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Media effects theories argue that the media has the power to shape the audience’s box thoughts and behaviour.
How valid do you find the claims made by effects theories?

You should refer to two of the Close Study Products (Tomb Raider Anniversary, Metroid: Prime 2 Echoes, Sims Freeplay) in your answer.

[25 marks]

  • Tomb Raider:
  • – gender identity
  • – – Lara Croft – on the one hand, subverts the image of women in the home – however, the game developers decision to sexualise her – for the pleasure of young heterosexual men – counteract this.
  • — this links to David Gauntlet’s gender identity theory
  • …watching Tomb Raider… might encourage girls to become somewhat more independent and feisty, without them needing to directly copy an extensive fight sequence, embark on a perilous quest for ancient artifacts… David Gauntlett.
  • we referred to her description of a combative and aggressive representation of traditional masculinity. Since Lara Croft is always depicted posing with her weapons, including on the box art for “Tomb Raider: Anniversary”, it is clear the character transgresses the binary representation of gender because she is active and adventurous. In this way, the protagonist seems to validate Gauntlett’s fluidity of identity concept.
  • It is also important note Larson’s sexist language during several of the cutscenes. Reinforcing the imbalance of power between femininity and masculinity, he refers to Lara Croft as “darlin’” and “kitten”. Is he simply performing his gender role?
  • – So, is she a feminist icon or does she reinforce sexist ideals?
  • Although she may inspire some young women in the same way as Metroid’s Samus Aran, in my view, her representation reinforces sexist ideals, and appeals mostly to young, heterosexual men.
  • The Mean World Index is a mathematical analysis of how violent images in the media affect people

Gerbner hypothesized that people who viewed violence in media could experience anxiety, fear, pessimism and an increased sense of awareness to perceived threats.-

This suggests that the violence in Tomb Raider may affect its young audience and induce violent behaviour – bobo doll experiment – Children who observed the aggressive model made far more imitative aggressive responses than those who were in the non-aggressive or control groups.

Lasswell – hypodermic needle –  Comparing the communication of a message to a patient being injected with serum, the model suggests the public are easily brainwashed by the media.

  • ———— Sims Free play ————–

Representation

Many other video games have limited representation due to only a few playable characters – whereas Sims free play has a wide range of options, allowing the game player (audience) to create their own representation – customizable characters.

  • Wide range of skin tones
  • outfits
  • hair types
  • e.t.c.

potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world

Straight, bi, gay, trans are all possible.

  • Sims positive and inclusive representation may make some audiences feel as though the way they feel as normal / ok due to it being normalised in Sims.
  • Audience
  • female 18-40 casual gamer
  • You can play God – control everything in the game.
  • Has maternal appeal
  • Able to care for / nurture characters

one way in which Sims can be somewhat problematic, is how some users take advantage of the freedom in the game and use it to mercilessly torture their sims – link to bobo doll experiment. – argument to say this makes it even more problematic than tomb raider – because audiences actually can choose to hurt their sims.

PEGI rating for the game – 12 – has mild references to alcohol, sex, other adult themes

Although the game shows drinking, sex, and nudity it is shown in a non-revealing way – a blurring filter used to block anything graphic.

Very hard to regulate mobile/online games.

Likely that many players are u12 – could be influenced by sims portrayal of sex.

The Hypodermic Model

In this model, the media is seen as powerful and able to inject ideas into an audience who are seen as weak and passive.

The hypodermic needle was proposed by Harold Lasswell in the 1920s.

Cultivation Theory

This theory also treats the audience as passive. It suggests that repeated exposure to the same message – such as an advertisement – will have an effect on the audience’s attitudes and values. 

founded by George Gerbner in the late 1960s.

Two Step Flow Theory

Katz and Lazarsfeld assumes a slightly more active audience. It suggests messages from the media move in two distinct ways.

First, individuals who are opinion leaders, receive messages from the media and pass on their own interpretations, in addition to the actual media content. The information does not flow directly from the text into the minds of its audience, but is filtered through the opinion leaders, who then pass it on to a more passive audience.
The audience then mediate the information received directly from the media, with the ideas and thoughts expressed by the opinion leaders. They are not being influenced by a direct process, but by a two-step flow.

This theory appeared to reduce the power of the media, and some researchers concluded that social factors were also important in the way in which audiences interpret texts. This led to the idea of active audiences.

Uses and Gratifications Model

This model stems from the idea that audiences are a complex mixture of individuals who select media texts that best suits their needs – this goes back to Maslow’s Hierarchy of Needs above.

