The Lord of the Rings trilogy is a highly successful fantasy film franchise based on J.R.R. Tolkien's novels. Directed by Peter Jackson, the trilogy consists of The Fellowship of the Ring (2001), The Two Towers (2002), and The Return of the King (2003). The films follow the hobbit Frodo Baggins and the Fellowship who seek to destroy the One Ring and defeat the dark lord Sauron. The trilogy was a major critical and commercial success, praised for its epic scope, storytelling, acting, visual effects, and musical score. It won a combined 17 Academy Awards and introduced millions of new fans to Tolkien's Middle-earth universe.
Week 12 audiences interaction film studies Elliot Miller
This document discusses various theories related to how audiences consume and interpret media. It begins by defining passive and active consumption, then discusses several theories: the hypodermic needle model which suggests media immediately affects audiences; uses and gratifications theory which focuses on why audiences consume certain media; reception theory which proposes that meaning can be encoded differently; and spectatorship which notes personal experiences influence responses. It also covers frameworks for interpreting media differently based on attributes. Overall the document analyzes the complex relationship between audiences and media from several theoretical perspectives.
Film Studies 4 - Audiences and ProductsNatalie-Lynch
This document discusses several theories related to audiences and media consumption, including:
- Passive consumption, where audiences accept media messages without questioning.
- The hypodermic needle model, which suggests media has an immediate and powerful effect on passive audiences.
- Active consumption, where audiences interact with media by creating content and influencing production.
- Uses and gratifications theory, which examines why people consume different media and what needs it fulfills.
- Reception theory, which looks at how encoded media messages are decoded and interpreted differently by audiences.
Media audience theory has evolved over time from seeing audiences as passive receivers easily manipulated by media (the hypodermic syringe model) to recognizing that audiences are active meaning-makers who bring their own experiences and perspectives. More recent models (uses and gratifications, reception analysis) see audiences as choosing media to fulfill various needs and individually interpreting meanings in texts based on factors like gender, social position and context. No single theory can fully explain the complex relationship between audiences and media.
1) Stuart Hall theorized that audiences respond to media texts with either a preferred, negotiated, or oppositional reading. A preferred reading involves understanding and agreeing with the message, while an oppositional reading rejects the message. A negotiated reading understands but sometimes alters the message.
2) Participatory media like blogs and social networks allow audiences to interact and share opinions on media products, furthering participation. Fan culture involves audiences actively creating new stories and spin-offs from media texts through activities like fan fiction and YouTube videos.
3) Different levels of cultural competence are required to understand media texts, from basic language comprehension to interpreting signs and symbols. Global brands like McDonald's require less cultural competence.
1) Stuart Hall theorized that audiences respond to media texts with either a preferred, negotiated, or oppositional reading. A preferred reading involves understanding and agreeing with the message, while an oppositional reading rejects the message. A negotiated reading understands but sometimes alters the message.
2) Participatory media like blogs and social networks allow audiences to interact and share opinions on media products, furthering participation. Fan culture involves audiences actively creating new stories and spin-offs from media texts through activities like fan fiction and YouTube videos.
3) Different levels of cultural competence are required to understand media texts, from basic language comprehension to interpreting signs and symbols. Global brands like McDonald's require less cultural competence compared to media from unfamiliar cultures
This document discusses different models of how audiences consume media content:
1) Passive consumption is when audiences do not interact with or question media and passively accept information.
2) Active consumption is when audiences interact with media, form their own opinions, and create new content.
3) The uses and gratifications theory explores why audiences consume certain media to satisfy needs like information, identity, social interaction, and entertainment.
4) Reception theory examines how audiences interpret messages in media based on their own experiences, either accepting, opposing, or negotiating the intended message.
The document discusses different types of audience responses to media texts, including preferred, negotiated, and oppositional readings. A preferred reading is when the audience understands and agrees with the message. A negotiated reading is when the audience generally accepts but sometimes alters the message to fit their own experiences. An oppositional reading is when the audience understands the message but rejects and has an alternative view. The document also discusses participatory media like social media which allows audience interaction, and fan culture where audiences actively create content related to media properties.
Audience theories examine the complex relationship between media producers and audiences. Producers aim to position audiences through encoded messages, but audiences can interpret these messages differently as active or passive receivers. Different factors like demographics, beliefs, and level of engagement influence how audiences decode media texts.
Week 12 audiences interaction film studies Elliot Miller
This document discusses various theories related to how audiences consume and interpret media. It begins by defining passive and active consumption, then discusses several theories: the hypodermic needle model which suggests media immediately affects audiences; uses and gratifications theory which focuses on why audiences consume certain media; reception theory which proposes that meaning can be encoded differently; and spectatorship which notes personal experiences influence responses. It also covers frameworks for interpreting media differently based on attributes. Overall the document analyzes the complex relationship between audiences and media from several theoretical perspectives.
Film Studies 4 - Audiences and ProductsNatalie-Lynch
This document discusses several theories related to audiences and media consumption, including:
- Passive consumption, where audiences accept media messages without questioning.
- The hypodermic needle model, which suggests media has an immediate and powerful effect on passive audiences.
- Active consumption, where audiences interact with media by creating content and influencing production.
- Uses and gratifications theory, which examines why people consume different media and what needs it fulfills.
- Reception theory, which looks at how encoded media messages are decoded and interpreted differently by audiences.
Media audience theory has evolved over time from seeing audiences as passive receivers easily manipulated by media (the hypodermic syringe model) to recognizing that audiences are active meaning-makers who bring their own experiences and perspectives. More recent models (uses and gratifications, reception analysis) see audiences as choosing media to fulfill various needs and individually interpreting meanings in texts based on factors like gender, social position and context. No single theory can fully explain the complex relationship between audiences and media.
1) Stuart Hall theorized that audiences respond to media texts with either a preferred, negotiated, or oppositional reading. A preferred reading involves understanding and agreeing with the message, while an oppositional reading rejects the message. A negotiated reading understands but sometimes alters the message.
2) Participatory media like blogs and social networks allow audiences to interact and share opinions on media products, furthering participation. Fan culture involves audiences actively creating new stories and spin-offs from media texts through activities like fan fiction and YouTube videos.
3) Different levels of cultural competence are required to understand media texts, from basic language comprehension to interpreting signs and symbols. Global brands like McDonald's require less cultural competence.
1) Stuart Hall theorized that audiences respond to media texts with either a preferred, negotiated, or oppositional reading. A preferred reading involves understanding and agreeing with the message, while an oppositional reading rejects the message. A negotiated reading understands but sometimes alters the message.
2) Participatory media like blogs and social networks allow audiences to interact and share opinions on media products, furthering participation. Fan culture involves audiences actively creating new stories and spin-offs from media texts through activities like fan fiction and YouTube videos.
3) Different levels of cultural competence are required to understand media texts, from basic language comprehension to interpreting signs and symbols. Global brands like McDonald's require less cultural competence compared to media from unfamiliar cultures
This document discusses different models of how audiences consume media content:
1) Passive consumption is when audiences do not interact with or question media and passively accept information.
2) Active consumption is when audiences interact with media, form their own opinions, and create new content.
3) The uses and gratifications theory explores why audiences consume certain media to satisfy needs like information, identity, social interaction, and entertainment.
4) Reception theory examines how audiences interpret messages in media based on their own experiences, either accepting, opposing, or negotiating the intended message.
The document discusses different types of audience responses to media texts, including preferred, negotiated, and oppositional readings. A preferred reading is when the audience understands and agrees with the message. A negotiated reading is when the audience generally accepts but sometimes alters the message to fit their own experiences. An oppositional reading is when the audience understands the message but rejects and has an alternative view. The document also discusses participatory media like social media which allows audience interaction, and fan culture where audiences actively create content related to media properties.
Audience theories examine the complex relationship between media producers and audiences. Producers aim to position audiences through encoded messages, but audiences can interpret these messages differently as active or passive receivers. Different factors like demographics, beliefs, and level of engagement influence how audiences decode media texts.
The document discusses several key audience theories relevant to media studies:
- Uses and gratification theory examines how audiences actively use media to fulfill cognitive, affective, personal integrative, social integrative, and tension-free needs.
- Dependency theory suggests people rely more on media that meet many of their needs over media that meet few, and dependency increases during times of social change.
- Reception theory holds that audiences do not passively accept media messages but actively interpret them based on their own backgrounds and experiences, which can lead to dominant, negotiated, or oppositional readings.
- The document provides examples of how different audiences may have dominant, negotiated, or oppositional readings of the reality show TOWIE.
The document discusses several theories about how audiences interact with and are influenced by media texts. It describes the hypodermic syringe model which views audiences as passive and easily manipulated masses. It also outlines cultivation theory which suggests that repeated exposure to certain themes or issues can shape audiences' views over time. Additionally, it discusses uses and gratifications theory which sees audiences as active in choosing media content to fulfill specific needs or gratifications.
This document provides an overview of TRUPAC, which stands for Types of Audiences, Reception and Effects, Uses and Gratifications, Power of Audiences, Advertisers and their role, and Cultivation. It discusses several audience theories, including how audiences are classified, how they receive and make meaning from media texts, how they actively use media to fulfill needs and gratifications, the power dynamics between audiences and media institutions, the role of advertisers in targeting audiences, and Gerbner's Cultivation Theory about how media shapes audiences' views of social reality over time.
