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Theory-Audience
Harvey Hyde 
Audience Profile
Iron man 3
• Primary Audience
– Teenaged & young adult
males 16-34 appealing
through action, comics
and reviews
• Secondary Audience
– 6-11 boys appealing
through colours,
violence and
superheroes
Audience Profile
Lego Movie
• Primary Audience
– 6-11 Males appealing
through colours, action,
and childish nature
• Secondary Audience
– Parents who bring their
children to the cinema
or by the film to
connect with their child
Audience Profile
Love actually
• Primary Audience
– 24-38 females
affiliating with a
romantic side of the
female
• Secondary Audience
– Family 16-64 M/F as
people will come
together to watch the
film at Christmas time
Hypodermic Needle
• Definition
– Using emotion to manipulate an audience into
believing in a certain event or situation
• Example: in 1938 a radio channel announced a
war against human and aliens causing
thousands to panic not mentioning it was in
fact untrue to manipulate an audience into
believing something that was not
Uses and Gratifications Information
• Information: Gaming
-finding information on relevant events (E3)
-seeking advice or help with decision
making(Research before buying a game)
-Satisfy curiosity (Gameplay)
-To learn and self education
-Gaining a sense of security through knowledge
(Concluding a storyline or achieving a goal)
Uses and Gratifications Personal
Identity
• Personal identity: Gaming
-Reinforcing personal views (Talking to online
players)
-Developing behavioural traits (Playing a game
long enough to gain an online personality)
-Identify with valued other in the media
(Following in the footsteps of major
gamers/streamers)
Uses and Gratifications Integration and
Social Interaction
Social interaction: Gaming
• Gaining insight into the circumstances (Talking about
the game online or with friends)
• Finding a basis for conversation and social interaction
(Using the game as a topic of conversation)
• Having a substitute for real life companionship
(Meeting new friends online)
• Helping to carry out social roles (Chatting and
socializing and meeting up online )
• Connecting with family, friends and society (Showing
friends and family the game if appropriate and
connection through it)
Uses and Gratifications Entertainment
• Entertainment:
• Escaping or being diverted from problems
(involving yourself into a fantasy world or lore)
• Relaxing (Sitting and playing not worrying about
studies/work)
• Cultural or aesthetic enjoyment (educating
yourself through a storyline)
• Filling time
• Emotional release
Consumer Generated Content
• Example
– Mods
– Fan art/content
• What are the advantages to media producers?
– Effortlessly widening advertising range
– Can hire the content generator for their talent
– To gain money by using the content
• Why would the audience generate content?
– To show appreciation
– To be noticed for their talent
– To feel a sense of belonging

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Theory Audience Pro-Forma

  • 2. Audience Profile Iron man 3 • Primary Audience – Teenaged & young adult males 16-34 appealing through action, comics and reviews • Secondary Audience – 6-11 boys appealing through colours, violence and superheroes
  • 3. Audience Profile Lego Movie • Primary Audience – 6-11 Males appealing through colours, action, and childish nature • Secondary Audience – Parents who bring their children to the cinema or by the film to connect with their child
  • 4. Audience Profile Love actually • Primary Audience – 24-38 females affiliating with a romantic side of the female • Secondary Audience – Family 16-64 M/F as people will come together to watch the film at Christmas time
  • 5. Hypodermic Needle • Definition – Using emotion to manipulate an audience into believing in a certain event or situation • Example: in 1938 a radio channel announced a war against human and aliens causing thousands to panic not mentioning it was in fact untrue to manipulate an audience into believing something that was not
  • 6. Uses and Gratifications Information • Information: Gaming -finding information on relevant events (E3) -seeking advice or help with decision making(Research before buying a game) -Satisfy curiosity (Gameplay) -To learn and self education -Gaining a sense of security through knowledge (Concluding a storyline or achieving a goal)
  • 7. Uses and Gratifications Personal Identity • Personal identity: Gaming -Reinforcing personal views (Talking to online players) -Developing behavioural traits (Playing a game long enough to gain an online personality) -Identify with valued other in the media (Following in the footsteps of major gamers/streamers)
  • 8. Uses and Gratifications Integration and Social Interaction Social interaction: Gaming • Gaining insight into the circumstances (Talking about the game online or with friends) • Finding a basis for conversation and social interaction (Using the game as a topic of conversation) • Having a substitute for real life companionship (Meeting new friends online) • Helping to carry out social roles (Chatting and socializing and meeting up online ) • Connecting with family, friends and society (Showing friends and family the game if appropriate and connection through it)
  • 9. Uses and Gratifications Entertainment • Entertainment: • Escaping or being diverted from problems (involving yourself into a fantasy world or lore) • Relaxing (Sitting and playing not worrying about studies/work) • Cultural or aesthetic enjoyment (educating yourself through a storyline) • Filling time • Emotional release
  • 10. Consumer Generated Content • Example – Mods – Fan art/content • What are the advantages to media producers? – Effortlessly widening advertising range – Can hire the content generator for their talent – To gain money by using the content • Why would the audience generate content? – To show appreciation – To be noticed for their talent – To feel a sense of belonging

Editor's Notes

  1. Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age. Discuss audience appeal for each audience.
  2. Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age Discuss audience appeal for each audience.
  3. Include a poster of a film of your choice and discuss the Primary and Secondary audiences referencing Gender and Age. Discuss audience appeal for each audience.
  4. Provide a definition and example of the Hypodermic needle model
  5. Using the information below choose one example from each section and relate to your own life Example- Information > I use the BBC news website to find out information
  6. Using the information below choose one example from each section and relate to your own life Example- Information > I use the BBC news website to find out information
  7. Using the information below choose one example from each section and relate to your own life Example- Information > I use the BBC news website to find out information
  8. Using the information below choose one example from each section and relate to your own life Example- Information > I use the BBC news website to find out information