The Hypodermic Needle Model:
Dating
from the 1920s, this theory was the first attempt to explain how mass audiences
might react to mass media.The audience receive an intravenous injection of a
media text, either positive or negative and are stimulated into a response.
The
Inoculation Model:
This
theory suggests that the long-term exposure to repeated media messages makes
audiences immune to them.The audience is desensitised by the media text and can
no longer be shocked by it. Someone sensitised is more likely to commit a
violent act as it is not seen as an extraordinary action. Again, the audience
is seen as passive.
The
Two-Step Flow Model:
It was found that individual views were most
affected by opinion leaders who played a key role ini the communication
process, filtering the process. Opinion leaders tend to be someone the
individual trusts e.g parents or siblings. This is semi-passive.
Uses &
Gratifications Theory
During
the 1960s, as the first generation to grow up with television became grown ups,
it became increasingly apparent to media theorists that audiences made choices
about what they did when consuming media texts.
Far
from being a passive mass, audiences were made up of individuals who actively
consumed media texts for different reasons and in different ways. Move away
from what media does to people and think of what people do with media.
Researchers
Blulmer and Katz expanded this theory and published their own in 1974, stating
that individuals might choose and use a media text for the following purposes:
- InformationPersonal Identity
- Integration and Social Interaction
- Entertainment
Information:
- finding out about relevant events and conditions in immediate surroundings, society and the world
- seeking advice on practical matters or opinion and decision choices
- satisfying curiosity and general interest
- learning; self-education
- gaining a sense of security through knowledge
Personal Identity:
- finding reinforcement for personal values
- finding models of behaviour
- identifying with valued other (in the media)
- gaining insight into one's self
Integration and Social Interaction:
- gaining insight into circumstances of others; social empathy
- identifying with others and gaining a sense of belonging
- finding a basis for conversation and social interaction
- having a substitute for real-life companionship
- helping to carry out social roles
- enabling one to connect with family, friends and society
Entertainment:
- Fantasy, escaping, or being diverted, from problems
- Relaxing
- Filling time
- Emotional release
- Sexual Arouse
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