The users and gratifications model suggests that media audiences are active and make active decisions about what they consume in relation to their social and cultural setting and their needs.

This was summed up by theorists . This means that audiences choose to watch programmes that make them feel good (gratifications), e.g. dramas and sitcoms, or that give them information that they can use (uses), e.g. news or information about new products or the world about them.

Reception Analysis

Reception Theory

Reception analysis is an active audience theory that looks at how audiences interact with a media text taking into account their ‘situated culture’ – this is their daily life. 

This theory was put forward by Professor Stuart Hall in ‘The Television Discourse – Encoding/Decoding’ in 1974, with later research by David Morley and Charlotte Brunsden. 

The theory suggests that social and daily experiences can affect the way an audience reads a media text and reacts to it.

Hall suggests that an audience has a significant role in the process of reading a text, and this can be discussed in three different ways:

  • The Dominant or Preferred Reading. The audience shares the code of the text and fully accepts its preferred meaning as intended by the producers.
  • The Negotiated Reading. The audience partly shares the code of the text and broadly accepts the preferred meaning but can change the meaning in some way according to their own experiences.
  • The Oppositional Reading. The audience understands the preferred meaning but does not share the text’s code and rejects this intended meaning. This can be called a radical reading that may be, say Marxist or feminist or right wing

Essay prep

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 marks]

Plan:

  • Target Audience
    • — Tomb Raider — Young heterosexual men
    • — Sims FreePlay — Women aged 18-40
    • How do they appeal to this target audience?
    • — Tomb Raider — sexualised main charter: Lara Croft. Adventure style game. Physical – action game
    • — Sims FreePlay — appeals to maternal instincts. taking care of, nurturing characters. Tedious tasks. Gives them full control over the world – women may play it in an attempt to get back control – which they lack in their own lives. Wide range of skin tones. outfits. hair types. potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world. Straight, bi, gay, trans are all possible.

Media effects theories argue that the media has the power to shape the audience’s box thoughts and behaviour.
How valid do you find the claims made by effects theories?

  • Fairly valid

You should refer to two of the Close Study Products (Tomb Raider Anniversary, Metroid: Prime 2 Echoes, Sims Freeplay) in your answer.

[25 marks]

The Voice

Representation

UK’s first / favourite black newspaper

First published in 1981 – offered a new media source for those in the black community – much of the media at the time was racist / marketed towards white people.

Before the introduction of The Voice, the black press in Britain targeted first-generation immigrants. Newspapers, such as The Caribbean Times and West Africa, kept the diaspora up to date about news about the old countries. The Voice was different. It wanted to publish stories which were relevant to the second generation who were born and raised in Britain.

They were eager to create a countertype to the negative portrayals of black people often represented in the mainstream media. This was particularly important after the civil unrest across England in 1981.

Was there a riot in Brixton or was it an uprising against social and economic injustice?

The headline ‘To Think This is England’ reinforces the binary opposition between the civilised England and the savage Other. The audience are positioned to sympathise with the cowering police officers who are under attack. They are almost protecting the viewer from the violence and the side-turned and torched vehicle is a strong signifier of the destruction they are trying to prevent.

Media Language

The Voice uses codes and conventions to influence meaning. They value black people and like to make them feel superior and strong and independent. They bring racist issues and discrimination problems to the light to relate to their specific audience.
They use images of mainly black people to get their views and values across and to attract their target audience. They also have quite a colourful site to show support for ‘coloured’ people and present it in a much more positive term. The images used are often not photoshopped and are natural which gives a real view of people which could better relate to their audience.

Industry

David Hesmondhalgh believed companies involved in cultural industries were motivated by profit rather than a duty to public service broadcasting. No one was going to invest in a newspaper which targeted a niche audience unless it was going to make money. However, the social and political context of the early 1980s offered the founder of The Voice, Val McCalla, an opportunity to raise the funds needed for such a risky venture.

Barclays Bank was being heavily criticised for its investments in South Africa where racial segregation was institutionalised in a system known as apartheid. In a bit of impression management, the bank attempted to counteract the negative publicity by showing support for African-Caribbean causes.

McCalla secured £62,000 from Barclays with the backing of the Loan Guarantee Scheme which was part of a series of initiatives set up by Margaret Thatcher’s government to help unemployed people start their own business. The Voice enterprise was a success and the bank loan was paid off within five years.

