Tuesday 23 October 2012

U6: C3: Understanding how media audiences respond to media products

 

Effects Theory  

The Effects Theory is the idea that the media can effect the behaviour and opinion of their audience controlling the way the audience act. These media sources can effect the way we view the world.

The media controls what we think about because they get to choose what they write about them. This is called "agenda setting" or "gatekeeping". For example, the media can choose to make taxes and education prior topics in the newspaper, but leave out stories about the banks and climate change.

There are other manipulative techniques that the media use as well like Framing. This is where the media is purposely trying to make the audience take a side. For example, scientists could find a cure to a disease but they tested on animals first, meaning that the media can go two different approaches with this either focusing on the merits of the scientists or the fact they tested on animals therefore choosing a bad guy for the situation and manipulating the audiences opinion because we don't get the whole story or only partial parts of a story.

The point in which media became a popular way of receiving information into it's own was in the 1940's because of all the propaganda that either side of the war was spreading and they used the Effects Theory to their advantage to get the people on their side.

These are all different ways that the media can effect the behaviour of an audience

This is an example of the type of properganda used in the 1930's.

Hypodermic Needle Model

The Hypodermic Needle Model is the idea that the audience of media, for example, newspapers, television, radio, etc, will willing accept everything told to them as fact and label them as "passive". It also suggests that we are all the same in the way people think and that we respond to media messages exactly the same as everyone else.

It was created in the 1920/30's after the way that propaganda was spread in World War I, and though many people think it's an outdated approach to the way we think about things, the model is still used sometimes today. For example, many people still worry about the effects of violent games and the media can use this to their advantage blaming the acts of someone on video games like Grand Theft Auto and Saint's Row.

In 1938, Orson Wells played a radio drama of The War of the Worlds caused many people to panic as they thought the attacks were real and that the Earth was being taken over by martians causing a lot of people to be hysterical. This shows how powerful the media can actually be as a lot of people took what the radio was saying as the truth.

Another good example of the Hypodermic Needle Model coming into action is the Nazi film "Triumph of the Will", which is one of the best known examples of using propaganda in film history,

Despite all this however, the Hypodermic Needle Theory is inadequate as it focuses on the idea that everyone is the same and easily manipulated which isn't the case. Though some people can be influenced by the media, it doesn't mean that everyone can.

Cultivation Model and Desensitisation

Cultivation Model (or Cultivation Theory) is a social theory that examines the long-term effects of television on people.

The overall definition of the Theory is that watching too much television will cultivate the viewers perception on reality.

The creators of the theory state:

"Television is a medium of the socialisation of most people into standardised roles and behaviours. Its function is in a word, enculturation"

This suggests that television is shaping the way we behaviour and act and shaping us to be accepted and similar to each other. Another idea of the  Cultivation theory is that the more people watch cinema with lots of gore and warped imagery, the more used to it they become.This means that a person may search out for more extreme types of gore because of how used to the imagery they've become. 

This is called "Desensitisation". Desensitiation is an important survival mechanism, if you take a job as a roofer, then it is to your advantage to become less frightened by heights over time. Same thing with a doctor, a doctor who can’t stand gore or body parts won’t be that effective. However many people think that desensitisation can change a way a person thinks. For example, the 1999 Columbine shootings. There was a massive debate around what caused the two shooters to kill 12 students, 1 teacher and wound several others, a source said they played games such as Wolfenstein and Doom (Which had a lot of blame placed on it)


Choose a game thaat you think you might like (maybe for Xmas)

Look at advertisements for that game and explain why they might make you want to buy the game how are they influencing you?

Then discuss the game with your friends - how might this influence you what do your friends say? Is it positive or negative?
Read a selection of expert reviews of the game, what do these tell you, how do these influence you?

Finally, which of the 3 factors has influenced you the most and why?

Reception Theory

While uses and gratifications research is concerned with why people use media, the approach often referred to as 'reception theory' focuses on what people see in the media, on the meanings they produce when they interpret media texts.

