Audience Theory

Cards (55)

  • Agenda Setting
    Institutional values shown through giving prominence/priority to selected stories
  • Framing
    Organisation of media language that acts to present a message in a specific way - reflects agenda
  • Myth Making
    How words and images are systematically used to communicate and cultural & political meanings
  • Conditions of Consumption
    Active media consumers have capacity to make judgements, question and think freely about the media product they are seeing
  • Encoding by producers and decoding by audiences
    1. Dominant/Hegemonic - producers intended/preferred meaning is understood and accepted
    2. Negotiated - preferred meaning is acknowledged but decoded to fit individuals own experiences/context
    3. Oppositional - preferred meaning is understood but decoder rejects/disagrees therefor reads it a different way
  • Socialisation
    The process of learning the norms and values of our culture - media has an active influence in this process
  • Standardisation
    The way the repetition of an idea, behaviour or attitude across the media overtime can normalise/standardise the idea, behaviour or attitude
  • Enculturation
    How the media is part of the way we learn social and cultural norms
  • Repeated exposure over time
    Influences/shapes how people see the world around them
  • Representations
    Cultivate particular views and opinions
  • Cultivation reinforces mainstream values - dominant ideologies
  • Prosumer
    Those people who create, and adapt existing media content and then distribute it via social media and the internet
  • Interactivity
    The act of making references to other texts and popular culture artefacts as part of the signification process
  • Participatory Culture
    Referring to the audience's role in creating, producing and distributing media content
  • Textual Poaching
    The repurposing of media texts by fans to create new media products. This includes memes, fan-fiction, parody videos etc.
  • Fans are active participants in the creation and circulation of meaning
  • Zendaya's echo bubble features many prosumers
  • Mass Amateurisation
    The capabilities that new forms of media have given to non-professionals and the way the non-professionals have used these capabilities to create and distribute media content
  • Cognitive Surplus
    The cultural context of increased leisure time allowing for more sharing, collaboration and creativity using online platforms
  • Digital Natives
    A person who is brought up with digital technology from an early age so using it comes naturally to them
  • "We the media" - idea that modern audiences are turning into creators
  • Web 2.0
    A phase in the history of the internet where it involved interactivity, user participation and collaboration
  • Convergence
    The coming together of technologies and institutions to create a new product or media experience
  • Digital tech/internet has had an profound effect on the relationships of the media and audiences/individuals
  • Audiences are no longer passive consumers of the mass media because of the developments of the internet/Web 2.0
  • Media consumers are now the producers who speak back to the media
  • Social Learning/Imitation
    Copying actions in real life which have been viewed and copied through viewing an media product
  • Moral Panic
    The way that the media stirs up intense feelings (often anger or fear) in the way it covers a news event or issue
  • Media Literacy
    The ability to access, analyse and understand media - allows a better understanding of the complex messages received via the media
  • Uses & Gratifications
    The idea that the media audiences make active use of what the media offer them. The audience has a set of needs which the media gratify
  • Hypodermic Needle Theory
    A mass audience responds immediately to the direct influence of media products
  • Bardic Function
    This refers to the nature of the media as a story-teller/information provider within the culture
  • Cumulation
    The accumulation of effects over time as individuals view certain media content repeatedly
  • Cultivation
    The margin of 'heavy' viewers over 'light' viewers when assessing the perception of social reality that the media creates
  • Media producers can plant ideas in the audiences mind directly
  • Audiences acquire attitudes, emotional responses and new styles of conduct through interacting with the media
  • Media representations of aggressive/violent behaviour can lead audience members to imitate those behaviours in real life
  • Audiences use celebrity influences on social media such as Zendaya to help construct their personal identities
  • The constant need audiences have to check the media and stay connected can lead to feelings of anxiety and even addiction
  • Binary Opposites
    When representations are structured as pairs that reflect oppositional values