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