The document discusses three audience theories related to slasher films:
1) Uses and Gratification Theory - Audiences actively seek out slasher films for enjoyment and gratification like pleasure or escapism. They are an "active" audience who can reject or accept the media.
2) Two-Step Flow Theory - Audiences are influenced by opinion leaders who are influenced by mass media. People may watch slasher films based on reviews from magazines and websites. This audience is more "passive".
3) Cultivation Theory - Heavy exposure to slasher films can lead audiences to believe the film world reflects reality. It can cultivate society's views, like how "dark alleys
This document discusses several types of audience responses to media:
- Preferred responses occur when the audience agrees with and is willing to change their behavior based on the media.
- Negotiated responses mean the audience understands the message but will not change their behavior.
- Oppositional responses mean the audience does not believe or agree with the message and will ignore it.
- Participatory responses encourage the audience to engage with the media by giving opinions and participating in discussions and voting.
- Cultural competence means tailoring media like advertisements to different cultures' understandings and languages.
- Fan culture refers to passionate fans who form online communities called "fandoms" to discuss their favorite shows, bands, and books.
The document discusses audience theories and how audiences decode and make meaning from media texts in different ways based on factors like their social position, beliefs, and experiences. It explains that audiences can take a preferred reading by accepting the dominant meaning encoded in a text, a negotiated reading by accepting some aspects but disagreeing with others, or an oppositional reading by completely rejecting the ideology or messages of a text. Media producers aim to construct audiences and target them with preferred readings, but audiences actively make their own interpretations.
The document discusses several theories of media audiences:
- Maslow's hierarchy of needs suggests audiences must have basic needs met before seeking self-actualization from media.
- Early theories viewed audiences as passive and directly influenced by media like the "hypodermic needle" model.
- Later theories propose audiences are active users who choose media to fulfill needs for information, identity, and entertainment.
- Modern audiences can also be producers through interactive and participatory online platforms.
The target audience for short films includes students seeking careers in film and industry professionals looking for new talent. The audience demographics are typically those in social groups A to C1, who have media backgrounds and access to the internet. Psychographically, the audience includes both "Succeeders" like investors interested in new directors, and "Aspirers" like students looking to break into the industry.
The films examined focused on issues faced by secondary school children, like bullying. The target audiences were victims who could relate to the stories, parents wanting to understand their children's experiences, and private school students gaining cultural exposure.
The film being made addresses differences that separate youth, in hopes of promoting understanding between backgrounds. The
The document discusses audience theory, including passive and active audience models. It describes Maslow's hierarchy of needs and how media texts can aim to fulfill different needs. It also covers primary and secondary audience research methods and the hypodermic and uses and gratification models of how audiences interact with media.
Chapter 2: Perspectives on Mass CommunicationVal Bello
The document summarizes key concepts from Chapter 2 on perspectives of mass communication. It describes three main approaches: 1) The functional approach examines how audiences use media and benefits received. 2) The critical/cultural approach analyzes underlying power relationships and interpretations found in media. 3) The empirical approach uses social science techniques to study media effects. It then focuses on explaining the functional approach and how it analyzes why people consume media and what needs it fulfills such as cognition, diversion, social utility, affiliation, expression, and withdrawal.
This document discusses new media technology and its impact on definition, uses, consumption, information, creativity, power dynamics, and control. It covers the following key points in 3 sentences:
New media technology refers to digital technologies that have replaced or enhanced traditional media, including the internet, digital files, social media, and mobile devices. These technologies have changed how audiences consume media through increased access and interactivity, and have enabled information to be presented in smaller chunks suited to continuous partial attention. However, this style of information presentation also risks oversimplifying issues and dumbing down content without necessary context.
The document discusses three main audience theories:
1. The effects model (also called the hypodermic model) argues that media texts directly influence passive audiences in negative ways.
2. Uses and gratification theory argues that active audiences use media texts for their own pleasure and gratification, rather than being used by media producers.
3. Reception theory examines how media producers encode meanings in texts and how audiences decode and interpret those meanings, sometimes accepting the producer's intended meaning and sometimes rejecting it.
The document discusses representing social groups in horror films. It notes that teenagers and families are often represented. Specifically, the opening sequence represents a group of teenagers in a stereotypical manner through their clothing, dialogue, and reaction to entering a dark new world. However, the document also acknowledges some issues with relying on crude stereotypes, such as always killing off minority characters first or overly sexualizing and portraying women as weak. The document concludes that it will aim to represent teenagers in an expected horror genre way while avoiding offensive stereotypes that could raise more criticism.
The document discusses four main audience theories: the hypodermic needle model, two-step flow theory, uses and gratifications theory, and reception theory. The hypodermic needle model and two-step flow theory view audiences as passive, while uses and gratifications theory sees audiences as active in choosing media to fulfill certain needs. Reception theory argues producers encode hidden messages for audiences to decode.
Why audiences may respond differently to the same media text for AS Mediarioduval
Audiences may respond differently to the same media text for several reasons. Reception theory explains that audiences can have preferred, dominant, negotiated, or oppositional readings of a text based on factors like their age, gender, culture, or place of living. Uses and gratifications theory also suggests audiences seek different pleasures from texts, such as information, identity, social interaction, or entertainment. As a result, the same text can provide different meanings and values to different audience groups.
This document discusses three theories of how audiences interact with media texts: the effects model, uses and gratifications model, and reception theory. The effects model argues that media texts directly influence passive audiences. The uses and gratifications model positions audiences as active users who choose media to fulfill needs. Reception theory, developed by Stuart Hall, recognizes that audiences can interpret meanings in a text differently than intended by producers.
The Hypodermic Needle Theory from the 1920s proposed that media has a direct and powerful effect on passive audiences by transmitting intended messages. For example, some people believed a 1938 radio broadcast about a Martian invasion. However, the theory is now considered outdated because audiences have many media sources, interpret messages differently, and are active rather than passive. Reception Theory and Uses and Gratifications Theory also view audiences as active interpreters based on their experiences and motivations for media consumption.
The document discusses different ways that media can influence audience responses and behavior. It provides examples of how music videos, advertisements, and news articles can shape audience perspectives. Documentaries aim to inform audiences on important issues, though some can exhibit bias. Theories of media effects are also examined, including uses and gratification theory in which audiences seek media to fulfill needs, hypodermic needle theory which suggests media can directly influence passive audiences, and theories of active and passive audience consumption and interpretation of media messages. North Korea's strict control over its population's media is used as an example of the hypodermic needle effect.
Audience research involves gathering information about audience segments to understand their attitudes, interests, and behaviors regarding a topic. It is important to conduct audience research before finalizing a project to understand the target audience and design something that will appeal to them. There are many ways to categorize audiences, such as by demographics like age, gender, income level, and occupation. Gathering this information through surveys, interviews, and focus groups can provide insights into what the audience wants. Internet forums, social media, and online ratings are also effective research methods because many younger audiences spend time online.
The document discusses theories about how media texts target audiences and how audiences interact with media. It describes several theories:
1. Target audience theory which holds that media producers identify an intended audience during planning and design media texts to appeal to that audience.
2. Uses and gratifications theory which suggests that audiences are active and choose media to fulfill needs like information, entertainment, social interaction rather than being passively influenced.
3. Hypodermic syringe/mass audience theory which argues media directly influences passive audiences like ideas being injected, but this view is now seen as too simplistic.
The document discusses several theories related to how audiences consume media:
- Passive consumption refers to audiences consuming media without interacting or questioning it. The hypodermic needle model assumes audiences passively accept media messages.
- Active consumption means audiences interact with media texts to make their own interpretations.
- Uses and gratifications theory suggests audiences consume media to fulfill identity, social, educational, and entertainment needs.
- Reception theory examines how media producers encode messages and audiences decode them in negotiated, oppositional, or preferred readings.
The document discusses several key audience theories relevant to media studies:
- Uses and gratification theory examines how audiences actively use media to fulfill cognitive, affective, personal integrative, social integrative, and tension-free needs.
- Dependency theory suggests people rely more on media that meet many of their needs over media that meet few, and dependency increases during times of social change.
- Reception theory holds that audiences do not passively accept media messages but actively interpret them based on their own backgrounds and experiences, which can lead to dominant, negotiated, or oppositional readings.
- The document provides examples of how different audiences may have dominant, negotiated, or oppositional readings of the reality show TOWIE.
The document discusses several theories about how audiences interact with and are influenced by media texts. It describes the hypodermic syringe model which views audiences as passive and easily manipulated masses. It also outlines cultivation theory which suggests that repeated exposure to certain themes or issues can shape audiences' views over time. Additionally, it discusses uses and gratifications theory which sees audiences as active in choosing media content to fulfill specific needs or gratifications.
This document provides an overview of TRUPAC, which stands for Types of Audiences, Reception and Effects, Uses and Gratifications, Power of Audiences, Advertisers and their role, and Cultivation. It discusses several audience theories, including how audiences are classified, how they receive and make meaning from media texts, how they actively use media to fulfill needs and gratifications, the power dynamics between audiences and media institutions, the role of advertisers in targeting audiences, and Gerbner's Cultivation Theory about how media shapes audiences' views of social reality over time.
