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Interpreting Media Messages Meeting Two Intertextuality and

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Title: Interpreting Media Messages Meeting Two Intertextuality and


1
Interpreting Media Messages
  • Meeting Two

2
Intertextuality and Self-Construction
  • INTERTEXTUALITY
  • All texts contain other texts
  • Media discourse is qualitatively continuous
    within the exposure of everyday life.
  • Viewers draw from their own attitudes, values and
    memories for meaning
  • Viewers freely associate their own direct
    experiences with media images

3
Example
  • Viewers watching Wall Street Week activate
    various types of knowledge drawn from other
    sources.
  • There is a complexity of viewer discourse about
    economic news

4
Game Show IntertextualityWheel of Fortune
  • SITUATIVE FRAMEWORK
  • Show is situated as open and geared toward
    spectator
  • Defined roles of host, assistant, guest, players,
    audience, viewers

5
Fortune is a network of 3 integrated situative
frameworks
  • Located in the context of TV
  • Belongs to the genre of TV entertainment
  • Includes on-stage presentations of individual
    scenes
  • Situative components have thematic, interpretive
    and motivational importance for participants in
    defining behavior roles and communication power

6
Game rules define situation for participants
  • HOST focuses interactions with players on self,
    structures situation, provides cue-words and
    instruction. Power symbol.
  • ASSISTANT turns playing board letters
  • VOICE OVER present products, prizes
  • STUDIO AUDIENCE audible, not visible sealed from
    what is on-screen.

7
Context
  • Show adapts situations, problems, games from
    everyday life
  • Everyday guessing is core of the show
  • Everyday knowledge is gained through popular
    media consumption
  • Show success not based upon previous specialized
    education

8
Prizes objects of value and profit
  • Consumption of objects is part of self-image
  • An appeal to viewers socioculture class
    affiliation is carried out through the selection
    of winnings alone
  • Products are hidden stars.
  • Achievement is rewarded in competitive situations
    - 1 winner, others losers
  • Even if game is out of everyday life, outcome
    reverts back to aspects of everyday values

9
Game Show Genres
  • Competitive games (Board Room, Survivor)
  • Guessing or quiz shows (Jeopardy)
  • Prize games (Wheel of Fortune)
  • Interactive games (Blind Date)

10
Social Semiotics of Media Reception Qualitative
Concepts
  • Discourse / language is social reality,
    inter-subjective and represents both an
    analytical object and central tool of analysis
  • Subjectivity is conceived through language and
    gives voice to a discursive position
  • Context is a configuration of texts, which must
    be read or interpreted

11
Social Semiotics Distilled
  • Signs are primary mod of interacting with reality
    and establishing meaning production.
  • Signs are not what we know but how we come to
    know what we say we know.
  • Concept of differences imply a focus on social
    uses of signs, not signs themselves
  • Interpretive communities incorporate social and
    discursive aspects of reception
  • Qualitative studies use semiotics by analyzing
    audience uses of media in cultural contexts

12
Encoding / Decoding
  • Encoding Message senders craft meaning a for
    audiences by delivering a text with
    audience-specific symbols
  • Decoding Message receivers make sense out of the
    message through their symbolic associations
  • Aberrant decoding occurs when the audiences
    interpretation differs from what the sender
    intended

13
1984 Commercial
  • Intended message a parody of the battle between
    Apple and IBM
  • Science fiction genre invoked
  • No commercial message until the end
  • Story told with symbols

14
Images and Culture-Based Meanings
  • Element
  • Time
  • Setting
  • Woman
  • Soldiers
  • Inmates
  • Big Bro
  • Explosion
  • USA Russia
  • Future past
  • Prison concentration camp
  • Heroine, Nike athlete, freedom
  • SWAT, bad police, fear, control
  • Clones, bald camp inmates, skins
  • IBM boss/media dictator
  • New generation revolution

15
Questions
  • How does Reader Response theory differ from
    aberrant decoding?
  • What can producers of TV spots do to avoid one
    and positively enable the other?

16
Guess Commercial
  • Watch w/o sound. Write a script to accompany the
    visuals. What assumptions have you made? Where to
    they come from?
  • What differences exist among viewers?
  • Watch with sound. Explain what language
    contributes to understanding the message.
  • From what text genres does it draw?

17
Readings Wicks
  • He says the more we use media, the less we
    interact with other people. True?
  • He blames internet discourse for halting pubic
    discourse. What role does MoveOn.com play in this
    debate?
  • Is profit the prime motivator for todays media
    providers?
  • How likely are audiences to reject mediated
    messages?

18
Readings Film Analysis
  • Are the authors correct in concluding that an
    appeal to enlightened self-interest is the films
    most successful means of communicating its
    message? Why?
  • What is the role of selective perception for film
    viewing?
  • How serious is the boomerang effect for film
    producers?

19
Readings Social Problem Movie
  • This study says addicts get reinforcement of
    their fantasies and addictions from film.
  • What are some examples from recently released
    films that might accommodate addicts?
  • What audience benefits may result from films on
    social problems?
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