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Motivations for film consumption across multiple viewing platforms
Belle Csenge Giczy – MSc Marketing – Alliance Manchester Business School - 2016
Introduction
Film has been a popular form of art and entertainment for over a century. It has been influenced
by technological innovations, cultural shifts and economic changes. Initially, people could only see
films in the movie theatre. Today, we are surrounded by various media devices and film viewing
platforms. According to a report initiated by the British Film Institute, people watch films most
frequently in their homes, with television and DVD being the most popular choices of medium.
DVD rental and purchase are declining, while online downloading and streaming are rising. Cinema
attendance, once a weekly activity for sixty-five percent of the US population, accounts only for a
moderate proportion of film viewing. It is considered standard practice for film audiences to watch
a movie first in the cinema, then on DVD or TV. However, this linear progression is being challenged
by technological advances, the availability of pirated material, the increasingly interactive
audience, and new business models. Academic researchers and industry practitioners have long
been interested in the behavioural patterns and motivations of film audiences. Why do people
watch films? What satisfaction do they gain? Does it vary from
device to device? How do consumers decide which media channel
to use? This paper seeks to find answers to these questions.
Research objectives
The basic questions for uses and gratifications scholars remain the same: why do people become
involved in one particular type of mediated communication or another, and what gratifications do
they receive from it? The medium of film has undergone several changes since extensive research
was conducted on it. As the medium has an effect on the content of the message and on the
evolution of the media audience, and different media produce different consuming experiences,
leading to new film consuming patterns and culture, the question arises as to how film
consumption has been affected by technological changes.
This study aims to explore the motivations behind film consumption across multiple viewing
platforms such as cinema, TV, DVD and online. It also proposes to gain an understanding of the
factors that play a deciding role in choice of viewing platform, and their relative importance. Movie
viewers’ personal perception of a specific media device could affect a choice of a device before
watching films, therefore it is expected that there are differences in motivations for using various
media devices. The researcher intends to compare the findings to existing literature, and to
discover to what extent Katz, Haas and Gurevitch’s 1973 uses and gratifications framework can be
applied to the results of the present research.
Ethics
Participation is voluntary and participants can withdraw at any time. The researcher will briefly
describe the purpose of the study to participants and will seek informed consent. Personal safety
will be ensured during data collection. The information submitted will remain confidential and
anonymous.
Background
• Film is inherently linked to technology, from production through distribution to consumption.
Therefore, the film industry is influenced by technological changes that pose both opportunities
and threats. Opportunities include the drop in production costs, the widespread commercial
availability of cameras and editing softwares, a rise in niche and independent film production,
new business models and new genres. Threats include decline in cinema attendance, shifting
control from distributors to consumers, and revenue losses caused by online file-sharing.
• Media convergence refers to the flow of content across multiple media platforms. In this
increasingly interconnected environment, there are more and more media devices. Although
we are increasingly surrounded by multifunctional media devices that perform a variety of tasks
that were achieved before by several different devices, new media does not replace old media.
Instead, it fosters change and innovation.
• Media convergence has facilitated transmedia storytelling. Consumers are interested in
expanding the storytelling experience and creating an all-embracing fictional world.
• Consumers want to engage in a more direct way, renegotiating the traditional one-way form of
communication between producer and consumer. Viewers are empowered by technological
possibilities: they have the opportunity to vote for their favourites in talent shows, to engage in
simulation games, to write fanfiction and to share their own videos. Consumers demand the
right to not only consume but also to produce and interact with media content.
• The motivations behind film consumption can be explained using the uses and gratifications
theory. The main reasons for going to the cinema are to relax and release tension, to be
entertained, to be intellectually challenged, to socialze, and to serve one`s creative and self-
fulfilling needs.
• Are new emerging media devices used to satisfy the same needs as traditional forms of media?
• Five clusters of audio-visual audiences based on media use: (1) television addicts,
(2) occasional film goers, (3) light film goers, (4) films fans and
(5) audio-visual fans.
