Tag Archives: Media

Critical Approaches market research

The idea of Market research is too see what people like and buy in the market and also to gather certain bits of information  from markets and people who buy certain products or brands. Market research can also be utilized for film production and ideas for the film society as it would give ideas for promotion, what people would expect, testing the concepts and knowing what is to be expected. Media companies would use this see what people would want  in terms of what they would expect for things like movies, TV shows, kids shows and etc all so the media is always seeing what people want and what the competition may be. 

Should media based companies want to use those techniques to get their way of collecting the evidence to what they are developing then It could be a way to try and get some more clearer results like trying to figure out what people want in the market and see what could get people to see what those developers produce.

The many ways of collecting market research can come from Online or written surveys, focus groups, personal interviews with groups of people, observing individuals and field trials. These tend to be the best ways of collecting the infomation and can being done from one of the ways can have good results.

The sources of information in market research can be collected by stats from goverment collecters to see the income and tradeing of a media based product, an economic investment which also looks at priceing and contents of said products and finally research reports that show summaries of products though needs registring.

Market research is also there to see if there is a gap in the market that producers and developers could jump onto knowing that there may be a chance they can be in that gap that can be commercial viability, sponsorship to get the funds can also be a help for the show or films finance as well as looking into the equipment that you will be using and looking into the time scale so you can see where the best time to release or show something will be so people can know whats so big at the time and keep the project on hold till there’s a chance to release the production.

The Primary research side of things is talking to people about what you could expect on the market or what certain people will want, this research helps when wanting to get exact results for wanting certain products created and need greater results that what’s already in the market.

Response to media product (posters)

Response to media product (posters)

A comparison between 20th century ‘Nightmare on Elm Street’ poster and 21st century ‘Nightmare on Elm Street’ poster.

Does Violent Media Content Cause A Violent Society?

I conducted some research to find out how students behaviour may have been impacted by media and more closely by violent content.  The research found online suggests that violent media has a greater impact on males and coincidentally the random group selected to fill out the questionnaire included more males.  All students that took the questionnaire watch or play violent content, and over half said they do copy actions seen within the content.  These actions refer to uses and gratification, people copying content seen, this time not in a positive way.  The survey disproved cultivation theory; some have found similar situations to the media they watch but the majority don’t come across them stating that the fictitious world remains exactly that, fictitious.  The content of the media products is seen to be subjective where the students have questioned what is happening and relating it to their own lives with the majority opting for a violent approach should the situation be real in their own lives.

The questionnaire response from students that watch or play violent media content provides evidence supporting the theory that violent media content can affect violence in society!

Audiences for media products – Twilight



Twilight is a result of romance vs. horror, you get this weird cross over that depicts vampires and werewolves as actually being sex symbols. Lets make no joke this films demographic is purely aimed at women this shows through the IMDB demographics graph.


You can see clearly that the women vote is carrying this films vote median by giving it a 6.1 where as men are voting it low at 4.9. What is even more interesting is that the amount of votes from males totals more than that of women. Meaning that men are logging in and voting just to show their dislike for this film. It is this hatred that’s giving twilight is popularity and even abuse towards the film is free marketing for the producers. Just selecting the male votes to see how they voted, the graph below shows that almost 20% of men rated the film as a 1 showing strong opposition for it.

Why do males not like this film?  Like with most romance films guys just aren’t interested. Looking into a study covering primal reverting feelings as a man it is their job not to look soppy or vulnerable and romantic films tend to touch on this. Its also based on how men want others to see themselves and how self conscious they get if the world sees them as anything other than a manly man.

Twilight hooks its audience by placing in the three-way relationship struggle. Bella loves Edward, Edward loves Bella and then you have Jacob who comes in to create a tension that will last 5 movies. This very much appealed to the audience as they separated themselves into ‘teams’, team Jacob and team Edward.

The film also rides on the success of the book which already hooking the desired audience.

Audiences for media products – Paranormal Activity

Paranormal Activity


Paranormal activity is an ‘Observational’ horror that uses shock tactics to scare its audience.


I use the term observational loosely, what I mean by this is, we have a horror movie where the audience definitely does not feel immersed in the feel because the way it is filmed, using CCTV cameras. However the audience feeds off of this in a different way, because there is less emersion the situation that is occurring feels more hopeless, that the audience cannot do anything to help. It’s the same feeling as watching a CCTV recording of a murder happening, your scared because of the situation, and horrified you can’t do anything. Paranormal activity plays well with the atmosphere of the Cinema as well. To be scared the situation needs to be controlled, and in pitch black, as black as the setting for the scene, which is why a film might feel scarier on the big screen as apposed to watching it at home. The audience for this anyone who likes a scare, specifically males.


