Saturday, 17 October 2009

Gratifications Model

  • It is still unclear that there is any link between the consumption of violent media texts and violent imitate behaviour.
  • The theory is not proven as many people who do watch violent texta appear to be not influenced.
  • Therefore a new theory is necessary....its called the uses and gratifications model.
  • The uses and gratifications model us the opposite of the effects model.
  • In this theory the audience is active.
  • The audience uses the text and is not used by it.
  • The audience uses the text for its own gratification or pleasure.
  • Here the power lies wirth the audience NOT the producers.
  • This theory emphasises what audiences do with media texts - how and why they use them.
  • The audience is free to reject, use or play with the media meainings as they see it.
  • Audiences therefore use media to gratify needs for: diversion, escapism, information, pleasure, comparing, relationships, lifestyles to ones own and sexual stimulation.
  • The audience is in control and consumption of the media helps people with issues such as: learning, emotional satisfaction, relaxation, help with issues of personal identity, or issues with aggression or violence.
  • Controversialy the theory suggests the consumption of violent images can be helpful rather than harmful, because the audience are in control.
  • When playing violent games are not influenced to be violent but are acting out through the consumption of media violence.
  • The theory suggests audiences inclination towards violence is sublimated (absorbed) and are less likely to commit violent acts.

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