http://lr-media.blogspot.com/2018/09/theorists-and-theories.html
practise
Some theorists like Clay Shirky and Baudrillard say that media products may or may not be shaped by political and economic contexts. Baudrillard says that in postmodern culture the boundaries between the ‘real’ world and the world of the media have collapsed and that it is no longer possible to distinguish between what is reality and what is simulation. This may make media products come across as superficial in new media. An example of this would be from a close study product I have studied: Teen Vogue. An article published on the 25th January regarding whether UV light was safe for nails has come across as a superficial article as some may read the title of the article and question as to why other important issues around the world aren’t being covered like the recent earthquake in Syria costing thousands of people their lives and destroying the lives of those fortunate enough to still be alive. Baudrillard would say that since the postmodern world is like a simulation there may be no deeper meaning to media products anymore and that they are rather surfaced or shallow. Teen Vogue may produce articles like this as they will have learnt their audiences interests therefore will produce what they want in order to boost Teen Vogue economically.
On the other hand, another theorist Clay Shirky argued audience behaviour has progressed from the passive consumption of media texts to a much more interactive experience with the products and each other. Looking at the same article previously mentioned from the csp Teen Vogue, deeper into the article, it discusses matters such as developing skin cancer and how UV light can be a contributing factor to that. In the article there are subheadings which are set out like rhetorical questions and using first person pronouns like “I” to include the reader. This is to encourage involvement and participation within the audience. The article even includes links to medical research articles to promote further reading for the audience. Henry Jenkins theory of fandoms heavily supports active consumption. Fandoms are based on the ideology that individuals will go further than what a media producer specifically produces a media product for. This is sometimes referred to as ‘textual poaching’, fans construct their social and cultural identities through borrowing and utilising mass culture images. This assists media producers economically as these individuals then take ‘boosting the product’ out of the media producers hands.
Another CSP I studied was The Voice Online, which I personally don’t believe uses their products solely for economic purposes. Their articles are focused on black British individuals. The media producers from The Voice make it clear that they know who their ‘fans’ will be. This is due to all their products being related to news regarding black British individuals. They share political and historical stories to educate and engage their audience. An article I read, published on the 7th of February titled ‘Wealthy British family to pay reparations to Grenada for links to slavery’ clearly depicts they want to share successes to their preferred demographic. Upon looking at the Voice I also noticed they did not cover the disastrous earthquake in Syria which has led me to believe that News outlets will not cover news stories that they deem unsuitable for their target audience, this is because they will not achieve the active consumption and participation Clay Shirky talks so much about.
In conclusion, I agree with the view to an extent. I think that in a postmodern world media producers will produce what they see fit to their audience even if it means straying away from relevant economical and political views that are generalisable to the whole world. Both Teen Vogue and The Voice are evidence of this.
Possible questions for Wednesday
Media producers must respond to changing social and cultural contexts to maintain audiences.
To what extent does an analysis of the online Close Study Products The Voice and Teen Vogue support this view? (25) audience, social and cultural theorists
Roland Barthes – Semiotics Media products communicate a complex series of meanings to their audiences through a range of visual codes and technical codes. These codes can broadly be divided in to proairetic, symbolic, hermeneutic, referential, and so on.
• After many years of codes being repeated, their meaning can become generally agreed upon by society. For example, a scar on the face of a character can function as a hermeneutic code, indicating to the audience that they are ‘the villain’.
• Barthes also considered the importance of myths. Myths are stories and legends, which are passed down from generation to generation. They teach us why the world is the way it is, and also offer clues and instructions on how we behave. For example, in Greek myth of Narcissus, Narcissus was a particularly beautiful young man who turned down every woman as they didn’t live up to his expectations. After he ignored Echo for so long, she faded away in to nothing, and became just a voice in the breeze. This is where echoes come from. Narcissus was punished, and was led to fall in love with his own reflection. When he realised that he could consummate his love with himself, he killed himself. This myth warns the listener to not be so self-obsessed, and it is even where we get the term ‘narcissist’ from
• For Barthes, the myths of modern society can be found in media products. Whereas previously we would learn from legends, now we are more likely to discover social norms and values from advertising. For Barthes, a myth is a widely held belief which is reinforced and emphasised through media language. This concept is closely related to hegemony and stereotypes.
