MIGRAIN: Audience theory 1
Hypodermic needle model
1- This reflects the hypodermic needle model because it presents violent video games as having a direct and powerful effect on audiences, as if the violent content is injected straight into players’ minds. The article repeatedly implies a simple cause and effect relationship, claiming that just 20 minutes of gameplay a day can increase aggression and make players view the world as more hostile. This portrays audiences especially young people as passive, vulnerable and easily influenced, which is exactly what the hypodermic model suggests.
2- This is because it injects fear and panic directly into the audience. By using this type of language and emphasising the vulnerability of millions of customers, the front page suggests that readers should immediately feel threatened, assuming that the danger is huge and imminent. This treats the audience as passive and easily influenced, encouraging them to accept the message without question.
3- The hypodermic needle theory I believe is seen as outdated and oversimplified because it assumes audiences passively absorb media messages without thinking. In reality, modern audiences are far more active because we have active media such as Amazon, and media now contains multiple opinions which we then can chose what do believe and what not to believe.
Two-step flow model
1- The two step flow model portrays that media messages first reach opinion leaders, who pay close attention to news and information, and then these individuals pass on their interpretations to others. This means the public is influenced more through social interaction than direct media exposure. An opinion leader is someone who guides or shapes others’ views on specific topics.
2- celebrities like Taylor Swift function as opinion leaders who absorb information from the media and then relay it to their followers in a more trusted, relatable form. Because many fans feel a personal connection to her. Her influence works less by persuading opponents and more by activating and mobilizing those already inclined to agree with her, which is exactly how the two-step flow model predicts opinion leaders shape public behavior.
3- I believe that the model is still relevant to this day today, though it has evolved with digital media. In the past, opinion leaders were often community figures or local elites, but now influencers, celebrities, and social media personalities fulfill that role. They filter, interpret, and amplify information to their followers, who are more likely to trust and act on it than on messages from mass media alone.
Uses and Gratifications theory
1- Personal Relationships: Hyunjin from Stray Kids' Personal Instagram account - This is because Fans follow Hyunjin's Instagram account to feel a personal connection and maintain a sense of closeness, even if they’ve never met him such as him posting his lifestyle and artwork. This builds on a parasocial relationship, where they feel emotionally involved in his life, which creates a sense of community among fans who share reactions, support him, and discuss his content online.
Personal Identity: Euphoria (HBO series) - This is because many viewers watching the show can identify with the characters’ struggles with identity, sexuality, and mental health. Watching the show allows audiences to explore and reflect on their own identities and experiences, seeing themselves represented on screen.
Surveillance - BBC news - People watch the news such as BBC to stay informed about current events and information around us. The audience’s main purpose is to monitor the world and be aware of issues that might affect their lives or decisions.
Extension tasks A/A*
Even though it is seen video games can have a positive effect on children's brain such as learning(depending on the game) and socialising such as playing a multi player games with friends or making new friends. I believe that it has a negative effect on children, more impactful on a young age. This is because it creates an addiction which may lead to less family and homework time with is extremely important for a child developing. Additionally, the rise of video games may lead to other problems such as obessity as there is a lack of movement.
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