- Reception Theory
In a sense this is an extension of uses and gratifications theory. Reception analysis is based on the idea that no text has one single meaning. It suggest that the individual members of the audiences help to create the meaning of the text. We decode the texts in our own individual way - which may be a result of our upbringing, the mood we're in, where we are or any combination of these factors. So you might watch and enjoy a TV prgramme while your friend will hate it, you may actually find different meaning for it.

Reception analysis tries to understand these differences. Factorssuch as gender, social status and social context can have a major impact on the way we construct the meaning of a text. #

Dominant (or hegemonic) reading - the reader shares the programmes code (it's meaning system of values, attitutes, beliefs and assumptions) and accepts the perferred reading. An example of this is the news.

Negotiated reading - the reader partly shares the programmes code but modifies it in a way which reflects their position and interests.

Oppositional (counter hegemonic) reading - The reader does not share the programmes code and rejects the preferred reading , bringing to bear an alternative frame of interpretation (e.g. A feminist reading of a 'lads' magazine).

Activity 2:

One example for myself that's been in the line of Dominant reading was the opinion of Egoraptor who creates flash animations and videos for YouTube and Newgrounds. He goes on to state how games in the past taught the player progressively and kept a steady learning curve while still adding some challenge which games of today, like Call of Duty for instance, aren't doing and prompt the player with unnecessary pop-ups of how to play the game and I completely agree with his opinion. A link to the episode can be seen here:



An example of negotiated reading for me happened recently. I was looking at the top 100 most disappointing movies of the decade and the movie Tropic Thunder came into the list. The critic said that the film was extremely disappointing because of the amount of potential the movie had like being one of the most funded comedies of all time and having an a-list cast but resorting to "retard jokes" and "Robert Downey Jr in black face."

I did agree with the points that the critic put across because I do feel that there could have been a lot more to the movie and it seemed a little underwhelming at times. However, I don't think that I personally would name it one of the most disappointing movies of the decade because there were also many funny and enjoyable moments within the movie but there obviously could have been more to it.

The final example I have is oppositional reading which is the recent headline of the nurse, Jacintha Saldanha and the prank that lead her to commit suicide. I feel that areas of the media have been demonising the two DJ's that prank called the hospital which isn't right to me because they didn't have the intention of taking someone's life when they started the prank call, however, I do admit that the act was inappropriate because it is a hospital and calling such a place can be unnecessarily time-wasting.

Two different newspapers wrote two different articles on the subject:

http://www.independent.co.uk/news/uk/home-news/jacintha-saldanha-laid-to-rest-but-familys-hunt-for-answers-goes-on-8422459.html

http://www.thesun.co.uk/sol/homepage/news/4699301/jacintha-saldanha-children-unfillable-void-in-our-lives.html

The Independent goes for a less biased approach to the funeral.

Genre

What kind of games are the GTA games?
A free-roaming, RPG, action-adventure, open-world third person shooter with driving elements.

Games are developing and becoming a mixture of different genres and as a result, it's becoming more and more difficult to put games into a category.

We classify things by comparing them to cultural norms. We can classify people, objects or media texts for example, we classify people using a range of different ways from gender and sexuality to the types of movies and music that a person may like.

We use genres to look for a particular type of game. I may look for RPG's for instance, because that is a genre which I enjoy. One of my favourite games is Final Fantasy and by using the genre I may want to look for games similar to it.

The way we catergrise things is how similar something is to something else but also what they are dissimilar to something else. We make sense of the world by comparing one thing to another thing because this makes stuff easier to understand. If I need to describe a game for instance like Resident Evil, I can tell people that it's similar to Silent Hill to make people understand.

Objective - to develop your understanding to identification of generic types and to apply this to examples

What to do -

Pick between 3-5 games

For each game think through the narrative structure, how you control your avatar and how the game 'handles'.
The work out how it fits into different genre box by thinking about the key reference points of time, location, iconography and how you actually play the game. Use your notes on classification and genre to help you do this.


Final Fantasy X is a JRPG which is set in a fantasy setting. The game sets itself into this genre by taking a turn from traditional westenised RPGs like Skyrim of which the lore consists of Orcs, Trolls and things of that nature. Japanese RPGs base some of their content on Japanese mythology but mostly, a JRPG can take place anywhere from a fantasy setting, near future, oriental setting, or in a science fiction setting.

