Learning Outcome 3 Questionnaire and presentation on the effects of computer gaming
Audience Theories Hypodermic Needle/Magic Bullet The hypodermic needle effect injects a message directly into the thoughts of the audience without them having a choice in the matter. It relies on the fact that we subconsciously absorb information which can change the way we think about something. The theory suggests that media can affect its audience directly en masse by injecting them with a message designed to influence a specific emotion or thought. The imagery behind the name suggests that a needle (media) injects a substance (message) into a passive audience to initiate a response; or indeed that a bullet (message) is shot from the gun (media) into the viewers head (audiences mind).
The magic bullet effect can have a positive or negative outcome. For example, a person may have recently watched a film where the hero of the story does something which is bad or illegal, like drug use. The audience would have a positive relationship with the character as he or she is the hero, and this could result in them thinking that drug use is acceptable because, if the heros doing it then why not them? A real life example which has become quite famous is the 1938 radio broadcast of The War of the Worlds, which was so realistic that many people who had not heard the disclaimer at the start of the broadcast thought that they were listening to an account of a real alien attack. As one might imagine, a small panic occurred. After the occurrence, there was a lot of outrage in the media about the programs cruelly deceptive 1 nature. Although this example is of a response to the effects of the hypodermic needle model, I dont think it qualifies as a very accurate representation of the intended use of the theory. I tend to think of the model as more of an attempt to subtly induce a reaction in ones thoughts or feelings about a certain topic rather than to initiate a physical reaction due to misconception. There are video games like GTA, CoD, and other games of a violent nature which much more accurately represent the models effects. There is some dispute about this however for example when the shootings at Columbine occurred, the media stated on several
1 http://en.wikipedia.org/wiki/The_War_of_the_Worlds_(radio_drama) occasions that the killer was a troubled boy who played violent video games the average reader is going to lap this up and believe that video games are the sole cause of his violence in an instant (which interestingly is another example of the hypodermic needle effect), which is absolutely not the case in my opinion. I play violent video games, but I consider myself a very passive and non-violent person; and none of my friends would describe me as a violent. Ive seen many dark psychological thrillers or crime dramas in my time as well none of those have changed my morals about justice, or right and wrong. I think that in some ways the hypodermic needle effect is a bit fake in video games it entirely depends upon the player. I know some people who are quite violent and my initial reaction is to think that they must play a lot of violent video games then I realise that the reason I thought that is because the newspapers keep suggesting that violent games are the cause of violent acts and that message has subconsciously taken root in my mind and changed the way I think about it. I dislike the hypodermic needle effect because in its raw form it can alter the way someone thinks, which could be considered an invasion of privacy because it might not change their mind at the flick of a switch but rather cause more and more distress the more they think about the effects of the messages being injected into them. Right now Im feeling like someone has intruded into the privacy of my mind, planted the seed of an idea that I didnt originally think for myself, and is now watching my mind scramble in frustration trying to grasp hold of which opinion is actually mine. In short, the hypodermic needle effect is basically inception. http://www.telegraph.co.uk/news/worldnews/asia/thailand/2497978/Grand-Theft-Auto-blamed- over-Thai-taxi-driver-murder.html This news article is another example of how the hypodermic needle can affect people or at least plant the seed in someones mind to make them think that the video games are the cause of the violence. Uses and Gratification theory The uses and gratification theory is dissimilar to the hypodermic needle effect, because the audience is active rather than passive. The audience uses the media they consume, rather than being used by it. An example of this is newspaper preference people who read tabloids choose to do so because they are looking for a more quirky, social-based coverage of whats happening in the world, while people who read well written newspapers like The Times or The Guardian are looking more for a well-informed, unbiased and fair account. The uses and gratification theory is based on the fact that although media can be controlling, we can actually control what media we see. Another way of putting it is that when we encounter a piece of media, we dont just mindlessly consume it but rather we expect to get something out of it a kind of gratification from the media. The uses and gratification theory suggests that when we consume media in one form or another it is due to at least one of the following reasons: Information We want to discover and learn about whats happening in society and the world. We use the news and documentaries and so on to be able to acquire knowledge and understanding about something. Personal identity We use the media we consume to look for role models for ourselves. For example, we connect with characters we watch in dramas on TV the characters go through an open struggle with something which can often connect to the thoughts we as the audience are having ourselves. We want to feel connected to these characters because it helps us determine our own values and because when a character we feel connected to triumphs, we feel positive as well. To Entertain We consume media for enjoyment, when we want to relax, fill time, or just numbly absorb something to keep us occupied. Its a way for us to escape, and we can forget our troubles for a short while and become absorbed in someone elses story. Social Integration and interaction We use the media to find out more about the circumstances others are in. The media provides a topic of conversation between people and can help start discussions. Thinking about this theory in terms of video games, we know that people play games to entertain themselves to escape as I said earlier. A great example is GTA because its a 1 st person character controlling game with great detail and an almost endless list of possibilities, unlike some games where only a limited amount of choices can be made. This means people can lose themselves in the GTA world and can make choices which otherwise they wouldnt be able to make in the real world. This can subconsciously help people express the thoughts and emotions they would otherwise struggle to express in real life.