The circulation of the paper peaked at 55,000 in the early 1990s with young women being a substantial majority of its weekly buyers.

Articles

Each article follows the template. First, breadcrumbs help the user understand where the story fits into the site’s permalink structure and enables you to navigate to the parent category pages. This element is followed by the dateline and a clickable by-line.

The Sims FreePlay

Representation

Many other video games have limited representation due to only a few playable characters – whereas Sims free play has a wide range of options, allowing the game player (audience) to create their own representation – customizable characters.

  • Wide range of skin tones
  • outfits
  • hair types
  • e.t.c.

potentially more left-wing – modern than previous games due to how much control is given to the game player in creating their world

Straight, bi, gay, trans are all possible.

However, this can lead to game players creating problematic universes – for instance, if a game player wanted to – they could manipulate their world into being racist e.t.c.

Also, although multiple representations are possible – marketing of the game usually shows quite stereotypical representations of women – getting married – having children

It can also manipulate the way that gender is presented – gender is very fluid in sims freeplay.

there is an element of tediousness to the game – very realistic – lots of real tasks have to do – cleaning, e.t.c.

However, some tougher more traumatic things aren’t shown – abortion, miscarriage, e.t.c

European representation of reality – wants to keep things feeling real – whilst also keeping things pleasant.

Audience

female 18-40 casual gamer

You can play God – control everything in the game.

Has maternal appeal

Able to care for / nurture characters

Marketing – creating dream characters – dream home – able to d things that you cant do in real life.

offering audiences a fantasy escape from their lives

Able to find connection – understanding – put characters through dilemmas that you yourself have gone through

freeing – able to put characters in dangerous / weird / sadistic / sexual situations – situations that they cant do in real life.

The inclusive nature of the game means those who may feel isolated in real life – can create characters who have the same struggles as they do

very easy to play – free to buy

complaints: in-app purchases necessary

Industry

Developed and published by EA mobile + Firemonkeys studio

Both are a part of Electronic Arts

EA has a reputation for big-budget triple-A games that have had huge successes, so may have a pre-sold audience of fans

EA is horizontally and vertically integrated – they can develop, publish and market games themselves

EA has over 800 staff in the US just to work on mobile gaming

Lots of gaming companies veering away from consoles – putting more resources into mobile gaming

EA has nearly 10,000 staff, 44 studios across 20 countries, and nearly £6bn income each year.

The game has been downloaded over 200m times – incredibly successful.

Available in 11 different languages in addition to English, helping it to target a worldwide audience.

Mobile games have to have constant updates to cope with the updates released for mobile operating systems.

Regular updates to keep the game exciting – many new improvements – to encourage audiences to keep playing the game – and encouraging in-app purchases – for stuff like clothes.

Sims freeplay mobile – part of an existing franchise of console / PC games – reduces risk.

PEGI rating for the game – 12 – has mild references to alcohol, sex, other adult themes

Although the game shows drinking, sex, and nudity it is shown in a non-revealing way – a blurring filter used to block anything graphic.

Very hard to regulate mobile/online games

The game is banned in seven countries – particularly in Asia -due to LGBT relationships – which are deemed unacceptable and illegal

EA are aware of how important audience is – regularly conduct interviews – take suggestions around how the game could improve – keeps audiences engaged.

CSP | Teen Vogue

magazine issue: 2003 – 2017

Still operates, now as an online magazine

In January 2017, the magazine’s website had 7.9 million US visitors compared to 2.9 million the previous January.

Representation

Teen Vogue is an American online publication, formerly in print, launched in January 2003, as a sister publication to Vogue targeted at teenagers. Like Vogue, it included stories about fashion and celebrities.

usually, teens are presented as uninterested in politics – teen vogue subverts this view – including many stories on politics including climate change, feminism, and gay rights.

Shows prominent young people in positions of power

Older people are often represented in a negative light – as failed politicians, racists, unsuccessful, e.t.c.

Suggested that older people aren’t doing enough, which links back to how the magazine is marketed towards young people

Teen vogue pages do not seem to focus on body shape, dating, dieting, e.t.c. Very few women are sexualised on the site.

Women are shown as important, powerful, successful

Tackles many issues which women face – doesn’t ignore them – tackles things like misogyny head on

Many articles talk about women rights, the need for feminism, and sexual harassment – Doesn’t glamorise these issues – shows them as things which need to be talked about.

