Hypodermic Needle Theory
 This theory suggests that the information
  from a media text passes through to the
  audiences minds.
 This can get them to take control of
  something. (e.g. Playing Call of Duty and
  using the same effects in real life)
 The theory connects with MORAL PANICS
  such as gaming addiction.
Two-Step Flow
 Explains the relationship between the audience and
  the media text.
Information from the media moves into two different
  stages:-
 First - Individuals who pay attention to the mass
  media and its messages receive the information.
 Second – Opinion leaders pass on their own
  interpretations in addition to the actual media
  content
Uses and Gratification
 Blumler and Katz (1974) argued that audience needs have social and
  psychological origins which generate certain expectations about the mass
  media, leading to differential patterns of media exposure which result in both
  the gratification of needs and in other (often unintended) consequences. This
  does assume an active audience making motivated choices.
Social Uses of Television
 Environmental: background noise; companionship; entertainment
 Regulative: punctuation of time and activity; talk patterns
 Communication Facilitation: Experience illustration; common ground;
  conversational entrance; anxiety reduction; agenda for talk; value clarification
 Affiliation/Avoidance: Physical, verbal contact/neglect; family solidarity;
  family relaxant; conflict reduction; relationship maintenance
 Social Learning: Decision-making; behaviour modelling; problem-solving;
  value transmission; legitimization; information dissemination; substitute
  schooling
 Competence/Dominance: Role enactment; role reinforcement; substitute role
  portrayal; intellectual validation; authority exercise; gatekeeping; argument
  facilitation
Reception Theory
 Created by Stuart Hall
 Encoding/Decoding Model
 A media text is encoded by the producer
  and then decoded by the reader.
 The audience can recognise the codes and
  conventions within a media text. (e.g.- the
  audience can tell why certain colours have
  been used on a magazine front cover.)
Tvzetan Todorov
 Todorov has a 5 part theory which consists of the
  Equilibrium.
The 5 part Equilibrium consists of :-
 Equilibrium
 Disruption of the Equilibrium
 Recognition of the Equilibrium
 Repair of the Equilibrium
 Return to the Equilibrium
Claude Levi-Strauss
 Using Narrative to find oppositions within a
  media text.
 Binary Oppositions
 Oppositions can be visual.
 Such as light/darkness, movement/stillness,
  man vs. woman, boy vs. girl, love/hate)
Vladimir Propp
 Theory consists of character types.
 Suggests that there are 31 functions within a story.
 Such as a villain that gains information about the victim.
He has spread these into 7 categories and they are:-
 The Villain
 The Donor
 The Helper
 The Princess
 The Dispatcher
 The Hero
 The False Hero
Charles Leadbeater
 We Think Theory
 This theory suggests that there is an open access knowledge which
  allows building communities on the web to allow ideas to be
  shared and tested much more quickly and effectively.
 Ultimately this leads to us becoming more creative and
  innovative, as we are liberated from the usual institutional
  constraints on how things are invented and changed by scientists
  and academics.
 For example – Lily Allen and Ed Sheeran have used social network
  websites such as MySpace and YouTube to upload their music so
  that the audience can listen to it. This had led to them being
  internet and worldwide sensations. They are now well-known
  professional singers.
Chris Anderson: The Long Tail
 How the Internet has transformed economics,
  commerce and consumption.
 Revenue from the niche products now adds up to
  the same as blockbuster products.
 The internet allows the people to share and look
  around for a wider variety of products. (e.g.
  Google Shopping and eBay)
 Range of filtering services on the internet. (e.g.
  Google and Yahoo)
David Buckingham
 Specializes in the study of media and its effect on
  children.
 In 2009, he was made chairman of Advertising
  Association and published a report saying that there
  is no reason to suspect that changes in the media in
  the past 15 years has had a damaging effect on
  children.
 Applied cultural studies which approached to
  analysing children’s experiences with TV and
  electronic media.
David Gauntlett- Web 2.0
 Web 2.0 invites users to play.
 Tim Berner’s Lee had invented the internet so
  that people can be creative and connected.
 ‘He imagined that browsing the web would be a
  matter of writing and editing, not just searching
  and reading’ (David Gauntlett Quote)
 We are seeing a shift away from a ‘sit back and be
  told’ to a culture towards more of a ‘making and
  doing’ culture.
