This week’s
lecture and set reading covered the topic of audience and the concept of
audience and the way the media produce their text in relation to the audience
and the way in which they react. Audience is a key part to any media
organisation or entertainment provider, in fact audience is key to everything.
I consider audience to be people consume media text and people in which businesses
and media organisations target as a source of viewership and methods to make
profit and the most important part, with no audience there would be no media,
therefore audiences provide media organisations a reason to produce content.
Paul Long and
Tim Wall describe audiences as “synonyms for viewers of TV shows, photographs
and films, readers of the press, listeners of radio and podcasts, online media
users, video gamers and so on” (Long & Wall (2012) p.276), this is a
similar explanation to the one I personally stated above as they consider
audiences to be people who view media text across different platforms. Looking
into specific mediums in association to the lecture, the medium I am focussing
on is New Media and the audience for this area is a wide range of people with
social media users and gamers being the main targets. Media organisations in
the gaming industry tend to target their audience of gamers with technology
through technological development in games and making their games look very
realistic and life like through such games as Fifa and Grand Theft Auto who
become ever more life like over many years of development. A topic in the set reading
that is discussed and is relevant in regards to audience is media effects
theory and moral panic, especially in relation to gaming. As cited in the
section of the book discussing Media effects, it states that media effects have
a “continued theme of exploration is the relationship between depiction of
violence and violent behaviour in media audiences” (Long & Wall (2012)
p.290).
For my own reading
I decided to look into the media effects and the issue surrounding potential violence
within audiences that stems from ‘violent games’ and the depiction of violence.
I found a piece from Jih-Hsuan Lin on video
games and whether they exert stronger effects on aggression than films. He
assessed 102 male college students under three conditions: “video game playing,
recorded game play, or movie watching.” (Jih-HsuanLin (2013) p.535) Jih-Hsuan
discovered that in his work that there was a linking between video game playing
and violence as he found that there was a “video game playing caused a greater
increase in aggressive affect, a higher proportion of aggressive cognition, and
a greater increase in blood pressure” (Jih-hsuan (2013) p.541).
Reference:
P.Long & T.Wall
(2012). Media Studies: Texts,
Production, Context. 2nd ed. London: Routledge.
Jih-Hsuan
Lin. (2013). Do video games exert stronger effects on aggression than film? The
role of media interactivity and identification on the association of violent
content and aggressive outcomes.Computers
in Human Behavior.
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