has been found."
Elspa said its members took their responsibilities extremely seriously and
that they conformed with both the letter and spirit of the law and the
strict Codes of Practice.
There are likely to be people who just believe what the article states as many people are already
against violent videogames due to previous articles about violent videogames. With certain
news websites/etc. more people may believe what they read as they are influenced by these
opinion leading sites, without making their own opinion on the events that occurred.
This theory was developed in response to other outdated theories. It was the first theory to
suggest that audiences were not passive and that they seek out different texts to satisfy
different needs or gain certain pleasures.
What are the four divisions of the Uses and Gratification Theory?
1. Entertainment and Diversion – audiences consume some texts in order to escape
from the mundanity and pressures of everyday life. This suggests that audiences can
become equally involved in a story world as much as a literal world. This relies on the
story world being believably fantastical and offering escapism.
3. Social Interaction – Some texts are “of the moment” and are discussed by the
audience as they happen. Audiences may use text so that can use the experiences to
talk to others.
4. Personal Identity – This is the idea that audiences gain pleasure from media texts
because they are able to compare theirs lives and experiences with those featured
the text.
Make a list of different interactive products you consume that you can apply
Uses and Gratification divisions to. You may find you can apply more than one.
Books and games – Entertainment and Diversion
Reception Theory
It is concerned with how texts are read by audiences and how meaning is created through
that experience. An important concept of reception theory is that the media text has no
inherent meaning in and of itself. Instead, meaning is created in the interaction between
spectator and text. It argues that contextual factors, more than textual ones, influences the
wat the spectator experiences the text. Contextual factors include elements of the viewer’s
identity as well as circumstances of exhibition, the spectator’s preconceived notions
concerning the genre and even broad social, historical, and political issues.
It places the viewer in context, taking into account all of the various factors that might
influence how she or he will read and create meaning from the text.
What factors of a viewer’s identity may influence how they respond to a text in regards to
reception theory?
Personal interests, experiences and opinions, age and gender, religious beliefs, upbringing,
political views, moral views, nationality, geographic location
Considering the factors you have written above, think what type of response
different groups would have to these products…
Film Preferred Oppositional Negotiated
GTA V Teens, streamers Parents, religious ?
people
Super Mario Children, teens, ? ?
Odyssey adults (families)