The document discusses three audience theories related to slasher films:
1) Uses and Gratification Theory - Audiences actively seek out slasher films for enjoyment and gratification like pleasure or escapism. They are an "active" audience who can reject or accept the media.
2) Two-Step Flow Theory - Audiences are influenced by opinion leaders who are influenced by mass media. People may watch slasher films based on reviews from magazines and websites. This audience is more "passive".
3) Cultivation Theory - Heavy exposure to slasher films can lead audiences to believe the film world reflects reality. It can cultivate society's views, like how "dark alleys
This document discusses several types of audience responses to media:
- Preferred responses occur when the audience agrees with and is willing to change their behavior based on the media.
- Negotiated responses mean the audience understands the message but will not change their behavior.
- Oppositional responses mean the audience does not believe or agree with the message and will ignore it.
- Participatory responses encourage the audience to engage with the media by giving opinions and participating in discussions and voting.
- Cultural competence means tailoring media like advertisements to different cultures' understandings and languages.
- Fan culture refers to passionate fans who form online communities called "fandoms" to discuss their favorite shows, bands, and books.
The document discusses audience theories and how audiences decode and make meaning from media texts in different ways based on factors like their social position, beliefs, and experiences. It explains that audiences can take a preferred reading by accepting the dominant meaning encoded in a text, a negotiated reading by accepting some aspects but disagreeing with others, or an oppositional reading by completely rejecting the ideology or messages of a text. Media producers aim to construct audiences and target them with preferred readings, but audiences actively make their own interpretations.
The document discusses several theories of media audiences:
- Maslow's hierarchy of needs suggests audiences must have basic needs met before seeking self-actualization from media.
- Early theories viewed audiences as passive and directly influenced by media like the "hypodermic needle" model.
- Later theories propose audiences are active users who choose media to fulfill needs for information, identity, and entertainment.
- Modern audiences can also be producers through interactive and participatory online platforms.
The target audience for short films includes students seeking careers in film and industry professionals looking for new talent. The audience demographics are typically those in social groups A to C1, who have media backgrounds and access to the internet. Psychographically, the audience includes both "Succeeders" like investors interested in new directors, and "Aspirers" like students looking to break into the industry.
The films examined focused on issues faced by secondary school children, like bullying. The target audiences were victims who could relate to the stories, parents wanting to understand their children's experiences, and private school students gaining cultural exposure.
The film being made addresses differences that separate youth, in hopes of promoting understanding between backgrounds. The
The document discusses audience theory, including passive and active audience models. It describes Maslow's hierarchy of needs and how media texts can aim to fulfill different needs. It also covers primary and secondary audience research methods and the hypodermic and uses and gratification models of how audiences interact with media.
Chapter 2: Perspectives on Mass CommunicationVal Bello
The document summarizes key concepts from Chapter 2 on perspectives of mass communication. It describes three main approaches: 1) The functional approach examines how audiences use media and benefits received. 2) The critical/cultural approach analyzes underlying power relationships and interpretations found in media. 3) The empirical approach uses social science techniques to study media effects. It then focuses on explaining the functional approach and how it analyzes why people consume media and what needs it fulfills such as cognition, diversion, social utility, affiliation, expression, and withdrawal.
This document discusses new media technology and its impact on definition, uses, consumption, information, creativity, power dynamics, and control. It covers the following key points in 3 sentences:
New media technology refers to digital technologies that have replaced or enhanced traditional media, including the internet, digital files, social media, and mobile devices. These technologies have changed how audiences consume media through increased access and interactivity, and have enabled information to be presented in smaller chunks suited to continuous partial attention. However, this style of information presentation also risks oversimplifying issues and dumbing down content without necessary context.
The document discusses three main audience theories:
1. The effects model (also called the hypodermic model) argues that media texts directly influence passive audiences in negative ways.
2. Uses and gratification theory argues that active audiences use media texts for their own pleasure and gratification, rather than being used by media producers.
3. Reception theory examines how media producers encode meanings in texts and how audiences decode and interpret those meanings, sometimes accepting the producer's intended meaning and sometimes rejecting it.
The document discusses representing social groups in horror films. It notes that teenagers and families are often represented. Specifically, the opening sequence represents a group of teenagers in a stereotypical manner through their clothing, dialogue, and reaction to entering a dark new world. However, the document also acknowledges some issues with relying on crude stereotypes, such as always killing off minority characters first or overly sexualizing and portraying women as weak. The document concludes that it will aim to represent teenagers in an expected horror genre way while avoiding offensive stereotypes that could raise more criticism.
The document discusses four main audience theories: the hypodermic needle model, two-step flow theory, uses and gratifications theory, and reception theory. The hypodermic needle model and two-step flow theory view audiences as passive, while uses and gratifications theory sees audiences as active in choosing media to fulfill certain needs. Reception theory argues producers encode hidden messages for audiences to decode.
Why audiences may respond differently to the same media text for AS Mediarioduval
Audiences may respond differently to the same media text for several reasons. Reception theory explains that audiences can have preferred, dominant, negotiated, or oppositional readings of a text based on factors like their age, gender, culture, or place of living. Uses and gratifications theory also suggests audiences seek different pleasures from texts, such as information, identity, social interaction, or entertainment. As a result, the same text can provide different meanings and values to different audience groups.
This document discusses three theories of how audiences interact with media texts: the effects model, uses and gratifications model, and reception theory. The effects model argues that media texts directly influence passive audiences. The uses and gratifications model positions audiences as active users who choose media to fulfill needs. Reception theory, developed by Stuart Hall, recognizes that audiences can interpret meanings in a text differently than intended by producers.
The Hypodermic Needle Theory from the 1920s proposed that media has a direct and powerful effect on passive audiences by transmitting intended messages. For example, some people believed a 1938 radio broadcast about a Martian invasion. However, the theory is now considered outdated because audiences have many media sources, interpret messages differently, and are active rather than passive. Reception Theory and Uses and Gratifications Theory also view audiences as active interpreters based on their experiences and motivations for media consumption.
The document discusses different ways that media can influence audience responses and behavior. It provides examples of how music videos, advertisements, and news articles can shape audience perspectives. Documentaries aim to inform audiences on important issues, though some can exhibit bias. Theories of media effects are also examined, including uses and gratification theory in which audiences seek media to fulfill needs, hypodermic needle theory which suggests media can directly influence passive audiences, and theories of active and passive audience consumption and interpretation of media messages. North Korea's strict control over its population's media is used as an example of the hypodermic needle effect.
Audience research involves gathering information about audience segments to understand their attitudes, interests, and behaviors regarding a topic. It is important to conduct audience research before finalizing a project to understand the target audience and design something that will appeal to them. There are many ways to categorize audiences, such as by demographics like age, gender, income level, and occupation. Gathering this information through surveys, interviews, and focus groups can provide insights into what the audience wants. Internet forums, social media, and online ratings are also effective research methods because many younger audiences spend time online.
The document discusses theories about how media texts target audiences and how audiences interact with media. It describes several theories:
1. Target audience theory which holds that media producers identify an intended audience during planning and design media texts to appeal to that audience.
2. Uses and gratifications theory which suggests that audiences are active and choose media to fulfill needs like information, entertainment, social interaction rather than being passively influenced.
3. Hypodermic syringe/mass audience theory which argues media directly influences passive audiences like ideas being injected, but this view is now seen as too simplistic.
The document discusses several theories related to how audiences consume media:
- Passive consumption refers to audiences consuming media without interacting or questioning it. The hypodermic needle model assumes audiences passively accept media messages.
- Active consumption means audiences interact with media texts to make their own interpretations.
- Uses and gratifications theory suggests audiences consume media to fulfill identity, social, educational, and entertainment needs.
- Reception theory examines how media producers encode messages and audiences decode them in negotiated, oppositional, or preferred readings.
Uses and Gratifications Theory examines how audiences actively engage with media to fulfill various needs. It was developed by Blumler and Katz who argued that people's social and psychological origins generate expectations of media that lead to differential exposure patterns fulfilling needs and other consequences. The theory suggests that media use fulfills cognitive needs for knowledge, affective needs for emotion/pleasure, personal integrative needs for status/self-esteem, and social integrative needs for social interaction. The internet has expanded media options and allowed audiences more control over fulfilling these needs.
Week 12 pro-forma audiences & products (2)charles-stick
This document discusses various concepts related to audiences and media products. It defines passive consumption as when audiences accept media messages without interacting or influencing production. The hypodermic needle model is when audiences believe messages from media, even if false. Active consumption is when audiences engage with and question media messages. The uses and gratifications theory focuses on why audiences choose certain media to meet their needs. Reception theory examines how audiences interpret and make meaning from encoded media messages. Spectatorship is the act of watching without participating. Different frameworks like age, gender, class and education can lead to varied interpretations of the same media.
The document provides examples and details for each concept to illustrate strengths, weaknesses and applications in media and audiences. It
The document discusses several theories related to audience and media consumption:
1) Gratification theory proposes that audiences are active and make choices about what media to consume based on fulfilling social and psychological needs.
2) Reception theory argues that media producers encode messages while audiences can decode them in dominant, negotiated, or oppositional ways depending on their experiences.