• Consumers watching different types of films and belonging to different
educational and age categories have distinctly different motivations.
Methodology
Bibliography
Austin, B. A. (1986). Motivations for movie attendance. Communication Quarterly, 34(2), 115-126.
Bordwell, D., Thompson, K. & Ashton, J. (1997). Film art: An introduction (Vol. 7): McGraw-Hill New York.
Creswell, J. W., Plano Clark, V. L., Gutmann, M. L. & Hanson, W. E. (2003). Advanced mixed methods research designs.
Handbook of mixed methods in social and behavioral research, 209-240.
Dawson, M. (2007). Little players, big shows format, narration, and style on television's new smaller screens.
Convergence: The International Journal of Research into New Media Technologies, 13(3), 231-250.
Dean, P. (2007). DVDs Add-Ons or Bygones? Convergence: The International Journal of Research into New Media
Technologies, 13(2), 119-128.
Hennig-Thurau, T., Henning, V. & Sattler, H. (2007). Consumer file sharing of motion pictures. Journal of Marketing,
71(4), 1-18.
Jenkins, H. (2006). Convergence culture: Where old and new media collide: NYU press.
Katz, E., Haas, H. & Gurevitch, M. (1973). On the use of the mass media for important things. American sociological
review, 164-181.
Kim, H. & Lee, B. G. (2015). Classification of Media Users Watching Movies Through Various Devices.
Kim, H. S. & Lee, S. T. (2003). Exploring the characteristics of DVD home theater system adopters. Mass
Communication and Society, 6(3), 267-290.
López-Sintas, J. & García-Álvarez, E. (2006). Patterns of audio-visual consumption: The reflection of objective divisions
in class structure. European Sociological Review, 22(4), 397-411.
Mason, M. (Year). Sample size and saturation in PhD studies using qualitative interviews. In: Forum Qualitative
Sozialforschung/Forum: Qualitative Social Research, 2010.
McLuhan, M. (1962). The Guttenberg Galaxy. The making of topografic man.
McQuail, D. (1994). Mass communication: Wiley Online Library.
Möller, K. K. & Karppinen, P. (1983). Role of motives and attributes in consumer motion picture choice. Journal of
economic Psychology, 4(3), 239-262.
Napoli, P. M. (2011). Audience evolution: New technologies and the transformation of media audiences: Columbia
University Press.
Oberholzer-Gee, F. & Strumpf, K. (2010). File sharing and copyright. Innovation Policy and the Economy, Volume 10.
University of Chicago Press.
Pautz, M. C. (2002). The decline in average weekly cinema attendance, 1930-2000. Issues in political economy, 11.
Rob, R. & Waldfogel, J. (2007). Piracy on the silver screen. The Journal of Industrial Economics, 55(3), 379-395.
Robinson, O. C. (2014). Sampling in interview-based qualitative research: A theoretical and practical guide.
Qualitative Research in Psychology, 11(1), 25-41.
Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass communication & society, 3(1), 3-37.
Timeline
What are the motivations for film consumption across multiple viewing
platforms?
What are the factors that determine choice of film viewing platform?
Read literature
Formulate research objectives
Create poster
Write proposal
Develop interview questions
Recruit participants
Collect data
Analyze data
Write remaining chapters
Print and bind
Submit
Semi-structured interviews will be
conducted to gain a deeper
understanding of film motivations across
various media devices. The researcher
intends to conduct 12-16 interviews,
each between 30 and 45 minutes. The
concept of saturation will be used as a
guiding principle in choosing the final
sample size. The purpose of this research
is not to produce statistically
representative results that can be
generalized to other contexts but rather
to develop an in-depth exploration of a
central phenomenon. Stratified sampling
strategy will be applied based on the five
clusters of audio-visual audiences
identified by Lopez-Sintas and García-
Álvarez.Qualitative template analysis will
be conducted using a mixed
approach of deductive and
inductive coding. The coding frame
will incorporate Katz, Haas and
Gurevitch`s 1973 uses and
gratifications model with the five
clusters of the audio-visual
audience developed by Lopez-
Sintas and García-Álvarez, with
additional categories expected to
emerge from the data.