At first glance this isn’t apparent on this demographic graph from IMDB because it shows that on average males vote it as highly as women, or around about at 6.4 for males and 6.2 for women. However if you look at the pure numbers of voters, there are 84,476 males who voted and only 17,355 females. This links in with the results researchers have come up with. The research mentions that males of 15-45 tend to be the prime group for these horror films and also tend to see the film in groups rather than individuals. This fulfils the human desire to protect or be protected, and with a scary film going as a group dampens the feeling of shock when a scary ghost pops up. These males are “sensation – seeking” and go to prove that they are men, they aren’t scared. Interestingly when watching the horror film, to avoid being seen as scared they resort to; Looking away from the screen to detach themselves from what’s going on. Treating the situation as a critic would, hiding behind something to give a sense of protection or just thinking about something else.

Paranormal activity uses a queue which signals when the audience is going to be scared and where the ghost is present by using a deep bassy noise. 


Audiences for media products – Mulan



Mulan is an action packed Disney reimagining of a historical event, we follow a girl (Mulan) who sets out on an adventure in the name of her father to fight against the Huns.


Mulan is aimed at children this is clearly highlighted by the U for Universal sticker on the front of the DVD. Being a Disney animation film, which is ultimately aimed at children is another sign of the demographic. The actual animations themselves are soft and cartoony which suggests a younger audience.  However being a U the DVD is limited to the amount of violence, if any that can be shown. An example of this is when Mulan and company and orderd to move to the front to help fight the Huns. When they arrive they find the general dead, you do any bodies as to detract from the morbidity of the scene, however one of the soldiers is seen carrying his helmet, suggesting he’s dead.

Mulan when released was at the crux of many debates about how sexism and racism are portrayed in the film. The fact that women are to be seen and not heard, how women cannot live up to the expectations of men. One character in particular is heavily stereotyped (Chi Fu). He is drawn more as a caricature and has a strong Chinese accent.  Disney like to ‘americanise’ their films often giving the lead character an American accent despite any racial ties. This is done so that the film connects with the viewing audience and Disney believes that if you put an American accent over the lead character the American audience will understand the context of the film better.

In terms of evidence IMDB shows the demographics of the people who watch Mulan. Unsurprisingly the graph shows that females rated the film more highly with a 7.9 average out of 10 and men with 7.1. This is because the Disney genre is still applicable to women of any age, where as men over 18 tend not to be as interested. This is shown in the females aged 18-29 and the males aged 18-29 where males of this age voted it as a 7.2 and females a 8.1.


Violence in the Media – Does it Create Violence in Society

Violence in the Media – Does it Create Violence in Society

Some can argue violence amongst people can originate anywhere; I’m interested in how media can have an affect on people’s behavior and the theories behind this.


Uses and gratification theory aims to understand why people choose to surround themselves with specific media products to satisfy their desires.  There are many reasons why you watch what you do or play the games you enjoy, it could be for several reasons, relaxation, escape, diversion, social interaction or companionship.  It relieves you into the elements you enjoy.


GTA4 is a popular game in which the user controls the main character completing violent missions involving bombs, guns and fighting.  It diverts the user away from their usual life to indulge in behavior they wouldn’t normally do, it feeds the violent side of the player without them actually causing harm.  The series ‘Misfits’ (S2E4) based an episode around the idea that violence in video games would be extremely dangerous if it were real.  This plays into the copycat theory, that people will be influenced and copy what they see.  Debates about people surrounding themselves with violent games and television programmes have risen.  Media exposure of violence is increasing and has reduced its ‘shock’ factor; the news broadcasts dangerous situations, which grab our attention, as instinctively we want to be aware of the dangers surrounding us.