3) The hypodermic needle theory from the 1920s-1930s viewed audiences as passive and directly influenced by media injections, but it is now seen as outdated since audiences are more active.
The document discusses theories of passive and active audiences. A passive audience uncritically accepts media messages, while an active audience engages more critically with media. Early theories viewed audiences as passive, but reception theory sees them as active interpreters who make meanings based on their own experiences. The debate continues around how active or passive audiences truly are.
Media producers identify target audiences during planning to shape content and style appropriately. Target audiences are defined by demographics like age, gender, social class and interests. While a text may target a specific group, other audiences may interpret it differently based on their own characteristics and experiences.
The document summarizes several theories related to media audiences:
- Maslow's hierarchy of needs proposes that basic physiological needs must be met before higher-level needs.
- Passive audience theory suggests audiences directly receive media messages and are influenced without response.
- The hypodermic needle model views audiences as directly and powerfully impacted by media like advertisements.
- Cultivation theory examines television's long-term influence on viewers' perspectives without their awareness.
- The two-step flow theory proposes opinions spread from media to opinion leaders and then to others.
- Active audience and reader response theories see audiences as interpreting media based on their own experiences.
- Uses and gratifications model focuses on what audiences do with
David Morley outlined three positions that a reader/audience may have when consuming media:
1) Dominant/hegemonic reading where the audience fully accepts the preferred meaning
2) Negotiated reading where the audience broadly accepts but modifies the preferred meaning to reflect their views
3) Oppositional/counter-hegemonic reading where the audience rejects the preferred meaning and brings their own interpretation
Morley argues that audiences who share cultural experiences will tend to interpret messages in similar ways. Their readings will be shaped by shared cultural understandings.
David Morley outlined three positions that a reader/audience may have when consuming media:
1) Dominant/hegemonic reading where the audience fully accepts the preferred meaning
2) Negotiated reading where the audience broadly accepts but modifies the preferred meaning to reflect their views
3) Oppositional/counter-hegemonic reading where the audience rejects the preferred meaning and brings their own interpretation
Morley argues that audiences who share cultural experiences will tend to interpret messages in similar ways. Their readings will be shaped by shared cultural understandings.
The document discusses the concept of audience in media studies, noting that all media texts are produced with a target audience in mind. It explores how audience research is used to understand who comprises the target audience and their demographics. The document also outlines several theories about how audiences interact with and make sense of media texts, ranging from more passive models to more active models that view audiences as playing a role in interpreting meaning.
Week 12 pro-forma audiences & productscharles-stick
This document discusses various media theories related to audiences and their consumption of media messages. It defines passive consumption as when audiences accept media messages without influencing production. The hypodermic needle model assumes audiences will immediately believe anything they are told by media. Active consumption involves audiences engaging with and discussing media messages. The uses and gratifications theory focuses on what audiences do with media rather than what media does to people. Reception theory examines how audiences receive and interpret encoded messages from producers in various ways. Spectatorship refers to watching without participation, and frameworks for interpretation consider how audiences from different backgrounds may interpret media differently.
Week 12 pro-forma audiences & productscharles-stick
This document discusses various media theories related to audiences and their consumption of media messages. It defines passive consumption as when audiences accept media messages without influencing production. The hypodermic needle model assumes audiences will immediately believe anything they are told by media. Active consumption involves audiences engaging with and discussing media messages. The uses and gratifications theory focuses on what audiences do with media rather than what media does to people. Reception theory examines how audiences receive and interpret encoded messages from producers in various ways. Spectatorship refers to watching without participation, and frameworks for interpretation consider how audiences from different backgrounds may interpret media differently.
Exam lessons 3 (audiences) Section A A2 Media Exam Belinda Raji
The document discusses media audience theory, focusing on concepts like the hypodermic needle model, uses and gratifications theory, and reception theory. It provides details on each concept, including critiques of the hypodermic needle model which sees audiences as passive, and examples of how uses and gratifications theory and reception theory see audiences as more active in making meaning. It also discusses audience segmentation models and provides quotes related to understanding audiences and conducting audience research.
1. The document discusses several audience theories: effects theory, which argues media has a profound influence on passive audiences; two-step theory, which proposes opinion leaders influence others through celebrity endorsements; uses and gratifications, where active audiences select media to fulfill needs; and encoding/decoding, in which audiences can interpret encoded media texts in standard or oppositional ways depending on their perspective.
2. Effects theory suggests media can "inject" ideas into passive audiences and influence behaviors, while two-step theory argues opinion leaders and influencers shape how others respond to media messages.
3. Uses and gratifications and encoding/decoding posit more active audiences who selectively engage with media to meet personal needs or decode messages in standard
1. The document discusses several audience theories: effects theory, which argues media has a profound influence on passive audiences; two-step theory, which proposes opinion leaders influence others through celebrity endorsements; uses and gratifications, where active audiences select media to fulfill needs; and encoding/decoding, in which audiences can interpret encoded media texts in standard or oppositional ways depending on their perspective.
2. Effects theory suggests media can "inject" ideas into passive audiences and influence behaviors, while two-step theory argues opinion leaders and influencers shape how others respond to media messages.
3. Uses and gratifications and encoding/decoding posit more active audiences who selectively engage with media to meet personal needs or decode messages in standard
This document discusses several audience theories that can be used to understand how audiences interact with media. It describes uses and gratifications theory, which suggests that audiences actively use media to fulfill needs like diversion, social interaction, identity, and surveillance. Reception theory holds that encoded meanings in media can be given dominant, negotiated, or oppositional readings by audiences based on their social and cultural backgrounds. Finally, the effects and hypodermic models are mentioned, which propose that media have powerful influences over passive audiences, though uses and gratifications theory argues audiences are active.
This document discusses theories of audiences for media producers. It describes theories of passive audiences that are directly influenced by media versus active audiences that interpret media through their own experiences. It also discusses targeting mass audiences versus niche audiences and gaining feedback from the intended audience. Common audience motivations like diversion, social interaction, and information are examined.
This document discusses psychographic audience segmentation. It identifies five main audience segments: Mainstreamers, Aspirers, Succeeders, Reformers, and Individualists. It provides descriptions of each segment's characteristics, priorities, and how they can be targeted through advertising.
The document discusses several theories about how audiences interact with and are influenced by media texts:
1. The Media Effects Model views audiences as passive and easily influenced by media messages. It suggests media has direct negative effects on audiences.
2. Uses and Gratifications Theory sees audiences as active and using media to fulfill personal needs like entertainment, social interaction, and identity formation. It posits audiences selectively consume media.
3. Cultivation Theory argues that over time, heavy media consumption shapes audiences' views of social reality to reflect what they see in media more than objective conditions.
Similar to Film Studies 4 : Audiences and Products (20)
The document provides details on the planning and production of a short film. It includes sections on visual planning with descriptions of color themes and set design. It outlines a three act story structure and provides production group contact information. Risk assessments and control measures are listed. A production schedule is given with scene locations, props, cast and crew. Footage and edit logs are included to document the post-production process. Finally, soundtrack planning discusses using diegetic and non-diegetic sound.
Katie evaluated her final film project using a provided rubric. She felt her pre-production went well though location planning could have been improved. Production went smoothly despite issues with lighting and sound. Post-production challenges included special effects and sound editing. Scheduling her cast and crew was difficult. Lack of contingency for her actor canceling last scenes hurt the film. She learned new skills but pushing visual effects too far compromised quality. Feedback helped improve her film and understanding. While technical quality suffered, the film met her creative vision and deadline.
The document provides details about the production stages for a short film called "The Last Minute Man." It includes initial ideas, character and plot details, proposed story structure, aesthetic and genre influences, camera work and lighting plans, location ideas, costume and prop concepts, and tests for the poster and lighting. The creator has developed a story about a man who joins a social experiment and gets a chip implanted that allows him to see how much time people have left to live. He saves a woman but then panics when he sees his own clock counting down, thinking he will die soon. It is revealed to be part of the experiment, but he realizes he wants to live life to the fullest.
The document discusses different types of briefs that can be used for media projects, including contractual, formal, informal, cooperative, negotiated, tender, and competition briefs. It provides definitions and discusses the advantages and disadvantages of each type. Contractual briefs are legally binding agreements, while formal briefs outline the project but are not legally binding. Informal briefs involve verbal agreements only. Cooperative briefs involve multiple production companies working together, while negotiated briefs require companies to compromise on conflicting ideas. Tender and competition briefs involve clients selecting from submissions in response to a brief.
This document provides examples and descriptions of techniques used in corporate and promotional video production. It discusses codes, conventions, styles and purposes of corporate videos. It then provides examples and descriptions of specific techniques used in promotional videos, including video and audio transitions, language/script, shooting techniques, voice over, logo, titles, unique selling points, and cutaways. For each technique, it provides a short description and links to example videos demonstrating that technique.
The document provides case studies of three kaiju films: Godzilla (2014), Attack the Block (2011), and Colossal (2017). It summarizes their budgets, production details, themes, and social/political contexts. Godzilla had the largest budget as a Hollywood blockbuster. Attack the Block and Colossal had smaller independent film budgets but still tackled issues like social class, abuse, and society's views of "monsters". All three used giant monsters as metaphors to examine humanity's treatment of the environment and each other.