Passive and Active Consumption What do we mean by passive and active? Passive Consumers Followers Dominated Easily manipulated Weak willed Compliant Controlled Active Consumers Responsive Engaged Free willed In control Involved The general difference is that a passive audience is affected by the media, whereas an active audience interacts with the media to create meaning. Active consumption is where the audience will involve themselves with the media messages theyre being given, by discussing them and engaging themselves in the topic of the message. One TV programme which has an active audience is Question Time. The show has a panel of politicians and journalists who will answer questions thrown at them by the live audience and hold general discussion about each topic. Theres the TV audience as well though the people at home watching the programme on TV. These people are the passive audience as theyre less involved with the debate. The live audience is the active audience the people who are interested enough in what the programme offers to actually show up and ask questions themselves. Passive consumption is where an audience doesnt engage with the topic at all, but rather absorbs the information being given to them without properly thinking about it or questioning anything they hear. Most TV shows are watched by passive audiences who sit at home and watch the telly. Reception Theory The reception theory is all about how the audience absorbs the media information they receive. The producers and directors of a production will work on creating a message which is designed to be hidden, but still be received by the audience. The audience can receive this message in a number of ways: 1. Dominant 2. Negotiated 3. Oppositional Dominant is similar to the hypodermic needle effect -= the audience will essentially hear a piece of information (or receive a message) and instantly believe/agree with it. For example, in Bowling For Columbine, the message is that public ownership of guns shouldnt be legal. We as the audience receive this message and agree with it because Michael Moore presents the information in such an up-front manner. Negotiated is when more than one piece of information has been released about a subject, which causes dispute and discussion in the audiences opinions of it. This means they agree, disagree or question the message being told, due to the previously released news or media. Oppositional is when the audience recognizes the dominant message being told but refuses to be influenced by it due to their current, firm opinion on that matter. For example, in a political context, a party might give a speech about something which fundamentally a member of the audience might agree with, but because that party is not the one they support they instantly decide that they dont want to agree with the message being told. The audience doesnt have to agree with the message in place though if they disagree with it from the start then this just enhances their feeling of opposition to that party. This is the oppositional response. An example of this theory in the context of video games would be messages given out by GTA V and COD. For example, due to the nature of these games, lets imagine the message of the games is that violence is okay and should be tolerated. The three responses the audience would have to this are as follows: The dominant response would be if the audience recognized the message and agreed with it believing, themselves, that violence is acceptable. The negotiated response would be if the audience recognized the message and questioned it due to their previous life experiences or from other information that they have received. Finally, the oppositional response would be if the audiences recognized the message that violence is acceptable and rejected it due to their own beliefs on the matter. In my opinion, I think the best theory is the uses and gratifications theory, because the audience is involved with the topic and can input their own opinions into a debate and discuss them with others. I prefer this to the hypodermic needle theory, which I find quite intrusive to our daily lives. The hypodermic needle theory is the one I like the least due to this way of treating the audience so badly as if they are puppets to a master.