2. Audience Profile
Iron Man 3
• Primary Audience
– Teenagers ages ( 16-24)
because teen’s tend to like
action superhero films over
others
• Secondary Audience
– Adults (25-40) parents
getting dragged along to
the movie by younger
audiences.
3. Audience Profile
Lego movie
• Primary Audience
• Children ages (6-12) because the
movie has catchy songs and it’s a
movie about toys.
• Secondary Audience
– Teenagers and adults (13-40’s)
because most people have
grown up with Lego therefor
most people would want to see
it.
4. Audience Profile
Love Actually
• Primary Audience
– Girls ages (16-40’s) because
at these ages is where most
girls want to see romantic
movies
• Secondary Audience
• That boyfriend who's dragged
along…. Ages (16-40’s)
• Family movie at Christmas.
5. Hypodermic Needle
• Definition
• Something in the media that can make the audience believe
it. Making it sound all the more real.
• Example
– Purge movie. Advertising the main theme in the
story by posters and fake emergency
announcements.
6. Uses and Gratifications Information
Gaming: we can use gaming to give information
with scenarios and constant patters that people
start to learn wile playing the game improving
there skill ad letting advance to the next level.
Therefor learning and getting the information by
doing a certain objective in a game.
7. Uses and Gratifications Personal
Identity
People can give themselves a new gaming
identity online, giving them an online profile to
make look really good by constantly playing.
Also this can effect their real life behaviours by
seeing what is done on a game to solve a
scenario. Most of these are fictional scenario’s,
but sometime’s they help in real life.
8. Uses and Gratifications Integration and
Social Interaction
What gaming does for some is offer online
interaction with other “players” showing they have
a common interest in the game. With some games
there's social interaction with characters in the
game giving a whole new view. Also this social
interaction is used outside of online. Because there
will be groups of people that enjoy talking about
this. This can be shown on people by merchandise
that they wear from the company that created the
game. Putting more money in the developers
pockets.
9. Uses and Gratifications Entertainment
What gaming does is involve the person playing
to make choices and play the story of the game.
This hopefully entertains the buyer making them
more involved in the game and what's to come
next from that franchises
10. Consumer Generated Content
• Example
– Videogame designer and will be involved on a
creation of a game to continue or make a new
type of game to make a profit for the title.
• What are the advantages to media producers?
– create content for a large audience
– Work with multiple developers.
• Why would the audience generate content?
• Entertainment purposes.
Editor's Notes
Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age.
Discuss audience appeal for each audience.
Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age
Discuss audience appeal for each audience.
Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age.
Discuss audience appeal for each audience.
Provide a definition and example of the Hypodermic needle model
Using the information below choose one example from each section and relate to your own life
Example- Information > I use the BBC news website to find out information
Using the information below choose one example from each section and relate to your own life
Example- Information > I use the BBC news website to find out information
Using the information below choose one example from each section and relate to your own life
Example- Information > I use the BBC news website to find out information
Using the information below choose one example from each section and relate to your own life
Example- Information > I use the BBC news website to find out information