The document provides a detailed scene analysis and theme analysis of the bathtub scene in Stanley Kubrick's film The Shining (1980). It discusses how Kubrick uses color, sound, and camera techniques to build tension and reveal themes of duality, personality change, and isolation. The bathroom setting plays on vulnerabilities while also linking to influential prior films. Mirrors are used to show changing identities and decay of the main character's mind. The document also analyzes Kubrick's directing style and how the film fits within the horror genre at the time as it was being reformed.
(1) The document provides a detailed scene analysis of the bathtub scene in Stanley Kubrick's film The Shining. It analyzes the use of color, sound, camera techniques, and themes of duality, isolation, and mental deterioration.
(2) Kubrick is known for his meticulous set design and use of color, which are used in this scene to represent sickness, toxicity, and death. The scene depicts a disturbing encounter between Jack and a mysterious naked woman in the bathroom.
(3) Major themes in the film explored in this scene include duality, Jack's deteriorating mental state and changing personality, and the isolation of the family in the hotel over the winter. Kubrick's directorial
The document outlines a plan for creating an ident, or branding video, for a proposed sports channel called The Grip. It would feature athletes from different sports, with a ball being passed between them and changing into the ball for each new sport shown. The ident is aimed at audiences aged 18-34 and would celebrate sports victories. It provides budgets, roles and a production schedule for filming footage of athletes, editing it together, adding visual effects, and completing the ident by mid-December.
The document provides details on three potential TV channel idents for "Grid", a proposed new sports channel.
The first ident features a screen split into four frames, with a different sport shown in each frame through continuous action that transitions between sports.
The second ident splits the screen into a 4x4 grid of squares that each flip over to reveal sports footage and sounds.
The third ident splits an existing sports clip or scene into several parts, overlaying it with audio while the splits fade to reveal the Grid logo.
Stanley Kubrick is known for directing films that explore dark psychological themes such as the breakdown of mental stability, domestic violence, sexual violence, rape, isolation, neglect of children, psychological torment, and loss of innocence. His films The Shining, A Clockwork Orange, and Lolita prominently feature these themes and also make use of similar techniques including close-ups, long shots, rapid zooms, slow motion, insert shots, tracking shots, point-of-view shots, color contrasts, and saturation to create meaning.
This document analyzes common themes, techniques, and story elements across three films directed by J.J. Abrams: Mission Impossible 3, Star Trek, and Super 8. It finds that all three films open with action, feature a "mystery box" plot device, involve the disruption of a happy family, focus on themes of loyalty and loss of innocence, are set in the science fiction genre, involve the death of a loved one, center around protagonists working against the odds and authority, use timers or countdowns as plot devices, employ ensemble casts working as a group, include flashbacks or flash forwards, feature damsels in distress and white male protagonists with strong female secondary characters, and utilize c
This document discusses the history and evolution of motion graphics and visual effects in film. It begins by describing the early use of title cards in silent films and how they evolved with advances in film technology. It then discusses how modern motion graphics use animation and movement to set the tone and provide context for films. Key figures who advanced the field, like Saul Bass and Kyle Cooper, are discussed. The document also traces the history of visual effects techniques like matte painting and chroma key compositing. It describes how these techniques enabled the creation of imaginary or dangerous settings and advanced with technology like CGI to allow fully digital environments.
The document summarizes changes made to a graphic narrative project from initial planning stages to the final product. Key changes included experimenting with different art styles, including switching from watercolors to digital art using a graphics tablet. Character designs and story elements also evolved, such as adding villagers to show story impacts and simplifying dragon designs. Text styles were adjusted for readability. Overall, the creator felt the final product maintained the intended themes while experimentation led to improvements but also areas for further refinement if given more time.
As 2023 proved, the next few years may be shaped by market volatility and artificial intelligence services such as OpenAI's ChatGPT and Perplexity.ai. Your brand will increasingly compete for attention with Google, Apple, OpenAI, and Amazon, and customers will expect a hyper-relevant and individualized experience from every business at any moment. New state-legislated data privacy laws and several FTC rules may challenge marketers to deliver contextually relevant customer experiences, much less reach unknown prospective buyers. Are you ready?Let's discuss the critical need for data governance and applied AI for your business rather than relying on public AI models. As AI permeates society and all industries, learn how to be future-ready, compliant, and confidentlyscaling growth.
Key Takeaways:
Primary Learning Objective
1: Grasp when artificial general intelligence (""AGI"") will arrive, and how your brand can navigate the consequences. Primary Learning Objective
2: Gain an accurate analysis of the continuously developing customer journey and business intelligence. Primary Learning Objective
3: Grow revenue at lower costs with more efficient marketing and business operations.
Dive deep into the cutting-edge strategies we're employing to revolutionize our web presence in the age of AI-driven search. As Gen Z reshapes the digital realm, discover how we can bridge the generational divide. Unlock the synergistic power of PPC, social media, and SEO, driving unparalleled revenues for our projects.
The session includes a brief history of the evolution of search before diving into the roles technology, content, and links play in developing a powerful SEO strategy in a world of Generative AI and social search. Discover how to optimize for TikTok searches, Google's Gemini, and Search Generative Experience while developing a powerful arsenal of tools and templates to help maximize the effectiveness of your SEO initiatives.
Key Takeaways:
Understand how search engines work
Be able to find out where your users search
Know what is required for each discipline of SEO
Feel confident creating an SEO Plan
Confidently measure SEO performance
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
The Forgotten Secret Weapon of Digital Marketing: Email
Digital marketing is a rapidly changing, ever evolving industry--Influencers, Threads, X, AI, etc. But one of the most effective digital marketing tools is also one of the oldest: Email. Find out from two Houston-based digital experts how to maximize your results from email.
Key Takeaways:
Email has the best ROI of any digital tactic
It can be used at any stage of the customer journey
It is increasingly important as the cookie-less future gets closer and closer
In today's digital world, customers are just a click away. "Grow Your Business Online: Introduction to Digital Marketing" dives into the exciting world of digital marketing, equipping you with the tools and strategies to reach new audiences, expand your reach, and ultimately grow your business.
website = https://digitaldiscovery.institute/
address = C 210 A Industrial Area, Phase 8B, Sahibzada Ajit Singh Nagar, Punjab 140308
Did you know that while 50% of content on the internet is in English, English only makes up 26% of the world’s spoken language? And yet 87% of customers won’t buy from an English only website.
Uncover the immense potential of communicating with customers in their own language and learn how translation holds the key to unlocking global growth. Join Smartling CEO, Bryan Murphy, as he reveals how translation software can streamline the translation process and seamlessly integrate into your martech stack for optimal efficiency. And that's not all – he’ll also share some inspiring success stories and practical tips that will turbocharge your multilingual marketing efforts!
Key takeaways:
1. The growth potential of reaching customers in their native language
2. Tips to streamline translation with software and integrations to your tech stack
3. Success stories from companies that have increased lead generation, doubled revenue, and more with translation
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
The Secret to Engaging Modern Consumers: Journey Mapping and Personalization
In today's digital landscape, understanding the customer's journey and delivering personalized experiences are paramount. This masterclass delves into the art of consumer journey mapping, a powerful technique that visualizes the entire customer experience across touchpoints. Attendees will learn how to create detailed journey maps, identify pain points, and uncover opportunities for optimization. The presentation also explores personalization strategies that leverage data and technology to tailor content, products, and experiences to individual customers. From real-time personalization to predictive analytics, attendees will gain insights into cutting-edge approaches that drive engagement and loyalty.
Key Takeaways:
Current consumer landscape; Steps to mapping an effective consumer journey; Understanding the value of personalization; Integrating mapping and personalization for success; Brands that are getting It right!; Best Practices; Future Trends
In the face of the news of Google beginning to remove cookies from Chrome (30m users at the time of writing), there’s no longer time for marketers to throw their hands up and say “I didn’t know” or “They won’t go through with it”. Reality check - it has already begun - the time to take action is now. The good news is that there are solutions available and ready for adoption… but for many the race to catch up to the modern internet risks being a messy, confusing scramble to get back to "normal"
First Things First: Building and Effective Marketing Strategy
Too many companies (and marketers) jump straight into activation planning without formalizing a marketing strategy. It may seem tedious, but analyzing the mindset of your targeted audiences and identifying the messaging points most likely to resonate with them is time well spent. That process is also a great opportunity for marketers to collaborate with sales leaders and account managers on a galvanized go-to-market approach. I’ll walk you through the methods and tools we use with our clients to ensure campaign success.
Key Takeaways:
-Recognize the critical role of strategy in marketing
-Learn our approach for building an actionable, effective marketing strategy
-Receive templates and guides for developing a marketing strategy
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
Short video marketing has sweeped the nation and is the fastest way to build an online brand on social media in 2024. In this session you will learn:- What is short video marketing- Which platforms work best for your business- Content strategies that are on brand for your business- How to sell organically without paying for ads.
In this humorous and data-heavy session, join us in a joyous celebration of life honoring the long list of SEO tactics and concepts we lost this year. Remember fondly the beautiful time you shared with defunct ideas like link building, keyword cannibalization, search volume as a value indicator, and even our most cherished of friends: the funnel. Make peace with their loss as you embrace a new paradigm for organic content: Pillar-Based Marketing. Along the way, discover that the results that old SEO and all its trappings brought you weren’t really very good at all, actually.
