Media Effects Theory
Research on unique influence of various media on rhetoric
-not a unified field of theory
-rhetoric of cinema
-rhetoric of print
-rhetoric of internet
-rhetoric of video games
etc.
-not very practical on its own, but combines well with other types of analysis
Media choices vs. audience beliefs/norms
-dialectic relationship: both influence each other
-different rhetorical strategies to deliver same messages: communication as choice
-why are particular media types chosen?
-how does the media type itself fit into popular culture?
Media effects:
-media logic
-social learning theory
-parasocial relationships
-cultivation theory
Marshal McLuhan (1911-1980)
Canadian rhetorician and philosopher
“The medium is the message” (1964)
-media usually carry content
-but no content required to have a rhetorical/creative effect
-for example: electricity is a medium; it can carry messages (e.g. network signals) or simply energy
-a lightbulb: uses electricity; itself is a medium without a message
-however it still radically changes our life: lightbulbs create environments, allow certain activities to conveniently take place at night
-can also carry messages in some cases – e.g. a signal lamp
-TV: comes with content, delivers rhetoric
-however, the very presence of TV is perhaps more important than any specific messages on it
-defines our home environments, places information and entertainment at the dinner table
-internet/social media: a lot of (fairly useless) content, but the capacity for anyone to post anything at any time is extremely significant
Media logic
-the degree to which the audience takes the medium for granted
-taken-for-granted media permits a degree higher degree of influence
-unmarked messages don't raise alarm, allow for easy discussion
-Altheide and Snow (1979): TV is the dominant medium
-obviously, things have changed since: multimedia society; digital society
-computers, phones, mp3 players; social networking, youtube, blogging, gaming
-recent inventions; but largely taken for granted
-old technology:
-rotary phones
-black-and-white TV
-tape-operated computers
-answering machines
-what do we notice about the world in media that we're exposed to?
-normal vs. abnormal, right vs. wrong, desirable vs. undesirable, modern vs. obsolete
-marked vs. unmarked: tech we expect to see vs. silly/outdated technology
Commodification
-advertisement blending with programming
-includes product placement (perhaps the most typical method of commodification)
-TV/radio commodified from the beginning: commercials
-old TV: few channels, no product placement = long ads during breaks
-new TV: many channels = shorter ads, more breaks, more product placement
-ads blending with programming: ads often no longer about the products; ads themselves turned into a form of entertainment
-ads and norms: product placement and stylized ads portray products and situations as desirable/taken-for-granted:
-apparel, products, hairstyles, behaviours
Amplification and Reduction
-What is shown and what is not shown
-Reality: advertisement budgets support media
-TV industry competes for viewers/ratings; magazines compete for subscriptions
-as a result, features on TV and in magazines such as the news stories may vary
-not a complete story: some things are shown (amplified), others are avoided (reduced)
-news stories: war
-entertainment: radio play; TV show cancellations
-normal, good, right: media and market values
-what sells?
-ideal vs. undesirable: gender and body norms
-portrayals of “non-ideal” characters on TV – body types, sexuality
Social Learning Theory
-Bandura (1977) – a controversial theory that links media exposure to development of behaviours
-most of what we learn is not from our own experience, but from models
-imitation based on consequences: focus on outcome portrayed
-e.g. what is drinking shown leading to? Good times, silly behaviour, sex? Hangover, dangerous situations, health problems?
-models and antimodels: ought/ought not to follow
-live model (actual person) vs. symbolic model (a person in media; a fictional/constructed character)
Four conditions required for social learning
-paying attention to model (does not happen passively)
-remembering behaviour observed and its consequences
-ability/means to replicate the behaviour
-motivation to replicate the behaviour
-e.g. TV characters engaging in risky behaviours for comedy?
-e.g. video game violence?
-e.g. fashion models?
Parasocial Relationships
-one-sided relationship with someone who does not know us
-celebrities and fans
-TV characters and viewers
-musicians and listeners
-manga/anime characters and 'moe'
-online game characters/personas
-etc.
-bond of intimacy: (feeling of) really knowing the person/character
-realism: believability of characters/personas
-'normality' of their experience given their situations
-privacy: getting to know the characters
-observing not only dramatic acts, but also small, personal, unimportant encounters in their lives
-TV has become increasingly sophisticated in realism/normality: reality shows, mockumentaries
-social networking and multimedia marketing: more ability for intimate encounters than ever
Cultivation Theory
-recall Narrative approach: values shaped by recurring narratives
-long-term effects based on cumulative exposure to a belief or behaviour
-repeated messages about what the real world is like
-usually reinforces dominant beliefs rather than countering
-unmarked arguments
-“thinning of Hollywood”, “brown” video games, violence on TV, acceptance of promiscuity
Media Analysis
-Combine with one of the other perspectives:
-Narrative
-Dramatistic
-Marxist
-Feminist
-What is the medium?
-Media effects: How does the medium itself contribute to the arguments?
-Norms and values: What are we ought/not ought to believe?
-commodification, amplification/reduction, intimacy, realism, cultivation effects
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