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dissertation poster revised

  • 1. Motivations for film consumption across multiple viewing platforms Belle Csenge Giczy – MSc Marketing – Alliance Manchester Business School - 2016 Introduction Film has been a popular form of art and entertainment for over a century. It has been influenced by technological innovations, cultural shifts and economic changes. Initially, people could only see films in the movie theatre. Today, we are surrounded by various media devices and film viewing platforms. According to a report initiated by the British Film Institute, people watch films most frequently in their homes, with television and DVD being the most popular choices of medium. DVD rental and purchase are declining, while online downloading and streaming are rising. Cinema attendance, once a weekly activity for sixty-five percent of the US population, accounts only for a moderate proportion of film viewing. It is considered standard practice for film audiences to watch a movie first in the cinema, then on DVD or TV. However, this linear progression is being challenged by technological advances, the availability of pirated material, the increasingly interactive audience, and new business models. Academic researchers and industry practitioners have long been interested in the behavioural patterns and motivations of film audiences. Why do people watch films? What satisfaction do they gain? Does it vary from device to device? How do consumers decide which media channel to use? This paper seeks to find answers to these questions. Research objectives The basic questions for uses and gratifications scholars remain the same: why do people become involved in one particular type of mediated communication or another, and what gratifications do they receive from it? The medium of film has undergone several changes since extensive research was conducted on it. As the medium has an effect on the content of the message and on the evolution of the media audience, and different media produce different consuming experiences, leading to new film consuming patterns and culture, the question arises as to how film consumption has been affected by technological changes. This study aims to explore the motivations behind film consumption across multiple viewing platforms such as cinema, TV, DVD and online. It also proposes to gain an understanding of the factors that play a deciding role in choice of viewing platform, and their relative importance. Movie viewers’ personal perception of a specific media device could affect a choice of a device before watching films, therefore it is expected that there are differences in motivations for using various media devices. The researcher intends to compare the findings to existing literature, and to discover to what extent Katz, Haas and Gurevitch’s 1973 uses and gratifications framework can be applied to the results of the present research. Ethics Participation is voluntary and participants can withdraw at any time. The researcher will briefly describe the purpose of the study to participants and will seek informed consent. Personal safety will be ensured during data collection. The information submitted will remain confidential and anonymous. Background • Film is inherently linked to technology, from production through distribution to consumption. Therefore, the film industry is influenced by technological changes that pose both opportunities and threats. Opportunities include the drop in production costs, the widespread commercial availability of cameras and editing softwares, a rise in niche and independent film production, new business models and new genres. Threats include decline in cinema attendance, shifting control from distributors to consumers, and revenue losses caused by online file-sharing. • Media convergence refers to the flow of content across multiple media platforms. In this increasingly interconnected environment, there are more and more media devices. Although we are increasingly surrounded by multifunctional media devices that perform a variety of tasks that were achieved before by several different devices, new media does not replace old media. Instead, it fosters change and innovation. • Media convergence has facilitated transmedia storytelling. Consumers are interested in expanding the storytelling experience and creating an all-embracing fictional world. • Consumers want to engage in a more direct way, renegotiating the traditional one-way form of communication between producer and consumer. Viewers are empowered by technological possibilities: they have the opportunity to vote for their favourites in talent shows, to engage in simulation games, to write fanfiction and to share their own videos. Consumers demand the right to not only consume but also to produce and interact