Stuart Hall – Theories of representation Representations are constructed through media language, and reflect the ideological perspective of the producer
• The relationship between concepts and signs is governed by codes
• Stereotyping, as a form of representation, reduces people to a few simple characteristics or traits. However, stereotyping is useful, as it allows producers to easily construct media products, and audiences to easily decode them.
• Stereotyping tends to occur where there are inequalities of power, as subordinate or excluded groups are constructed as different or ‘other’ (e.g. through ethnocentrism).
The target audiences for video games change because of the historical and economic contexts in which they are produced.
To what extent does an analysis of the Close Study Products Tomb Raider: Anniversary and The Sims FreePlay support this statement? (25) audience theorists
George Gerbner – Cultivation theory Being exposed to repeated patterns of representation over long periods of time can shape and influence the way in which people perceive the world around them (i.e. cultivating particular views and opinions)
• This process of cultivation reinforces mainstream hegemonic values (dominant ideologies).
David Gauntlett –
Stuart Hall – Reception theory To watch/read/play/listen to/consume a media product is a process involving encoding by producers and decoding by audiences
• There are millions of possible responses that can be affected through factors such as upbringing, cultural capital, ethnicity, age, social class, and so on
• Hall narrowed this down to three ways in which messages and meanings may be decoded:
• The preferred reading – the dominant-hegemonic position, where the audience understands and accepts the ideology of the producer
• The negotiated reading – where the ideological implications of producer’s message is agreed with in general, although the message is negotiated or picked apart by the audience, and they may disagree with certain aspects
• The oppositional reading – where the producer’s message is understood, but the audience disagrees with the ideological perspective in every respect
Katz and Larzasfeld –
Bandura – Media effects This old-fashioned view of how media products effect audiences is associated with the Frankfurt School in Germany
• The effects model suggests that media can implant ideas in the mind of the audience directly. It is also known as the hypodermic needle model
• Audiences acquire attitudes, emotional responses and behaviours through media products modelling ideologies
• If a media product represents behaviour such as violence or physical aggression, this can lead audience members to imitate those forms of behaviour
• This model has many issues, though it still proves popular with the general public, newspapers and politicians who should frankly read a media studies textbook or two.
B.F. Skinner –
Clay Shirky – ‘End of audience’ theories New media, as in the Internet and digital technologies, have had a significant effect on the relations between media and audiences
• Just thinking of audience members as passive consumers of mass media content is no longer possible in the age of the Internet. Now, media consumers have become producers who ‘speak back to’ the media in various ways, creating and sharing content with one another.
• This can be accomplished through comments sections, internet forums, and creating media products such as blogs or vlogs
X – However, this theory can and should be criticised. Arguably the media industries are just as exclusionary as they always ave been, and audiences are less ‘producers’ than ‘unwitting advertisers’., promoting pre-existing products through retweets, fan accounts and derivative vlogs that could never be financially successful without aggressive monetisation!
McLuhan –
Baudrillard – Postmodernism In postmodern culture the boundaries between the ‘real’ world and the world of the media have collapsed and that it is no longer possible to distinguish between what is reality and what is simulation. In fact, it really doesn’t matter which is which!
• Therefore, in this postmodern age of simulacra, audiences are constantly bombarded with images which no longer refer to anything ‘real’
• Because of this, we are now in a situation that media images have come to seem more ‘real’ than the reality they supposedly represent. This concept is referred to as ‘hyperreality’
Henry Jenkins – Fandom Fandom refers to a particularly organised and motivated audience of a certain media producer franchise
• Unlike the generic audience or the classic spectator, fans are active participants in the construction and circulation of textual meanings
• Fans appropriate texts and read them in ways that are not fully intended by the media producers (‘textual poaching’). Examples of this may manifest in conventions, fan fiction and so on
• Rather than just play a videogame or watch a TV show, fans construct their social and cultural identities through borrowing and utilising mass culture images, and may use this ‘subcultural capital’ to form social bonds. For example, through online forums like Reddit or 4chan.
Media products are shaped by the economic and political contexts in which they are created.
To what extent does an analysis of your online, social and participatory Close Study Products (The Voice and Teen Vogue) support this view? (25) economic and political theorists
Saussure – Concept of semiotics and language (linguistics) 1974 – the extended connotations of within a cultural system.
- THE SIGNIFIER – The sign: a word, colour or image (i.e. the colour BLUE)
- THE SIGNIFIED – The concept/ meaning/associations that the sign refers to (i.e. BLUE is often associated with sadness or the sea etc.) https://www.teenvogue.com/story/uv-light-for-nails-safety