Propp's theory suggests that certain character types, such as the hero, villain, damsel in distress, sidekick, and dispatcher, often appear in narratives.
The women on the film poster of Kiss of the Vampire may be represented as damsel in distress princess characters, but the woman in the middle has a more powerful dominant body language and facial expression.
Some media products deliberately challenge the narrative structure for a reason, whether it's to hook in the audience from the start, make them feel like they need to watch the next film or the next program in the franchise or the series, or leave them on the edge of their seat.
Van Diemen's feminist theories suggest that our ideas about gender are derived from discourse, which includes written and moving image communication such as magazines, newspapers, films, TV programs, and video games.
The second part of Van Diemen's theory is that women are often objectified in the media, which means they are seen as an object to be looked at, bought, sold, and used.
Van Zenon also believes that men and women's bodies are often represented differently, with women's bodies being objectified and sexualized, and men's bodies being shown as spectacle.
Van Zenon believes that women are often represented as domestic homemakers mothers wives, and that men are often represented as individuals more suited to the workplace and politics.
The vampire poster features a helpless damsel in distress, encased in a tight revealing dress, unconscious, and being held by a male vampire, illustrating the objectification of women.
Blue Miller and Cats came up with the theory of uses and gratifications to explain why audiences might actively choose to watch or consume a media product.
Entertainment or escape is the idea that audiences are bored and want something to take them away from their boring life, something dramatic or funny, something that's interesting and makes them really want to watch it.
Another reason audiences might choose a media product is for education or information purposes, which is anything that is informative, factual, or teaches us something.
Media products that allow audiences to physically communicate with other people, such as online games, can encourage the idea of relationships with other people.
Online media products like vloggers can give the illusion of personal relationships, making audiences feel like they have a real connection with the person on the screen.