In this respectful and life-affirming service—erm, session—join Ryan Brock (Chief Solution Officer at DemandJump and author of Pillar-Based Marketing: A Data-Driven Methodology for SEO and Content that Actually Works) and leave with:
• Clear and compelling evidence that most legacy SEO metrics and tactics have slim to no impact on SEO outcomes
• A major mindset shift that eliminates most of the metrics and tactics associated with SEO in favor of a single metric that defines and drives organic ranking success
• Practical, step-by-step methodology for choosing SEO pillar topics and publishing content quickly that ranks fast
Unlock the secrets to enhancing your digital presence with our masterclass on mastering online visibility. Learn actionable strategies to boost your brand, optimize your social media, and leverage SEO. Transform your online footprint into a powerful tool for growth and engagement.
Key Takeaways:
1. Effective techniques to increase your brand's visibility across various online platforms.
2. Strategies for optimizing social media profiles and content to maximize reach and engagement.
3. Insights into leveraging SEO best practices to improve search engine rankings and drive organic traffic.
When most people in the industry talk about online or digital reputation management, what they're really saying is Google search and PPC. And it's usually reactive, left dealing with the aftermath of negative information published somewhere online. That's outdated. It leaves executives, organizations and other high-profile individuals at a high risk of a digital reputation attack that spans channels and tactics. But the tools needed to safeguard against an attack are more cybersecurity-oriented than most marketing and communications professionals can manage. Business leaders Leaders grasp the importance; 83% of executives place reputation in their top five areas of risk, yet only 23% are confident in their ability to address it. To succeed in 2024 and beyond, you need to turn online reputation on its axis and think like an attacker.\
Key Takeaways:
- New framework for examining and safeguarding an online reputation
- Tools and techniques to keep you a step ahead
- Practical examples that demonstrate when to act, how to act and how to recover
Google Ads Vs Social Media Ads-A comparative analysisakashrawdot
Explore the differences, advantages, and strategies of using Google Ads vs Social Media Ads for online advertising. This presentation will provide insights into how each platform operates, their unique features, and how they can be leveraged to achieve marketing goals.
Videos are more engaging, more memorable, and more popular than any other type of content out there. That’s why it’s estimated that 82% of consumer traffic will come from videos by 2025.
And with videos evolving from landscape to portrait and experts promoting shorter clips, one thing remains constant – our brains LOVE videos.
So is there science behind what makes people absolutely irresistible on camera?
The answer: definitely yes.
In this jam-packed session with Stephanie Garcia, you’ll get your hands on a steal-worthy guide that uncovers the art and science to being irresistible on camera. From body language to words that convert, she’ll show you how to captivate on command so that viewers are excited and ready to take action.
3. Passive Consumption
Passive consumption is where the audience doesn’t interact with the
media product in any way. They don’t create content based around the
media product or involve themselves with the product after consuming
it. Passive viewers see the content but do not influence production in
any way and generally are not involved in the content. An example of
passive consumption is a radio broadcast in the early days of radio in the
USA, where an author was reading out a story on the radio and people
tuned in halfway through, not knowing it was a story, and panicked
because they thought the country was in a crisis or apocalyptic state just
because it had been said on the radio. Passive viewers generally do no
research and just believe what the media tells them.
4. Hypodermic Needle Model
• Definition: The Hypodermic needle model is where the audience passively
believe what the media tells them. This suggests that the audience will just
accept what they are told by the media without any further research or
questioning.
• Strengths: This allows us to reflect upon the influence that the media has on the
consumer. Especially to the extent where the media forms a collective belief of
opinion.
• Weaknesses: This model is presumes that the consumer is passive and will be
influenced by the media with no research using other media platforms, which in
some cases is true, but it is harder to find collective belief with the access to such
a wide range of media platforms.
• Example: A fake news source makes a story on a webpage that looks realistic and
shares this story to Facebook. Users of Facebook read the story and believe it
with no further research, then share it with their facebook friends who believe it
with no further research and share it. The fake news post goes viral and media
consumers on mass have been influenced by it.
5. Active Consumption
Active consumption is where the audience engages with the media content
rather than passively viewing it with little thought. The viewer interacts with
the media product, creating content and influencing production. An example
of active consumption is where somebody is consuming a product on
multiple screens at once, perhaps when watching a reality TV show the
viewer is able to vote or have an input to the programme by using an app,
calling in or tweeting with a specific hash tag. This gives the viewer a sense
of power but actually allows the programme to access the consumer on
multiple platforms. Active viewers are more likely to research things that
they see or read through media sources, and are likely to know how to
access, and in some cases influence, media content.
6. Uses and Gratifications Theory
• Definition: The uses and gratifications theory discusses the ways in which the audience of a product interact with the
media. This is sectioned off four ways.
1) Information – The audience uses the media to find out information, advice and as a tool for learning. Finding
something out online can be satisfying for the consumer. This can be in many different ways, to read what others think
about a topic, to research their own material or to simply satisfy their curiosity.
2) Personal Identity – The audience uses the media to reinforce personal values by engaging with media that share the
same ideals or opinions as them, such as a certain newspaper that is in line with a persons social or political views. The
media can also change and develop a persons behavioural traits in different ways, people form habits of what
newspaper they buy, what games they play, television and film they watch and what social media sites they frequent.
If a person is a fan of an actor, musician, athlete etc, they can use the media to access content surrounding that
person., for example a fan of Samuel L Jackson may see all the films he is in no matter the genre.
3) Integration and Social interaction – The audience may identify with others in various media contexts. Fans of a specific
thing can talk, discuss the product, share fan made content and make friends on social media platforms. The fans gain
a sense of belonging
4) Entertainment : The audience use the product as a form of relaxation and a way to escape real life. Many people just
use/watch/interact with media products because they enjoy them and people want to feel good in their spare time.
The other elements of this theory bleed into this one, as each area has some form of gratification / entertainment for
the viewer.
• Strengths: Gives the audience the ability to understand their use of the media and how it affects them.
• Weaknesses: This theory presumes that the media consumer is active, rather than passive. A passive viewer would not
engage with the product enough to fall into any category of this theory, they may have no opinion on the product and
may just take the media at face value without engaging with it.
7. Uses and Gratification Theory• Example:
Information: A person watches the news to find out what is going on in the world. To
take this further, they may have seen a headline of a newspaper somewhere and want to
know more, therefore tuning in to a news broadcast or using a news website to satisfy
their curiosity and educate themselves. Furthermore, a person may have a problem and
read a forum online or on a social media page to see how others resolved the issue.
Personal Identity: A person may read a newspaper that aligns with their political
viewpoint in order to re-inforce their values. They may also respond to this by joining a
social media page which contains fans of the same newspaper or political viewpoint,
where they can discuss and all re-inforce their values with like minded people. Personal
identity also relates to the interests of the consumer in the form of actors or public
figures that they might follow, deliberately watching a programme that they wouldn’t
normally watch because that person is in it – for example watching Graham Norton as a
one-off because Emilia Clarke is being interviewed on it.
Integration and social interaction: A fan of The Hunger Games may do a drawing of their
favourite character and share it on social media, with a hashtag relating to the film,
therefore drawing in other fans of The Hunger Games. This could lead to discussion and
social interaction with other fans about their mutual interest, leading to an increase in
online friendships being made as it is so much easier to fins people with common
interests. Similarly, a person may wear a Hunger Games t-shirt out in public and could
draw the attention of other fans.
Entertainment: A consumer has had a hard day at work and just wants to relax so they
open Netflix and watch their favourite tv show or movie. They are using media content as
escapism and to wind down.
8. Reception Theory
• Reception theory is based on Stuart Hall’s model of encoding and decoding
media products and the way the audience interprets and interacts with them.
Hall stated that media producers created the product with encoded messages
within them, to then be decoded by the consumer. Each consumer may
decode the message differently based on a number of factors including age,
social grade, gender, ethnicity and their personal experiences in life. Although
consumer interpretation of a product is complex and personal to each
individual viewer, it can be broken down into three categories:
• Preferred Reading – The consumer decodes the message that was intended to
be construed by the producer and agrees with it.
• Negotiated Reading – The consumer can see a point being made by the
producer but also have their own opinions on the message.
• Oppositional Reading – The producers preferred reading is rejected by the
consumer and they do not agree with the encoded message.
9. Hall’s Model (Encoding and decoding)
Production Circulation Consumption = Communication
Hall states in his theory that the meaning of a media product is not
fixed, despite the intentions of the producer, the consumer / reader (of
media text) of the product will always find a way to interpret the
product differently to how it was intended.
Producer = Encoder : “The producer has framed meaning in a certain
way”
Reader = Decoder : “The reader decodes the meaning constructed
differently depending on their ideologies”
10. Reception Theory
• Choose an image (poster, screenshot from a film, photograph etc)
and provide:
• A potential encoded message: Don’t judge a book by its
cover, the teenagers may dress and talk in a manner that is
frowned upon by society, and may be seen doing bad
things, but ultimately they are people that have been
through a lot at an early age (explored in the film.
Especially with an 11 or 12 year old lad who is often out
causing trouble) and have good hearts and intentions. The
youths are not cared about and lack stable home lives and
places to take out their frustration. They prove their good
nature when they save the community from the aliens.