Henry Jenkins
 Has researched into video games and their effects such
  as investigating how boys and girls are affected by
  video games.
 “Games represent a new lively art, one as appropriate
  for the digital age as those earlier media aesthetic
  experiences and transform the computer screen into a
  realm of experimentation and innovation that is
  broadly accessible”(Jenkins Quote)
 “Everyone is a producer of media as well as a
  consumer”
Media Regulation
 Byron Report
 SOPA (Stop Online Privacy Act) vs. PIPA (Protection of
  Intellectual Property Act)
 Silicon Valley vs. Hollywood - debated between each other
  about protection of intellectual property and the rights of
  freedom of speech.
 Hard to regulate everything on the internet as there is too
  much going on within the internet . (e.g. Twitters use of the
  super-injunction)
Moral Panics
 Terrorism
 Pornography
 Gambling Addictions
 Fraud
 Cyber Bullying
 Gaming Addictions
 Child Safety
 Viruses
 Grooming
 Hacking
 Illegal Downloading
Wikinomics
 Theory created by Don Tapscott and Anthony D. Williams.
Had 5 ideas to do with the media and the internet:-
 Peering – The free sharing of material on the internet is good for
  business when it cuts distribution costs to almost zero but its bad for
  those who are trying to protect their ideas.
 Free Creativity – Is a natural and positive outcome of the free market.
 Democratised – The media is democratised by peering, free creativity
  and the We Media journalism produced by ordinary people.
 Thinking Globally – Web 2.0 makes thinking globally inevitable. The
  internet is a virtual space in which a new blog is created every second. In
  this instantly global communication sphere, national and global
  boundaries are inevitably reduced.
 Perfect Storm – The combination of three things, technology (Web
  2.0), demographics and economics creates a perfect storm.
Web 2.0
 The term ‘web 2.0’ officially came in 2004 by Dale
  Doherty.
There were 6 key ideas on how the internet is used :-
 Individual And User Generated Content (e.g.
  YouTube)
 Harness The Power Of The Crowd (e.g. Twitter)
 Data On An Epic Scale (e.g. Wikipedia)
 Architecture Of Participation (e.g. World of
  Warcraft)
 Network Effects (e.g. Flash Player)
 Openness (e.g. Dominos)

Media theorists revision review

  • 3.
    Hypodermic Needle Theory This theory suggests that the information from a media text passes through to the audiences minds.  This can get them to take control of something. (e.g. Playing Call of Duty and using the same effects in real life)  The theory connects with MORAL PANICS such as gaming addiction.
  • 4.
    Two-Step Flow  Explainsthe relationship between the audience and the media text. Information from the media moves into two different stages:-  First - Individuals who pay attention to the mass media and its messages receive the information.  Second – Opinion leaders pass on their own interpretations in addition to the actual media content
  • 5.
    Uses and Gratification Blumler and Katz (1974) argued that audience needs have social and psychological origins which generate certain expectations about the mass media, leading to differential patterns of media exposure which result in both the gratification of needs and in other (often unintended) consequences. This does assume an active audience making motivated choices. Social Uses of Television  Environmental: background noise; companionship; entertainment  Regulative: punctuation of time and activity; talk patterns  Communication Facilitation: Experience illustration; common ground; conversational entrance; anxiety reduction; agenda for talk; value clarification  Affiliation/Avoidance: Physical, verbal contact/neglect; family solidarity; family relaxant; conflict reduction; relationship maintenance  Social Learning: Decision-making; behaviour modelling; problem-solving; value transmission; legitimization; information dissemination; substitute schooling  Competence/Dominance: Role enactment; role reinforcement; substitute role portrayal; intellectual validation; authority exercise; gatekeeping; argument facilitation
  • 6.
    Reception Theory  Createdby Stuart Hall  Encoding/Decoding Model  A media text is encoded by the producer and then decoded by the reader.  The audience can recognise the codes and conventions within a media text. (e.g.- the audience can tell why certain colours have been used on a magazine front cover.)
  • 8.
    Tvzetan Todorov  Todorovhas a 5 part theory which consists of the Equilibrium. The 5 part Equilibrium consists of :-  Equilibrium  Disruption of the Equilibrium  Recognition of the Equilibrium  Repair of the Equilibrium  Return to the Equilibrium
  • 9.
