Thursday, 29 September 2016

Audience Response and the Effects Debate

The Hypodermic Needle Model- 
Also known  as  hypodermic-syringe modeltransmission-belt model, or magic bullet theory these all have the same meaning but are told in different concepts but in the end the all mean that they all go straight in, 
The information that is given to the patient or subject is directly taken in.
The original model was produced in the 1930's, an example of this is Nazi propaganda where the media or propaganda is directly shot or injected which the term hypodermic needle model or magic bullet theory comes from.


The Inoculation Model- 
In a way is similar to the hypodermic needle model but the inoculation model is a way of accepting information or being exposed to something for so long it becomes the norm.
An example of this is when someone is experiencing  long term use of a violent game, such as GTA, this game is a great example for the simple fact of that its exploits so many illegal and violent terms of what the extremist game can do.
GTA is a popular game and is played by thousands but with it being so violent and a 18, you would think alot more crime would be a thing but the use of using a violent game to absorb the time of aggressive people takes away the fact that you play the game for so long it doesn't seem violent anymore.

The Two-Step Flow Model-
Is a model that shows that someone's opinion is formed off a leader maybe someone older or a friend that you look upto, or in other cases an a opinion can be formed from mass media such as things like social media where people will see something and then use that and not exactly look at it, they don't take into consideration of what they would actually think, they will just see something from media and then think that is right because they have said so and form there own sense of opinion.


The Uses & Gratifications Theory
This theory expresses the way how people look at media and why they look at certain types of media to feed the needs of what they are look for, this could be for knowledge or entertainment  
knowledge- is the way of using media and other types of information gathering to settle the need of 

learning this can be for school for doing home work or doing it for hobbies to learn more about the world around us or the past or even maybe the future of our civilisation.

relaxation- this is for the purpose of seeking media to settle nerves in a way if you are ill to relax your self you will reach to the media/ internet to search about everything to find if you are fine. 
Other ways could be that you search about things that calm you down and to find out more about hobbies or looking into games you enjoy to calm and relax yourself. 
In the term of playing a video game for relaxation to escape the world around you and to escape everything and just play video games 

social interactions/companionship-
The way that this is used is what you will mainly see in the present is people using more social media to interact and bring a more social interaction in your life, this could be about a video you have seen or an article and you and your friends start to take about which gives you the feeling of companionship. 
In the sense of games, people play more multiplayer games and more online based games like MMO's or the newer FPS style games not for the games itself but for the people that play it and to feel companionship and to have social interaction with other people.

diversion- 
People use video games to us as a distractions rather doing then more of important things, or in worse terms people use video games to divert them from bad things that are happening around them rather then sitting and watching them happen they will hop on a game to forget the surroundings around them and play the game. 


escape-
people use games as a way as escape in the same sense as diverting but to fully escape everything and rather being in the real world they would much rather prefer being in the virtual world of a popular game with friends.




The Reception Theory 
Reception theory is a version of reader response literary theory that emphasises each particular reader's reception or interpretation in making meaning from a literary text. Reception theory is generally referred to as audience reception in the analysis of communications models. In literary studies, reception theory originated from the work of Hans-Robert Jauss in the late 1960s, and the most influential work was produced during the 1970s and early 1980s in Germany and the US (Fortier 132), with some notable work done in other Western European countries. A form of reception theory has also been applied to the study of historiography, as detailed in Reception history 

https://en.wikipedia.org/wiki/Reception_theory 



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