Henry Jenkins theory- textual poaching, People interpret media how they wish and share their views online.
Theory introduced 1992
Participatory culture- audiences are passive, they share what they have interest in
Web 2.0- the transgressed version of web where viewers have a say
Effects of fandom on transmedia learning are that fans can continue to share their views on minecraft and people can engage in learning more about minecraft
Fandom minecraft- youtube channels and merchandise.
Thursday, 8 March 2018
march revision
Fandom Henry Jenkins Audience Theory
Interested in the online world- Media 2.0
His book 1992; Textual Poachers: Television Fans and Participatory Culture
Media 2.0- refers to the way Media has changed into a new way of engagement. Internet has progressed, more stuff can be used on the net.
Web 2.0 is the current state of the web, the new version in comparison to what it used to be
It now considers how the web allows for greater user interactivity and collaboration.
Poaching- taking something from something.
His book showed how fans construct their own culture by appropriating and remixing 'poaching' content from mass culture.
Through this 'poaching' the fans carried out such creative cultural activities as rethink personal identity issues such as gender and sexuality; writing stories to shift focus onto a media 'story world secondary characters; producing content to expand the timelines of a story world; or filling in missing scenes in the story world's official narratives order to better satisfy the fan community.
Textual poachers speaks about the internet allowing more interactivity and engagement has allowed users to engage with people who are fans of the same thing as them. They create their own version of their favoured piece of media online eg; a youtube video.
Hypodermic needle theory- absorbing information without question
Jenkins interactive audience approach
He belongs to a group of media thinkers
They view the media, and web 2.0 as empowering to the audience, breaking down traditional boundaries of class and status
The audience is interactive and powerful
They can participate and create their own narratives, questioning messages and generating their own ideas.
Once upon a time only publishers had a say on the internet- you couldn't share your views. You accepted what was there in silence.
Participatory culture
New media has accelerated to 'participatory culture' in which audiences are active and creative participants rather than passive consumers.
They create online communities, produce new creative forms, collaborate to solve problems, and shape the flow of media. This generates what Jenkins describes as collective intelligence.'
FANDOM- refers to social structures and cultural practices created by the most passionately engaged consumers of mass media properties
PARTICIPATORY CULTURE- refers more broadly to any kind of cultural production which starts at the grassroots level and which is open to broad participation.
WEB 2.0- is a business model that sustains many web-based projects that rely on principles such as creation and moderation, social networking and crowdsourcing
Media effects theory
Hypodermic needle theory- absorbing information without question
Moral panic- the feeling that the situation is out of control in some way, and therefore represents a threat to a moral order eg; widespread media coverage.
Cultivation theory-Roles of the media- media doesn't simply inject us, but cultivates particular beliefs/attitudes over time.
How does fandom work
Growth of mass media, groups of people no matter distance interact through social interests
Fans- faithful consumers but also want to communicate with other fans
Fans- strongest critics
Fans- positive engagement want things to be done well.
Poaching minecraft
Minecraft youtubers
Minecraft communities
Minecraft summer camps- learn skills for codings
Minecon (conventions) fans meet
Participatory but slightly less poachy/active
Merchandise- books, clothing, bags, toys
Synergy and minecraft film trailers
Transmedia learning
Story telling technique. It is the system of messages that reveal a narrative or egender an experience through multiple media platforms emotionally connecting them with learners by involving them personally.
Interested in the online world- Media 2.0
His book 1992; Textual Poachers: Television Fans and Participatory Culture
Media 2.0- refers to the way Media has changed into a new way of engagement. Internet has progressed, more stuff can be used on the net.
Web 2.0 is the current state of the web, the new version in comparison to what it used to be
It now considers how the web allows for greater user interactivity and collaboration.
Poaching- taking something from something.
His book showed how fans construct their own culture by appropriating and remixing 'poaching' content from mass culture.
Through this 'poaching' the fans carried out such creative cultural activities as rethink personal identity issues such as gender and sexuality; writing stories to shift focus onto a media 'story world secondary characters; producing content to expand the timelines of a story world; or filling in missing scenes in the story world's official narratives order to better satisfy the fan community.
Textual poachers speaks about the internet allowing more interactivity and engagement has allowed users to engage with people who are fans of the same thing as them. They create their own version of their favoured piece of media online eg; a youtube video.
Hypodermic needle theory- absorbing information without question
Jenkins interactive audience approach
He belongs to a group of media thinkers
They view the media, and web 2.0 as empowering to the audience, breaking down traditional boundaries of class and status
The audience is interactive and powerful
They can participate and create their own narratives, questioning messages and generating their own ideas.
Once upon a time only publishers had a say on the internet- you couldn't share your views. You accepted what was there in silence.
Participatory culture
New media has accelerated to 'participatory culture' in which audiences are active and creative participants rather than passive consumers.
They create online communities, produce new creative forms, collaborate to solve problems, and shape the flow of media. This generates what Jenkins describes as collective intelligence.'