The game includes a lot a religious referencing as the game revolves around one of the main characters, Yuna, going on a pilgrimage as a Summoner. The game deals with both discrimination as the Yevonites (The religion of the game is named Yevon.) and a race of people named the Al Bhed are at constant war because of the religion's banning of technology.

 
The video above carries a lot of emotional depth as Yuna "sends" the souls of the lost at the log town of Kilika. JRPG's have a job of keeping the gamer emotionally invested and is best compared with Spirited Away, the Studio Ghibli film, as they both explore spirituality and the afterlife. Japanese movies and games also use a lot of strong visuals as well.

If we compared this to a game like Call of Duty, you can see the difference in feel. The Call of Duty title focus on action and mindless fun. Though there is a narrative to some of the games, and some of the story is upsetting, it is closer described as the Rambo or the Terminator of the game world as that action is the main focus of the movies. Spirited Away, however, aims to get you emotionally invested in the start with a whole new world just as Final Fantasy does.



Tuesday 2 October 2012

Unit 6: C1: Understanding How Audiences Are Targeted


Unit 6 – Critical Approach to Media Products

Criteria 1 – Understand how media producers define audiences for their products.

It’s important to make a game for a specific target audience.  Looking at secondary research to find out what audience would buy your games. Defining an audience allows you to target a specific target audience and identify that audience.

Ways of dividing an audience up:
Age

Gender
Sexual Orientation

Religion

Country

Race/Ethnicity

Niche

CoC

Alternative
Conker’s Bad Fur Day

Mainstream
FIFA

Audience Profiling
Psychographics

Psychographics classifies an audience by their lifestyles, attitudes and values or ‘tribe’ rather than income or social class.

Succeeders : People who are successful and self-confident. They tend not to buy aspiratio10nal products and follow their own ideas of what is a good product.

Reformers: Creative, caring, altruistic, not brand conscious.

Aspirers: People who want to “get on”.

Manistreamers: The largest segment, conformists who buy “safe”, big brand products

Strivers: Status-oriented people who seek money, approval and social status. Obvious buyers of “aspirational” goods.

Explorers: seek novelty and want to try new things. They are likely to be early adopters of completely new products.

Constrained: they are the resigned and struggling poor.

Alternative: Usually an alternative to the mainstream.

Niche or Specialist: Special interest groups.

Hipster: Liking games because nobody else does or claim they play something before it was popular.

Fanboy

Criteria 2 – Understand how media producers create products for specific audiences

Criteria 3 – Understand how media audience respond to media products.

Criteria 4 – Be able to develop responses to media products.

 
Geodemographics

Geodemographics literally means where you are in the world or where you live. Knowing where an audience lives can really be helpful because if they live in a poor area, you will obviously try to target that audience so they can afford it.

Places that appear in games when you play online are normally from the USA, Spain, France, UK, Holland, China and Japan. These are westernised areas of the world and are the richer countries as well.  

This allows thinking about the marketing that you will need to do and where it would be most profitable to put on and this also allows you to know what languages you might need to translate your game into.

You also need to think about making the characters appeal to the audience and make sure that you don’t insult a certain culture or nation. Researching what could be offensive to a certain country would be a good idea.

Types of games that would appeal to a certain psychological profile:

Succeeders:  I feel that people with a succeeder profile would try to strive for games with challenge and likeability but the game can also be a game that is personal to them. Games that may be in this category are games like Nier, Dark Souls, Fire Emblem and Shadow of the Colossus.  These games give a degree of difficulty and mix it well with storylines, music and gameplay. These are the sort of games I feel that a succeeder would play as they would personally like a game themselves and not because another person does and they are good games with lots of challenge involved.  

Reformers:  Games like Minecraft, Age of Empires, Command and Conquer and SimCity are games where you create in a massive world and expand to create more. As reformers don’t care about brand and they like to be creative, these games cater to their demographic.

Aspirer: A game like The Sims could appeal to an aspirer because The Sims in a game you can just “get on” with. You don’t need to know a whole lot to play it as the learning curve is really low. Mario games are another example of a game you can just get on with as the controls are really simple and the game appeals to a lot of people meaning it’s well known.