The news shows bomb attacks when they take place and they send a strong message around the world.  This sends messages to the passive audience taking in the information that violence can achieve a result.  The television show ‘24’ features agents (the good guys) torturing terrorists for information, this once again is stating a message that violence gets results.  The show has the heroes performing these horrible acts which also says it must be an ok thing to do for a good cause.  The audience passively takes the message in; the next step is violent video games like GTA4, which encourage violence to further the characters story.  The player will be consciously choosing to cause this fantasy violence. Active consumption of media is when the message donates a response from the audience.  With the news broadcasting terror events copycat criminals have followed most recently with the Boston Bombings.  It was reported that the two brothers involved had been following extremist groups online, viewing the videos they post.  Even the execution of the terror threat was something similar to a Bond film, dropping the bag and disappearing into the crowd.  Being undetected and achieving their end result is what is then broadcast.  Fear that this attack could be copied in the UK, security was heightened for the marathon.  This feeling of being unstoppable is similar to the latest Iron Man film with the terrorists sending a message “you’ll never see me coming”.  This also relates to video games as you can restart or add cheat codes to be invincible and some say this is giving a very negative thought process not only to those the game is aimed at, but youngsters growing up surrounded by violence achieving results.  This can promote unhealthy ways for children to be brought up, being influenced on social situations by violent media.  That being said many teenagers play and watch fantasy violence and it serves well as a talking subject bringing social groups together with similar interests.


The hypodermic needle model suggests that media messages are being directly injected into the passive audience, which incidentally will be influenced by it.  When surrounding yourself with images, sounds and colours that represent success your more likely to be successful, seeing these positive things will subconsciously put you in a better mood.  Some say this is similar with violent media, seeing it all the time will put you in a subconscious state of mind that this is the way to act in certain situations.  How people interpret actions seen within media products can also affect the desired outcome.  GTA4, some could say that it allows players to act in ways they would never want to in reality, feeding the need for excitement in the game.  Other say it is setting an example for people to follow about the way the world works, thinking that violence will always get you the desired results.  Reception theory expands on this discussing how people evaluate what they see and read.  Basing a film or text on your social surroundings and environment different people will interpret things differently.  The original message therefore can have mixed interpretations as to what it means, in depth readings into the type of language used and others taking it at face value.  Poetry often has this type of effect where the poem may mean one thing at face value but another when broken down and analysed.  The poem ‘Nothings Changed’ by Tatamkhulu Afrika.  Cultivation theory examines the effects of watching television over a long period of time and becoming immersed in the fictional world.  People model their clothing and hair cuts on those they admire on screen and so copying elements from the shows incorporating it into their own lives.  GTA4 covers many different types of criminal activities within the game but shows them in a positive light which copycats may be inclined to repeat.


An online poll showed that 20% of people believe media is to blame for violence in society and 80% say it’s not. (http://www.debate.org/opinions/does-the-media-cause-violence)


In the 1960sProfessor Leonard Eron began a study following 856 third-grade children in America.  This study lasted for 22 years and concluded that males brought up watching violence on the television were more likely to commit crimes as teenagers or adults.  An American news paper also reported on the subject on the topic of video games, discussing how they promote killing and violent behavior as that is the task required to reach the next stage – rewarding the player for that behavior.  Films and television shows show off violent behavior as the necessary action however many have reported about the fact the consequences for brutal actions are rarely shown.  These media products remove the reality from violent actions and brutal behavior making them less significant to the individual in the real world.


On the other hand it’s argued that media is blamed for violence in society, television news simply report on the actions that will generate viewers and that can’t be blamed for encouraging others.  Media products simply reflect or report on violence and not influence the original act.  This is not to say that media as a whole has no influence over audiences, advertisements tend to generate more business for a company hence the continuing growth in the industry.  Purchasing a different drink at lunchtime is only a minor alteration however violence is caused from a change in emotion and attitude, which media alone can’t create.


Some say that games, films and books take the user away from reality to experience a world different to our own.  We all live to experience, or we are just surviving.  These media aspects provide this different experience and admittedly people have used similar methods seen or followed extremist videos as inspiration however these were not necessarily the influence but could be seen as a provoker.


Doctor Who Slideshow: Analysis of a Media Product (1963-2013)

Slide01 Slide02 Continue reading

Media Focus Group Survey Results

Graphs- Media Focus Group Survey

Media Fort!

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Inspired by Media, Intriguing to See, Media Fort, is where YOU should be!

This blog is created for upcoming inspired media individuals aiming at 16-19 year old students who are intrigued into wanting to discover media theories. All rolled into one, covering the facts to opinions, you as the audience are able to communicate and join in!

Being our final project to finish the course, there are many students like myself who are posting all their facts and opinions, so you, the audience can go through the secondary research for any work you needed completed, or just for your own insight!