• A potential decoded message: The characters are thugs
that have no respect for any other members of their
community and generate fear in society. Their attempts at
fighting the aliens were illegal and they spent the entire
movie running from the police too. Their good hearted
actions in the film do not make up for their earlier mistakes
and they are reinforcing a stereotype about how teenagers
behave.
11. Reception Theory
• Preferred reading: Joe Cornish wanted to change
the way that society view young people, especially
the ‘trouble makers’, showing that they are often
not bad people at heart, and actually save the
community in the end of the film. The teenagers
are the heroes of the story and the ‘underdog’
characters that the viewer is supposed to root for.
• Negotiated reading: Youths do bad things but many
of them have a reason for it which should be
considered. The stereotype of the teenager is used
in the film in order to prove a point and show that
young people can be misunderstood and get little
recognition for the good they do as opposed to the
bad.
• Oppositional reading: The teenagers in this film are
trouble makers and will grow up to do bad things
and not contribute to society. This is a negative
representation of teenagers and gives a group of
people a bad reputation, instead of changing how
the group are perceived.
Cornish had actually been mugged before making the
film and had found out the difficult background of the
teenager and that he wasn’t actually a bad person. His
‘reading’ and view of this group within society may be
different had his experience been different (but then
this film wouldn’t exist)
Attack The Block
12. Framework for Interpretation
• List 2 very different frameworks for interpretation;
1
• Age: 49
• Gender: Female
• Social status/Class: ABC1
• Ethnicity: White, British
• Sexuality: Heterosexual
• Education: Degree level
2
• Age: 18
• Gender: Male
• Social status/Class: C2DE
• Ethnicity: Black, British
• Sexuality: Homosexual
• Education: A level / BTEC
13. Framework for Interpretation
• Discuss how each may react to a film of your choice based on their framework
• Attack the Block
1
Person one may enjoy the film as a fun, action
and sci fi film if they enjoy those kinds of films
and especially if they are able to connect with
Joe Cornish’s encoded messages within the
film. Person one may struggle to relate to the
gang, as they are older and have presumably
not had to put on male bravado to impress
friends and look ‘hard’ to protect themselves,
especially as someone from an ABC1 social
background. However, person one may be able
to empathise with the characters and at least
connect with the nurse in the film, who has a
changed view of the teenagers at the end.
2
The film may resonate more with person two
as the protagonist is a teenage black male from
a working class background. They may or may
not identify with the situations of the
teenagers in the film, but have most likely met
and interacted with people in similar situations
or of a similar nature over the course of their
education and social lives. They know what it is
like to be judged by others and can relate to
being outcast from society, even if they do not
agree with the initial actions of the gang. This
film is likely to appeal to a young male as it is
funny, action packed and has sci-fi overtones.
15. Case Study
• Select a genre (or film franchise) that you like and provide some
contextual background information.
• What is the genre/franchise, what are the key films, who are the key
directors/actors/studios/etc, how successful/unsuccessful was it, how
was it critically received, when were the films made, etc.
• Go over as many slides as necessary
16. The Lord of the Rings Trilogy
The Lord of the rings trilogy is a set of films based on a fantasy epic series written by J. R. R.
Tolkien. The books and films both have a large following and have been the inspiration for
much modern fantasy fiction. The novels as a trilogy won the international fantasy award in
1957 . The books originally were published in July and November 1954 and October 1955 and
were brought to life by Peter Jackson in 2001 – 2003 in the form of the movie trilogy. The Lord
Of The Rings franchise led the way for much modern fantasy and has the largest fan base of
any fantasy film.
This franchise was expanded in 2012 by the Hobbit Trilogy and is now often known as the
Tolkien franchise, but for this project I will be solely studying the original Lord of The Rings
trilogy and its fan base.
17. Lord of the Rings: The Fellowship of the Ring
The first film in the fantasy trilogy, released in 2001, The Fellowship of the Ring
sets up the viewer for the rest of the story, introducing each character and
showing how they come together to defeat The eye of Sauron and destroy the
soul-consuming, evil ring for good. The Fellowship of the Ring was filmed in New
Zealand at a variety of locations across the country, the most popular of these
destinations is the area used to film The Shire where the ‘hobbit homes’ are now
a huge tourist destination. The film is rated PG in the UK, although this has been
disputed due to moderate amounts of gore and the Orc characters which might
be scary for under 12’s. It has a run time of 171 minutes (nearly three hours)
which earned it the genre title of a Fantasy epic. TFOTR was directed by Peter
Jackson who has been critically acclaimed for the film and won two BAFTAs for
the film, also nominated at the Oscars’ for ‘Best Director’, ‘Best Picture’ and ‘Best
Screenplay based on material previously produced or published’. The film itself
won 4 Oscars: Best Cinematography, Best Makeup, Best Music & Original Score
and best Visual Effects / Special Effects. The most notable actors in the film
include Ian McKellen, Orlando Bloom, Sean Bean and Cate Blanchett, many of
which were already well known and had a following which attracted more people
to the movie when it first came out in cinemas, and also created a buzz regarding
the lesser known actors Elijah Wood and Sean Astin as they had such significant
roles.
The Fellowship of the Ring has an 8.8 score on IMDB and 91% at Rotten Tomatoes.
The film had a positive reception and gained a hoard of fanatics, both fans of the
novels and new fans to the world of Middle Earth. It had a budget of $93 million
and made $871.5 million in the box office. It was distributed by New Line Cinema
(owned by Warner Bros), an American film company, but was first released in
Wellington, New Zealand, where Peter Jackson is from.
18. Lord of the Rings: The Two Towers
The Two Towers is the second film in the Lord of the Rings trilogy and was named
after the second book in J.R.R Tolkien’s Lord of the Rings novels. The film covers
the second part of the story after the fellowship of the ring has split up, following
the stories of two groups both fighting for the future of middle earth. Golum, a
well known character relating to this franchise, is introduced in this film. It was
released in 2002 with a BBFC rating of 12 and a run time of 179 min (2hrs59) but
had a special edition and blu ray DVD releases that ran well over 3 hours and
included bonus scenes that didn’t make it into the original film. It was directed
by Peter Jackson, the same director as the first film and had many of the same
writers as the first one, including Fran Walsh, who often works alongside Jackson
.The film got the 2003 MTV Movie award for Best Virtual Performance, notable
especially as Gollum went on to become an iconic character and Andy Serkis
(Gollum) won several awards for best digital acting performance. Other awards
won by this film include the academy awards Best Visual Effects, Best Costume
Design and Best Sound Editing. The Two Towers had a budget of $94 million and
WETA digital doubled their staff for the special effects project for this movie. The
character of Treebeard took between 28 and 48 hours to render in each frame. It
made $923 million in the box office, even more than the first film in the trilogy
and earned the title of the highest grossing film of 2002 worldwide.
19. Lord of the Rings: The Return of the King
Lord of the Rings: The return of the King came out in 2003 and is the final film
in the original fantasy trilogy. It completes leads up to the ending of the
trilogy and is the climax of the films, which is evident when comparing this
poster to the other two. This film holds the title as one of the most critically
acclaimed films in movie history and is one of the record holders for the most
academy awards won by a film, which is especially notable for a sequel. It
won best picture, best director, best adapted screenplay, best costume
design, best art direction, best film editing, best makeup, best original score,
best sound mixing and best visual effects at the 2003 academy awards.
Return of the King has a run time of 200 minutes (over 3 hours) and had a
budget of $94 million. It made the most money in the box office out of the
trilogy at $1.120 billion, the highest grossing film of 2002 and second highest
grossing film of the 2000s. The visual effects in this film are even more
massive than those within The Two Towers, with double the amount of VFX
shots. The DVD set had the largest extra’s and commentary section of its time
(and possibly still), with 6 hours of extra content on a bonus disk and an
extended version of the movie.
21. Your Interaction with Media
• Talk about why you like that film/genre and your relationship with it and
how audiences have responded to it, you cover the following:
• How audience engagement relates to the key theories you have outlined in section 1
• Outline and investigate all the different ways in which you and the wider audience
might respond and interact with the film (we’ve covered this at length with the
screenings for Star Wars related material).
1. Active spectatorship, fandom and preferred readings (how do audiences make
active responses to your genre)
2. Frameworks of interpretation, intertextuality and media literacy (consider the
effects of the film on other films/tv/etc and the way this is done, i.e. parody,
pastiche, homage, etc)
3. Social networking, conditions of reception and pre- and post- viewing experience
(how the audience interacts and responds as part of a community)
• Go over as many slides as necessary
22. Lord of the Rings and the fantasy genre
The fantasy genre is one of the most popular in terms of audience participation and many fans of one fantasy film
or series find that they enjoy others. There is a wide range of content within the genre, which allows consumers
to delve into different types of fantasy and find a sub-genre they prefer. In the case of lord of the rings, the books
and films are set in a medieval era of fantasy, which has proven to be extremely popular and has led the way for
many other creators and has created a level of expectation (for how the characters will dress, speak, travel etc.)
in newer fantasy films and programmes. Many people say that the Lord of the Rings films defined the modern
fantasy genre and created a market for this style of fantasy film due to its popularity. This can be backed up when
studying the extreme popularity of George R R Martin’s novels and TV series Game Of Thrones, as it is set under a
similar premise and uses the similar elements of medieval living to base the world of the story. Like Lord of the
Rings, Game of Thrones has an extensive map and world for fans to get engrossed in, and even other languages
that some fans go out of their way to learn. Lord of the Rings also laid the way for The Chronicles of Narnia,
another book series which was adapted into films and has themes and styles relating back to LOTR, such as the
costume, set and props used in the film, allowing them to meet the expectation of the viewer when watching the
genre. The most obvious films to owe their existence to the Lord of The Rings films would be The Hobbit trilogy,
based on a singular book and prequel to the LOTR series. The first of the Hobbit films was released in 2012, nine
years after the final chapter of the original trilogy: The Return of the King, was released. This reboot shows how
the rise in popularity of the genre led the owners of the rights to the story and lord of the rings films (who made
the space in the market in the first place), saw that fans would flock to more content and more screen time in
Middle Earth.