    Claude Levi-Strauss  UsingNarrative to find oppositions within a media text.  Binary Oppositions  Oppositions can be visual.  Such as light/darkness, movement/stillness, man vs. woman, boy vs. girl, love/hate)
  • 10.
    Vladimir Propp  Theoryconsists of character types.  Suggests that there are 31 functions within a story.  Such as a villain that gains information about the victim. He has spread these into 7 categories and they are:-  The Villain  The Donor  The Helper  The Princess  The Dispatcher  The Hero  The False Hero
  • 12.
    Charles Leadbeater  WeThink Theory  This theory suggests that there is an open access knowledge which allows building communities on the web to allow ideas to be shared and tested much more quickly and effectively.  Ultimately this leads to us becoming more creative and innovative, as we are liberated from the usual institutional constraints on how things are invented and changed by scientists and academics.  For example – Lily Allen and Ed Sheeran have used social network websites such as MySpace and YouTube to upload their music so that the audience can listen to it. This had led to them being internet and worldwide sensations. They are now well-known professional singers.
  • 13.
    Chris Anderson: TheLong Tail  How the Internet has transformed economics, commerce and consumption.  Revenue from the niche products now adds up to the same as blockbuster products.  The internet allows the people to share and look around for a wider variety of products. (e.g. Google Shopping and eBay)  Range of filtering services on the internet. (e.g. Google and Yahoo)
  • 14.
    David Buckingham  Specializesin the study of media and its effect on children.  In 2009, he was made chairman of Advertising Association and published a report saying that there is no reason to suspect that changes in the media in the past 15 years has had a damaging effect on children.  Applied cultural studies which approached to analysing children’s experiences with TV and electronic media.
  • 15.
    David Gauntlett- Web2.0  Web 2.0 invites users to play.  Tim Berner’s Lee had invented the internet so that people can be creative and connected.  ‘He imagined that browsing the web would be a matter of writing and editing, not just searching and reading’ (David Gauntlett Quote)  We are seeing a shift away from a ‘sit back and be told’ to a culture towards more of a ‘making and doing’ culture.
  • 16.
    Henry Jenkins  Hasresearched into video games and their effects such as investigating how boys and girls are affected by video games.  “Games represent a new lively art, one as appropriate for the digital age as those earlier media aesthetic experiences and transform the computer screen into a realm of experimentation and innovation that is broadly accessible”(Jenkins Quote)  “Everyone is a producer of media as well as a consumer”
  • 17.
    Media Regulation  ByronReport  SOPA (Stop Online Privacy Act) vs. PIPA (Protection of Intellectual Property Act)  Silicon Valley vs. Hollywood - debated between each other about protection of intellectual property and the rights of freedom of speech.  Hard to regulate everything on the internet as there is too much going on within the internet . (e.g. Twitters use of the super-injunction)
  • 18.
    Moral Panics  Terrorism Pornography  Gambling Addictions  Fraud  Cyber Bullying  Gaming Addictions  Child Safety  Viruses  Grooming  Hacking  Illegal Downloading
  • 19.
    Wikinomics  Theory createdby Don Tapscott and Anthony D. Williams. Had 5 ideas to do with the media and the internet:-  Peering – The free sharing of material on the internet is good for business when it cuts distribution costs to almost zero but its bad for those who are trying to protect their ideas.  Free Creativity – Is a natural and positive outcome of the free market.  Democratised – The media is democratised by peering, free creativity and the We Media journalism produced by ordinary people.  Thinking Globally – Web 2.0 makes thinking globally inevitable. The internet is a virtual space in which a new blog is created every second. In this instantly global communication sphere, national and global boundaries are inevitably reduced.  Perfect Storm – The combination of three things, technology (Web 2.0), demographics and economics creates a perfect storm.
  • 20.
    Web 2.0  Theterm ‘web 2.0’ officially came in 2004 by Dale Doherty. There were 6 key ideas on how the internet is used :-  Individual And User Generated Content (e.g. YouTube)  Harness The Power Of The Crowd (e.g. Twitter)  Data On An Epic Scale (e.g. Wikipedia)  Architecture Of Participation (e.g. World of Warcraft)  Network Effects (e.g. Flash Player)  Openness (e.g. Dominos)