Gender is represented in a diverse ‘non-binary’ sense, with pages showing multiple types of identities

Represent women who are more masculine/feminine

Represent women with different styles of hair – skin colour

Represents people with diverse gender identities

Represents women who behave in different ways – represents women with a diverse range of body types

Teen vogue primarily aimed at a young female audience

Representations of men are generally negative – toxic masculinity – misogyny – right-wing males are generally frowned upon – receive negative representation – Andrew Tate story

However, some younger – left-wing males do receive positive representation

New Media

New Technologies allow for improvement in:

time

space

speed

control

access

the rate of change

quantity

non-linear

collaboration

quality

commercialisation

storage

shareactivecreativehost
example or comment
story

re-connectpersonalisestream
example or comment
experiencestorescaleimmerse
example or comment
interfaceliveadaptbinge
example or comment
conversationre-performcirculateendless

example or comment
SHAREACTIVECREATIVEHOST
exampleI shared a news storyI was active onlineI was creative when I made a video Host a party online
STORYRECONNECTPERSONALISESTREAM
exampleYou can reconnect with old friendsYou can personalise your content so that it suits your interest more
EXPERIANCESTORESCALEIMMERSE
exampleI store photos and videos on my phoneWent to the cinema and was immersed in the story
INTERFACELIVEADAPTBINGE
exampleYou can adapt technology more to suit youI binged Breaking Bad
CONVERSATIONRE-PERFORMCIRCULATEENDLESS
exampleYou can have a conversation with people online.

NEW MEDIA

OLD MEDIA
COMMENT OR EXAMPLE
Active involvement

Passive involvement

Two-way conversationOne-way conversation
Open systemClosed system
TransparentOpaque
One-on-one marketingMass marketing
About MeAbout You
Brand and User-generated ContentProfessional content
Authentic contentPolished content
FREE platformPaid platform
Metric: EngagementMetric: Reach/ frequency
Actors: Users / InfluencersActors/ Celebrities
Community decision-makingEconomic decision-making
Unstructured communicationControlled communication
Real time creationPre-produced/ scheduled
Bottom-up strategyTop-down strategy
Informal languageFormal language

Marshall McLuhan:

The Medium is the Message – a good theorist to quote in your exam.

“Societies have always been shaped more by the nature of the media by which men communicate than by the content of the communication” (p. 8: 1967)

Marshall McLuhan: The Medium is the Message: A way of understanding ‘technological determinism‘ the idea that it is the tool that shapes us, rather than us who shape the tool.

For many the role of technology is actually the most defining aspect of Media, for example Marshall McLuhan proposed in 1964 that the Medium was the message, or as he deliberately titled his book ‘The Media is the Massage’.  In other words, the medium (the technology) is more significant than anything else in determining meaning ie over companies, organisations, governments, individuals, representations, texts etc etc

TOPICNOTE / COMMENT
The Printing Press (Gutenburg) in the Medieval period mid 1400’sthe impact of new technology
Impact of new technology in South Korea as a result of promoting greater digital interaction (speed, connectivity, spread etc)mental health
internet addiction? Choices made?
‘A world without consequences’
‘Senses over meaning’
On-line / digital connection stats
Theodore VailThe Network effect
Norbert Weiner Loop TheoryLoop Theory – predictive behaviour
But is behaviour shaped and altered through networking and digital communications (pushing / pulling
)

Issues around privacy and individual psychology (mental health / wellbeing) and the environment

Virtual worlds / virtual identities (hypperreality, simulation, implosion – Jean Baudrillard)

(Judith Butler ‘gender performance / David Gauntlett, Anthony Giddens etc ‘fluid & multiple identities’

The
Robin Dunbar – The Dunbar NumberThe Dunbar number suggests that connectivity for individuals, communities or groups is typically 5 o 6, with an upper limit of 150.
So who benefits from greater connectivity?
 Companies, organisations, institutions – ‘small elites dominate’ (Andrew Kean)
Clay ShirkyClay 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
Vannavar Bushassociative not linear thinking
the demise of long form reading

So changing rules for logic, rationality, truth, understanding, knowledge.

Baudrillard implosion (a culture imploding in on itself rather than expanding and developing?)
Tim BernersLeethe inventor / creator of the World Wide Web – developed and given to everybody for free?!! Why? What did he hope it would achieve? Is he satisfied or disappointed with how it has developed and made an impact on society?
Marshall McLuhanThe Global Village – ‘a sophisticated interactive culture’
The impact on political and economic decision making
Conclusions, suggestions, reflections and predictions

Self help 24 hour movement guideline recommends less than 2 hours a day screen time for teens. The average is 9 hours.