with media content. • The motivations behind film consumption can be explained using the uses and gratifications theory. The main reasons for going to the cinema are to relax and release tension, to be entertained, to be intellectually challenged, to socialze, and to serve one`s creative and self- fulfilling needs. • Are new emerging media devices used to satisfy the same needs as traditional forms of media? • Five clusters of audio-visual audiences based on media use: (1) television addicts, (2) occasional film goers, (3) light film goers, (4) films fans and (5) audio-visual fans. • Consumers watching different types of films and belonging to different educational and age categories have distinctly different motivations. Methodology Bibliography Austin, B. A. (1986). Motivations for movie attendance. Communication Quarterly, 34(2), 115-126. Bordwell, D., Thompson, K. & Ashton, J. (1997). Film art: An introduction (Vol. 7): McGraw-Hill New York. Creswell, J. W., Plano Clark, V. L., Gutmann, M. L. & Hanson, W. E. (2003). Advanced mixed methods research designs. Handbook of mixed methods in social and behavioral research, 209-240. Dawson, M. (2007). Little players, big shows format, narration, and style on television's new smaller screens. Convergence: The International Journal of Research into New Media Technologies, 13(3), 231-250. Dean, P. (2007). DVDs Add-Ons or Bygones? Convergence: The International Journal of Research into New Media Technologies, 13(2), 119-128. Hennig-Thurau, T., Henning, V. & Sattler, H. (2007). Consumer file sharing of motion pictures. Journal of Marketing, 71(4), 1-18. Jenkins, H. (2006). Convergence culture: Where old and new media collide: NYU press. Katz, E., Haas, H. & Gurevitch, M. (1973). On the use of the mass media for important things. American sociological review, 164-181. Kim, H. & Lee, B. G. (2015). Classification of Media Users Watching Movies Through Various Devices. Kim, H. S. & Lee, S. T. (2003). Exploring the characteristics of DVD home theater system adopters. Mass Communication and Society, 6(3), 267-290. López-Sintas, J. & García-Álvarez, E. (2006). Patterns of audio-visual consumption: The reflection of objective divisions in class structure. European Sociological Review, 22(4), 397-411. Mason, M. (Year). Sample size and saturation in PhD studies using qualitative interviews. In: Forum Qualitative Sozialforschung/Forum: Qualitative Social Research, 2010. McLuhan, M. (1962). The Guttenberg Galaxy. The making of topografic man. McQuail, D. (1994). Mass communication: Wiley Online Library. Möller, K. K. & Karppinen, P. (1983). Role of motives and attributes in consumer motion picture choice. Journal of economic Psychology, 4(3), 239-262. Napoli, P. M. (2011). Audience evolution: New technologies and the transformation of media audiences: Columbia University Press. Oberholzer-Gee, F. & Strumpf, K. (2010). File sharing and copyright. Innovation Policy and the Economy, Volume 10. University of Chicago Press. Pautz, M. C. (2002). The decline in average weekly cinema attendance, 1930-2000. Issues in political economy, 11. Rob, R. & Waldfogel, J. (2007). Piracy on the silver screen. The Journal of Industrial Economics, 55(3), 379-395. Robinson, O. C. (2014). Sampling in interview-based qualitative research: A theoretical and practical guide. Qualitative Research in Psychology, 11(1), 25-41. Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass communication & society, 3(1), 3-37. Timeline What are the motivations for film consumption across multiple viewing platforms? What are the factors that determine choice of film viewing platform? Read literature Formulate research objectives Create poster Write proposal Develop interview questions Recruit participants Collect data Analyze data Write remaining chapters Print and bind Submit Semi-structured interviews will be conducted to gain a deeper understanding of film motivations across various media devices. The researcher intends to conduct 12-16 interviews, each between 30 and 45 minutes. The concept of saturation will be used as a guiding principle in choosing the final sample size. The purpose of this research is not to produce statistically representative results that can be generalized to other contexts but rather to develop an in-depth exploration of a central phenomenon. Stratified sampling strategy will be applied based on the five clusters of audio-visual audiences identified by Lopez-Sintas and García- Álvarez.Qualitative template analysis will be conducted using a mixed approach of deductive and inductive coding. The coding frame will incorporate Katz, Haas and Gurevitch`s 1973 uses and gratifications model with the five clusters of the audio-visual audience developed by Lopez- Sintas and García-Álvarez, with additional categories expected to emerge from the data.