Media Theories
MEDIA STUDIES: THEORIES
Stuart Hall’s Reception Theory:
· Stuart
Hall’s reception theory emphasizes that media texts are encoded and decoded.
· The
producer encodes messages and ideas based on their own ideologies which are
then decoded by the audience.
· However,
audiences with different ideologies will interpret media differently, and perhaps
in a way that producers did not intend for.
Dominant/Preferred Reading:
· This
is how the producer wants the audience to view and interpret the media text.
· Audience
members will take this position if the messages are clear and if the audience
member is of the same age and culture.
· This
was of interpretation is viewed if it has an easy to follow narrative and if it
deals with themes relative to the audience.
· E.g.,
The audience has decoded the Joker exactly as the producers intended – as the
villain.
Oppositional
Reading:
· This
is when the audience rejects the preferred reading, and creates their own
meaning for the text.
· This
can happen if the media contains controversial themes that the audience member
disagrees with.
· It
can also arise when the media has a complex narrative structure perhaps not dealing
with themes in modern society.
· Oppositional
reading can also occur if the audience member has oppositional beliefs,
ideologies, or is of a different age and culture.
· E.g.,
GTA 5 may encourage that violence, drugs, etc. is cool which may be against
some audience’s ideologies
Negotiated
Reading:
· This
is a compromise between the dominant and oppositional readings, where the
audience accepts parts of the producer’s views, but has their own views on
parts as well.
· This
can occur if there is a combination of some of the above, e.g., the audience
member likes the media, is of the same age as you, and understands some of the
messages, but the narrative is complex and this inhibits full understanding.
· E.g., the movie Pineapple Express suggest that drugs just cause harmless fun.
Todorov’s Narrative Theory:
· Todorov
identifies that traditionally, narrative structures follow a formula, moving
forward in a chronological order with one action following after another. In
other words, they have a clear beginning, middle and end.
· Todorov
also suggested that the characters in the narrative would be changed in some
way through the course of the story and that this would be evident by the
resolution.
· This
traditional story arc format is known as a linear narrative:
Steps: |
What Happens: |
1 |
The narrative starts with an
equilibrium |
2 |
An action or character disrupts
the equilibrium |
3 |
A quest to restore the equilibrium
begins |
4 |
The narrative continues to a
climax |
5 |
Resolution occurs and equilibrium
is restored |
Shirky’s End of Audience Theory:
· Audience
behaviour has changed due to the internet and the ability for audiences to
create their own content at homes thanks to the lower cost of technology and
Web 2.0. This new audience doesn’t just consume media, but also produces it –
creating the term ‘prosumer’.
· Amateur
content made this way has different values to professional media producers, in
that it promotes a connection between other amateur producers – they both deeply
care about the products they make and can help them work together.
· When
they work together this way, audiences can make more content than producers –
Wikipedia is a good example of this.
· In
the ‘old’ media, centralized producers addressed atomized consumers; in the ‘new’
media, every consumer is now a producer.
· Traditional
media producers would ‘filter then publish’; as many ‘new’ media producers are
not employees, they ‘publish then filter’.
· These
amateur producers have different motivations to those of professionals – they value
autonomy, competence, membership and generosity. User-generated content creates
emotional connection between people who care about something. This can generate
a cognitive surplus – for example, Wikipedia can aggregate people’s free time
and talent to produce value that no traditional medium could match.
· ‘The
Audience’ as a mass of people with predictable behaviour is gone. Now, behaviour
is variable across different sites, with some of the audience creating content,
some synthesizing content and some consuming content. The ‘old’ media created a
mass audience. The ‘new’ media provides a platform for people to provide value
for each other.
The Hypodermic Needle Theory:
· This theory was one of the earliest
ways of thinking about how the mass media influences audiences.
· It was developed in the 1920s and
1930s after researchers observed the effect of propaganda during WW1 and events
like Orson Welles’ War of the Worlds broadcast.
· This theory is a linear communication
theory which suggests that media messages are injected directly into the brains
of a passive audience.
· It suggests that we all respond to
media messages in the same way.
· Despite this way of thinking that is
no longer really accepted, the Hypodermic Needle Theory continues to influence
the way we talk about media.
· People believe that the mass media
has a powerful effect. Parents worry about the influence of TV and violent
video games. News outlets run headlines like ‘Is Google making us stupid’ and ‘Grand
Theft Auto led teen to kill’.
Laura Mulvey’s Male Gaze Theory:
· The term “male gaze” was first coined
in 1975 by Laura Mulvey in her essay “Visual Pleasure”. Throughout the work,
Mulvey explores the phenomenon of the male gaze, a perspective that serves to
segment the female body into pieces that dehumanize the woman and subjects all
viewers to a presumed heterosexual male viewpoint. At its heart, it is about
portraying women as an object to be viewed and, by extension, the man as a
subject doing the viewing and acting.
· For example, Marilyn Monroe’s character
in The River of No Return (1954) is subject to the male gaze in a way
that treats her like an ornamental object. Through a sexualized outfit and the
lounging position she assumes, she becomes an object to be viewed, both by the
audience of the film and the predominantly male audience within the room of the
scene.
· The term “Visual Pleasure” can easily
be applied to other media such as video games and television where it can be
much more subtle than panning camera angles. It can be something as simple as
choices, the way a female character speaks or moves, or where a still camera
angle falls that centralizes sexualized areas of the body.
· Character animation, which can be a wonderful
tool for all sorts of creative expression, is often used in limiting and stereotypical
ways to sexualize female characters.
· This is one of the many ways that
games are predominantly designed around the male gaze, and we see male
characters who are wearing little clothing are not objectified in the way that
female characters are.
· Ultimately, the male gaze is a
theoretical concept that explores the nuanced ways our culture influences media
and, in turn, the way media perpetuates troubling gender dynamics in our
culture.
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