Zusammenfassung der Ressource
media
- 4 key concepts
- representation- the way things
are presented to us. e.g.in
magazines,films or in people
e.g.places and events
- audience- 60% of all Americans play
video games,40% women and 60% of all
gamers are between ages 25-44
- institution-people who have a role in the
production of media texts. includes:
organisations/companies, producers,
distributors,marketing
- media language
- the average gamers
- typical video gamer is 35 has one child and earns
£23,000a year. 58% male, 42% female. 33% of
gamers say it is there favourite entertain activity
- gamers buy games because: quality of game graphics,
and interesting story line, a sequel to a favourite
game,word of mouth
- 55% of gamers play games on there phones or hand
device, 65% play with other gamers, play because its fun
- what do parents think? 91% of
the time parents are present when
games are being purchased,
86% have parents permission
before purchasing the game, 59%
of parents believe video and
computer games provide more
physical activity
- moral panics
- attitudes towards the media when
something is too shocking or graphic is
released to the public e.g GTA
- e.g. film
reservoir dogs
released- many
thought it was
too violent. this
moral panic
spread and the
film was
banned until
edited
- audience theory- demographics-
consumer is categorised in terms
of concrete variable such as age,
class, gender, geographical area
psychographics: consumer is
categorised in terms of their
needs and desires those who
aspire to a richer life style or
those who want to make the world
a better place
- hypodermic needle- model came about in the 1920s, suggests
that information is absorbed into the human brain without thought-
therefore we are vulnerable from consuming media texts and easily
manipulated by producers, we accept dominant ideologies as the
norm
- two step flow- says that most people form their
opinions on based on opinion leaders that
influence the media, opinion leaders interpret
based on their own opinion