23. Fandom
A ‘fandom’ is a group of people who connect with one another using a franchise that they have
in common (essentially a modern term for the word fan-base). Fandom spaces are often found
in the form of blog pages, forums, chat groups and other social media platforms. Fans can also
get together at conventions and meet-ups, sometimes even dressing up as characters from the
franchise and exchanging content they have created themselves. Lord of the Rings has a
massive fandom, consisting of young teenagers through to middle aged adults and attracting all
genders. Lord of the Rings fans are known for not being shy about their passion, with some
particularly eager viewers even going out of their way to learn the elven language spoken in the
films and written in the books, allowing them to further expand the world and create their own
stories within it. Not only does a franchises fandom use the product as a method of integration
and social interaction, but also to further their personal identity by reviewing the film online
and having personal input as to how the films were rated and received. This is especially
prevalent as the first film of the trilogy was released around the time of the beginning of the
rise of the fandom in the way we know it today, for example websites like rotten tomatoes and
IMDB were first appearing just a few years before The Fellowship of the Ring and rising in
popularity when the film came out. This meant that fans had more power and input than ever
before. Lord of the Rings created the biggest fandom post-2000 (since Star wars before that)
and the fandom has more influence than any other I the fantasy genre, leading the way for
fantasy fiction and fans of it. However, this is not always a positive thing, as some fans use their
opinions and personal input to bully other fans and even the makers / writers of the film if they
don’t get their own way. This ‘toxic’ behaviour became prevalent in the Lord of the Rings
fandom mostly after the release of the first ‘The Hobbit’ film in 2012 when ‘gatekeeping’
became a large issue with die hard fans, and in a similar fandom for a show called Game Of
Thrones, where fans sent hate mail to the writers for diverging from the original novels and
changing the story, also creating hostility between fans in a space that should’ve just been fun
and lighthearted. What a mess
24. Conventions and Guest Panels
Conventions are a way for fans of Lord of the Rings to come together to discuss the films and the world in which
the films take place. Many fans use conventions as a way to make friends as it is a good environment to find people
who have things in common and like the same films. It is also a good place to buy merchandise linked to the films,
and fan-made paintings, models, props and costumes. Collectable items are most commonly available to buy at
conventions, as the sellers target a prime audience. Actors and producers of the film may feature on a panel at a
convention and talk about the films, taking questions from the fans and interacting with them. This is a form of
active spectatorship and a way for the creators / actors to see how fans respond to the product in a direct manner.
An example of this is Middle Earth Con, a convention entirely devoted to the Lord of the Rings and The Hobbit films
(both trilogy’s set in Middle Earth), which took place at the Hilton Hotel in Paris in 2016. 5 actors from the films
attended and met with fans, each having a personal interview with the hosts of the convention and all joining
together to talk on a panel about the films and take questions from fans.
25. Cosplay
Cosplay is where fans of a franchise dress up as the characters
and sometimes role-play with other fans in character. Devoted
fans will spend a lot of time and money creating the most
realistic costumes that match those the characters wear in the
film and it is easy to find lots of photos online of Lord of the
Rings cosplayers. This also shows how the characters are
interpreted by the fans and how the fantasy genre allows
creativity and experimentation when designing costumes as
everyone knows what to expect (for example, when reading
the books, you would be able to visualize what the characters
looked like due to previous fantasy works) Cosplayers often
meet at conventions and will re-enact scenes or simply talk
about the franchise and make friends with people who have
similar interests to them. Some conventions even have
costume competitions, where cosplayers can show off their
costumes on stage and a panel of judges pick the best one.
Cosplayers can also meet like-minded people online when
posting photos to fan forums and getting likes and comments
on their images. Cosplay is a form of audience participation
that allows them to enter the world of Lord of the Rings and
create their own fan stories while in character. It could also be
considered fan-generated content and fan art, especially if the
costumes are hand made.
26. Fan generated content – Fan art
Fan art and other content forms a large section of fan culture and has a defined
market within the genre. Creators of fan art usually share their creations with
other fans using social media, and often gain popularity the more artwork they
produce. Creators can sell their artwork and some pieces can become extremely
sought after if the creator is well known for their art. Fan art can include a range
of styles, from pencil and pen drawings, to paintings to digital artwork and even
sculptures. Sculptures often cost more as they are rarer, and include realistic
wood or metal work weapons and props from the films, small dolls/action figures
or character sculptures and much more. Many fan artists create content based
on more than one franchise, which again boosts their popularity and can get their
name out on social media. Having artwork linked to a famous film franchise, such
as Lord of the Rings, can get an artist followers quickly, as fans of the franchise
will be drawn to their work, and are more likely to share it. A lot of fan art
incorporates the same elements of uses and gratification and preferred reading
as fan fiction does, and a fan has to be literate and savvy in the language used in
social media posts regarding certain fan art and creations. Another example of
fan generated content is where fans create their own video games and trailers
based on the film franchise. Fans take a lot of time making this content and often
put it online for other fans to play or watch. Many of this content contains
references to the franchise that only hardcore fans would understand, further
emphasizing how in depth fans go into the product.
27. Fan generated content – Fan Fiction, Shipping and
LOTR fans.
Alongside fan art and fan made games and trailers, some members of the Lord of the Rings fandom also write
stories about the characters and add to their own personal image of Tolkien’s world and publish them on
forums and fan pages on social media. This is a form of active consumption that allows the fan to engage with
the uses and gratification theory in the form of personal identity (By writing about their favourite character and
creating a story to suit their agenda), entertainment (as they are using their own enjoyment of the films to
create their own content, which will then become a form of entertainment for the readers) and also integration
and social interaction (when fans publish their writing to a social media forum and gain followers of like-
minded people). An example of this would be a story written by a fan where a few of the characters go on a
different adventure within the same world, and maybe meet fan-made characters along the way (example in
image 1). A large area of fandom and especially fan fiction (and sometimes fan art) is ‘Shipping’, a term
created by fans which is an abbreviation of the word ‘relationship’, to show when fan’s want two characters to
have a relationship with one another (usually romantic) that is often not in the ‘canon’ world of the films.
Many stories involving a fan’s ‘ship’ are a form of preferred / oppositional reading, where a fan has studied the
interactions between the characters (or even just based upon their personalities) within the film and decided
to read it in a way that makes there seem like there is more than meets the eye. This is then added into the fan
story and other fans can debate the story and the ship involved if they are pro or against that pairing.
Furthermore, this extensive integration has led to more in depth terms to appear, such as ‘OTP’ which is an
acronym for ‘One true pairing’ and shows how obsessive fans can be about their ‘ships’ and the way the
characters are perceived. This all links back to lord of the rings fans, as typing ‘Lord of the rings fan fiction’ into
a search engine, many websites come up, many showing fan fiction descriptions including characters’ names
and terms like ‘ship’ and ‘OTP’ (I recommend you do not do this as some of it was weird)
28. Social Media
Social media is a huge part of how Lord of the Rings' audiences interact with both the product itself and amongst themselves
as fans. One of the biggest forms of active consumption is based around social media and how fans may respond to the films
online while watching them, for example, a fan of the original lord of the rings films may tweet about the new Hobbit films as
they are watching them from the first time, even having the ability to use GIF's from the first films as reaction images to the
newer strand of the franchise. Furthermore, even over a decade after the original trilogy was released, fans still create new
content based around the films and the novels that they originally stemmed from, using original characters and those they
have made up and posting this content (fanfiction, art, fake trailers etc.) to social media websites such as twitter, tumblr,
facebook and deviantart where like minded people can see and respond to it. Content created out of the canon world of these
films are so popular that popular youtubers and internet personalities sometimes refer back to them or create 'reaction'
videos while reading someone's fanfiction or watching a fan made trailer in order to gain viewers from such an extensive
fanbase. The youtube channel Bad Lip Reading created a parody of Lord of the Rings using footage from the films and, as the
channel's name might suggest, used voice-overs to misread what the characters were saying in the original version to give it a
completely different context. Social media links all of the above together, fan created content, cosplay, conventions, words,
acronyms and phrases specifically created by fan culture, all stem from the social media presence of fan bases, Lord of the
Rings being one of the largest of them all. However, this immense connection can create negativity within the fan base,
especially with a fanbase as large as Lord of the Rings, as there is so much room for clashing opinions and such a broad
spectrum of media on which to discuss it.