Audience affects theory

1) Write a definition of a passive audience:


2) Write a definition of an active audience:


3) Write a definition of the hypodermic needle theory:


4) Write down a media product (e.g. TV show, newspaper or videogame) for each category of Blumler and Katz's Uses and Gratifications theory and WHY it fits that particular audience use/gratification. The first one is done for you: 1) Write a definition of a passive audience:

2) Write a definition of an active audience:


3) Write a definition of the hypodermic needle theory:

4) Write down a media product (e.g. TV show, newspaper or videogame) for each category of Blumler and Katz's Uses and Gratifications theory and WHY it fits that particular audience use/gratification. The first one is done for you:






 1) Passive Audience:

A passive audience refers to a group of individuals who consume media content in a relatively unengaged or non-participatory manner. They typically receive information or entertainment without actively seeking it out or critically analyzing it. Passive audiences are more receptive to messages and may not actively question or challenge the content they are exposed to.


2) Active Audience:

An active audience refers to a group of individuals who engage with media content in an interactive and participatory manner. They are more likely to seek out specific information or entertainment, critically evaluate the content, and may even contribute to discussions or create their own content in response. Active audiences tend to be more discerning and involved in shaping their media experiences.


3) Hypodermic Needle Theory:

The hypodermic needle theory, also known as the magic bullet theory, is a now-discredited mass communication theory that posits that media messages are injected directly into the minds of passive audiences, shaping their beliefs, attitudes, and behaviors in a uniform and predictable manner. According to this theory, audiences were seen as passive recipients who absorbed media content without question, leading to a direct and immediate impact on their thoughts and actions.


4) Blumler and Katz's Uses and Gratifications Theory:


a) Informational Use:

Media Product: The New York Times (newspaper)

Explanation: The New York Times is a prime example of a media product catering to the informational use. It provides in-depth news coverage, analysis, and a wide range of topics to satisfy the audience's need for accurate and timely information on current events, politics, culture, and more.


b) Diversionary Use:

Media Product: Netflix (streaming platform)

Explanation: Netflix offers a vast library of movies, TV shows, documentaries, and original content, providing a means of escapism and entertainment for viewers seeking a break from their daily routines. It caters to diversionary use by offering a wide array of content genres to suit different tastes and moods.


c) Personal Identity Use:

Media Product: Instagram (social media platform)

Explanation: Instagram allows users to curate and share visual content, express themselves through photos and captions, and connect with like-minded individuals or communities. It fulfills the personal identity use by enabling users to construct and communicate their identities, interests, and values through their profiles and posts.


d) Social Integration Use:

Media Product: Facebook (social media platform)

Explanation: Facebook facilitates social interaction and connection by allowing users to connect with friends, family, and acquaintances, share updates, engage in conversations, and join groups based on common interests. It serves social integration use by providing a platform for building and maintaining relationships and communities online.

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