Too much screen time may lead to:

  • Sleep problems
  • Lower grades in school
  • Reading fewer books
  • Less time with family and friends
  • Not enough outdoor or physical activity
  • Weight problems
  • Mood problems
  • Poor self-image and body image issues
  • Fear of missing out
  • Less time learning other ways to relax and have fun.

B. F. Skinner

Burrhus Frederic Skinner was an American psychologist, behaviorist, author, inventor, and social philosopher. He was a professor of psychology at Harvard University from 1958 until his retirement in 1974.

The theory of B.F. Skinner is based upon the idea that learning is a function of change in overt behaviour. Changes in behaviour are the result of an individual’s response to events (stimuli) that occur in the environment.

Pigeon test – asking pigeon to do something and rewarding it with food. The pigeon then does those things.

Carol Cadwalladr

Media Revision

3.4.1.1 Semiotics
Semiotics:

• Sign
• Signifier
• Signified
• Dominant signifier
• Icon
• Index
AQA A-level Media Studies 7572. A-level exams June 2019 onwards. Version 1.2 24 January 2019
Visit aqa.org.uk/7572 for the most up-to-date specifcation, resources, support and administration 11
• Code
• Symbol
• Anchorage
• Ideology
• Paradigm
• Syntagm.
Barthes’ ideas and theories on semiotics:
• Signification
• Denotation
• Connotation
• Myth.
3.4.1.2 Narratology
Narratology:
• Narrative Codes
• Narration
• Diegesis
• Quest narrative
• ‘Character types’
• Causality
• Plot
• Masterplot.
Todorov’s ideas and theories on narratology:
• Narrative structure
• Equilibrium
• Disruption
• New equilibrium.
3.4.1.3 Genre theory as summarised by Neale
• Conventions and rules
• Sub-genre
• Hybridity
• Genres of order and integration
• ‘Genre as cultural category’.
3.4.1.4 Structuralism
Lévi-Strauss’ ideas and theories on structuralism:
• Binary oppositions
• Mytheme
• Cultural codes
• Ideological reading
• Deconstruction.
12 Visit aqa.org.uk/7572 for the most up-to-date specifcation, resources, support and administration
3.4.1.5 Postmodernism
Postmodernism:
• Pastiche
• Bricolage
• Intertextuality
• Implosion.
Baudrillard’s ideas and theories on postmodernism:
• Simulacra
• Simulation
• Hyperreality.

MOVING IMAGE NEA

Peripeteia – a sudden reversal of fortune or change in circumstances.

Anagnorisis – the point in a film in which a principal character recognizes or discovers another character’s true identity or the true nature of their own circumstances.

Catharsis – the process of releasing, and thereby providing relief from, strong or repressed emotions.

Make notes on ‘The 3 Unities’

Action – the fact or process of doing something, typically to achieve an aim.

Place – a particular position, point, or area in space; a location.

Time – the indefinite continued progress of existence and events in the past, present, and future regarded as a whole.

Post-Modern theorists

SLAVOJ ZIZEK

Slavoj Žižek is a Slovenian philosopher, cultural theorist and public intellectual.

Talks about post-modernism

German – song

Surface level – style over substance

we are more interested in the surface of an object than its’ inner meaning.

A good place to look for illustrations of postmodern culture, in terms of media studies, is the music video. 

disconnect between artist and art in music video.

In Legacy – music video – there is no narrative theme and structure – just simply visuals.

copied from DrM

Key Thinkers

Although Postmodernism sometimes refers to architectural movements in the 1930’s the most significant emergent point is to be found in the 1980’s with clear philosophical articulations from eminent thinkers such as Jürgen HabermasJean BaudrillardJean-Francois LyotardFredric Jameson and others. From which develop a number of key terms which are important to understand as they not only shed light on what is clearly a complicated and confusing topic, but they also form the body of knowledge that students are most likely to be assessed on.

The loss of a metanarrative

A good starting point would be to return to the concepts of PASTICHE and PARODY, as Fredric Jameson claimed that Postmodernism is characterized by pastiche rather than parody which represents a crisis in historicity. Jameson argued that parody implies a moral judgment or a comparison with previous societal norms. Whereas pastiche, such as collage and other forms of juxtaposition, occur without a normative grounding and as such, do not make comment on a specific historical moment. As such, Jameson argues that the postmodern era is characterised by pastiche (not parody) and as such, suffers from a crisis in historicity.