FANDOM- refers to social structures and cultural practices created by the most passionately engaged consumers of mass media properties
PARTICIPATORY CULTURE- refers more broadly to any kind of cultural production which starts at the grassroots level and which is open to broad participation.
WEB 2.0- is a business model that sustains many web-based projects that rely on principles such as creation and moderation, social networking and crowdsourcing
Media effects theory
Hypodermic needle theory- absorbing information without question
Moral panic- the feeling that the situation is out of control in some way, and therefore represents a threat to a moral order eg; widespread media coverage.
Cultivation theory-Roles of the media- media doesn't simply inject us, but cultivates particular beliefs/attitudes over time.
How does fandom work
Growth of mass media, groups of people no matter distance interact through social interests
Fans- faithful consumers but also want to communicate with other fans
Fans- strongest critics
Fans- positive engagement want things to be done well.
Poaching minecraft
Minecraft youtubers
Minecraft communities
Minecraft summer camps- learn skills for codings
Minecon (conventions) fans meet
Participatory but slightly less poachy/active
Merchandise- books, clothing, bags, toys
Synergy and minecraft film trailers
Transmedia learning
Story telling technique. It is the system of messages that reveal a narrative or egender an experience through multiple media platforms emotionally connecting them with learners by involving them personally.
effects theory and reception theory
Effects theory & hypodermic needle
Roles of the media- the media are powerful negative forces who control the masses.
Effect on audience-Media is seen as a hypodermic needle, injecting our helpless minds with messages which we take on board fully.
Examples- children watched violence towards a bobo doll on tv and they replicated this behaviour.
Moral panic theory
Roles of the media-violent/extremist idea published in media.
Effects on audience-they become outraged, fearful and upset by the challenges and menaces posed to their accepted values and ways of life, by the activities of groups defined as deviant.
Example- eg; ebola on the news everyone was worried.
Cultivation theory
Roles of the media- media doesn't simply inject us, but cultivates particular beliefs/attitudes over time.
Effects on the audience-Heavy viewers are exposed to more violence and therefore are affected by the mean world syndrome.
Stuart Hall Reception Theory. - believes media reflects dominant ideologies which reinforce general agreed ideas. The encoding of a message is the production of the message. The decoding of a message is how an audience member is able to understand, and interpret the message.
Preferred- what media wants to portray
Negotiated- debating what media wants to portray
Oppositional- disagreeing with given topic
Polysemic- different meanings. Media covers different meanings.
Roles of the media- the media are powerful negative forces who control the masses.
Effect on audience-Media is seen as a hypodermic needle, injecting our helpless minds with messages which we take on board fully.
Examples- children watched violence towards a bobo doll on tv and they replicated this behaviour.
Moral panic theory
Roles of the media-violent/extremist idea published in media.
Effects on audience-they become outraged, fearful and upset by the challenges and menaces posed to their accepted values and ways of life, by the activities of groups defined as deviant.
Example- eg; ebola on the news everyone was worried.
Cultivation theory
Roles of the media- media doesn't simply inject us, but cultivates particular beliefs/attitudes over time.
Effects on the audience-Heavy viewers are exposed to more violence and therefore are affected by the mean world syndrome.
Stuart Hall Reception Theory. - believes media reflects dominant ideologies which reinforce general agreed ideas. The encoding of a message is the production of the message. The decoding of a message is how an audience member is able to understand, and interpret the message.
Preferred- what media wants to portray
Negotiated- debating what media wants to portray
Oppositional- disagreeing with given topic
Polysemic- different meanings. Media covers different meanings.
Sunday, 4 March 2018
homework
Key Term
1- synergy
2-brand partnerships
3- Big 6
4- Conglomerate
5- Marketing Budget
6- Licensed Products
Definition
1- interaction of two or more organisations or assets in media
2- interaction between two or more brands to benefit advertisng
3- biggest production companies
4- a huge company owning many inner subsidiaries
5- the maximum expense at which promotion of the movie would cost
6- a business agreement in which another company allows one to manufacture a product in their name
Related to Black Panther/Snow White
1-lexus and black panther partnership
2- lexus and black panther partnership
3- disney and black panther
4-marvel owned by disney
5-black panther-704million
6- black panther and lego
1- synergy
2-brand partnerships
3- Big 6
4- Conglomerate
5- Marketing Budget
6- Licensed Products
Definition
1- interaction of two or more organisations or assets in media
2- interaction between two or more brands to benefit advertisng
3- biggest production companies
4- a huge company owning many inner subsidiaries
5- the maximum expense at which promotion of the movie would cost
6- a business agreement in which another company allows one to manufacture a product in their name
Related to Black Panther/Snow White
1-lexus and black panther partnership
2- lexus and black panther partnership
3- disney and black panther
4-marvel owned by disney
5-black panther-704million
6- black panther and lego
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