Mainstream: Games like Call of Duty and FIFA are mainstream games. These are the sort of games that the majority play so people who are mainstreamers can feel safe with their purchase because so many people like these games and these games also stick to a formula so the games barely change when newer versions of the games come out.

Striver:
 A striver will go and buy an extremely hard game, just to complete it on the hardest difficulty so that they are able to brag about it.  A good example of a game that a Striver would buy is, Dark Souls. The Striver would play it on the hardest difficulty and try to complete all achievements/Trophies then post it on gaming forums and tell as many of people as possible to make them sound better at gaming.




Explorer:
An Explorer would go and buy a game that has been released by a new game producer to test if that they are good at creating games. They would also go and buy new games series released by previous game producers and would typically write reviews on forums and other type of gaming websites to let people know what they think about the game.  A great example of a game that a an explorer would buy is Dead Island.



Constrained:
A Constrained gamer would buy games with good replay value or MMORPGs because they are unable to buy multiple games. A great example of games with good replay value would be Elder Scrolls or Fallout because they have multiple ways to play through the game.(Good, evil etc.)
They would buy MMORPGs because they can take years to become top members of the servers and are mostly free or a one-time payment.



Alternate:
Alternate gamers will buy the games opposite to the main stream game. A great example of what a alternate gamer would do is, if people are playing Call of Duty they will go out and buy Medal of Honour just to be di9fferent and try and stand out from the crowd.



Niche:
A niche gamer will only buy games that are good for their specific type of gaming interest. A great example of this is Pokémon. The reason they would buy it is because there isn’t many or any other game that are the same as it.



Hipster:
A hipster will go out and buy a new game that people aren’t talking about just in case people decide to play it and it becomes mainstream so they can say they played it first. A game that a lot of people did this with is Mine Craft. They bought the Beta and never let people forget it.



Fan-boy:
A Fan-boy will go out and buy a game if it is part of the series. A good example of this is Final Fantasy. There is well over 30 games released in this series and people buy them just because it is part of the series.


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Class Profile:

Kyle Mallard
Age: 17
Home Area: Wythenshawe
Type of Music: Hard Rock, Metal.

Stereotype: Alternative/Geek
TV: British Comedy
Film: Comedy
Guilty Pleasures: Final Fantasy X-2, the works of Ellie Goulding and Freddy Got Fingered.

_________________________________________________________________________________

Phil Gordon
Age: 19
Home Area: Altringham
Type of Music: Hard Rock/ J-Rock/ Metal
Stereotype: Weeaboo
TV:

Group 1: Casey, Jordan, Ben, Ciaran and Jake
Group 2:

What have you found to be the most unifying factor between the people you profiled?

When did your profiles start to narrow down and become more defined?

What did you find difficult about this activity?


Australia

The Top 3 Popular games in Australia:
Lego Batman 2: DC Super Heroes
London 2012: The Official Video Games
The Amazing Spiderman

The games that are most popular in Australia all contain mainly minimal violence. This is because of the strict laws that Australia abide by. An example of the amount of censorship that some games go through is Left 4 Dead 2. You can see the comparison in this video: http://www.youtube.com/watch?v=OH7QCtuaXgI

The average income for Australia is around $43,960 which is rather good meaning that many households can afford a decent internet connection and also have enough money to at least casually game.



Western Europe
The Top 3 Popular games in Western Europe:
FIFA 13
WOW: Mists of Pandaria
Borderlands 2

The most popular game sold in Western Europe is FIFA 13. This may be because of the immense love of football in the region and the ages of the people that play the game. The game is a 3+ game, meaning anyone can enjoy the game without worrying about violence or gore.

MMORPGs are immensely popular in a lot of different regions. This may be because of the fact that you can play with other people from different regions and also play with friends with chat capabilities and it makes you feel like you're accomplishing something.

The average income of the region is rather high meaning that many people will be able to buy at least a couple of games a month making sales high for this region and online capability available to most people as well.

USA
The Top 3 Popular games in the USA:

Japan

South Korea

South America

China

South Korea


South America

China

North Africa


Middle East