Question 8 Discuss the possible positive and negative media effects a product you have studied might have on it's audience PLAN: Having an impact: Hypodermic needle- media messages are injected directly into the brain of passive audience (influenced by message) Desensitisation- exposure to violent images numbs effects of them (e.g seeing a violent graphic will not make you feel sensitive/shocked and therefore can easily IMITATE Male Gaze (Mulvey)- Games with male characters- making girls feel inferior Moral Panic (Cohen)- media creates fear in population over an issue that appears to threaten or harm. Anderson- Book focussed on exposure to media violence increases the likelihood of agressive violent behaviour in young people. - The study was based on research carried out oon effects of violence in TV,Film,Music and video games Not having an impact: Uses and gratification- media used for social interaction (as a way to interact with others- build relationships), entertainment
Video Games: Call Of Duty Ownership - Published and owned by Activision - Developer: Infinity Ward Franchising- Activision franchises the call of duty brand to a number of different companies (merchandise Etc) - CONVERGENCE Marketing & Distribution - Activision places more focus on billboards rather than digital platforms (made fans feel physically connected and involved on the ground with the COD community) - uses and grats (QR codes which gave various codes that could be cracked) - Released trailer of game on live stream (website, twitter, instagram) - Billboards put up in London, Paris, New York, LA (tourist attractions) Advertising - Above-the- line (traditional advertising) BFI Imax (Gains mass exposure) - QR codes on billboards in popular areas (combination traditional- digital advertising) Website: drop-down menu for different incarnations of game, BUY NOW button always on page when browsing , trailer embedded, colour scheme linked to game, 'community' sec