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Let’s have some fun. Mass media as entertainment. Uses & Gratifications . The audience plays an active part in the use of media. Fulfillment. Surveillance Socialization Establish identity Connect with others Entertainment Escape Relax Fill time Emotional release
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Let’s have some fun Mass media as entertainment
Uses & Gratifications • The audience plays an active part in the use of media
Fulfillment • Surveillance • Socialization • Establish identity • Connect with others • Entertainment • Escape • Relax • Fill time • Emotional release • Cultural or aesthetic enjoyment
Categories of Entertainment • Storytelling (Literature) • Music • Sports • Sex • Gaming
Genres Thematic categories of media content
Genres • Help us make sense of media content • Provide a basis for comparison/contrast • Categorizations • Fiction & Non-fiction • Prose & Poetry • Periods (Medieval, Antebellum, Post-Modern) • Geographic/Ethnic (Native American, etc)
Entertainment Genres • Sub-divisions of major categories
Sub-Genres (mixed genres) Genres can be further subdivided
Genre Distinction • Oftentimes, blurred lines • Difficult to distinguish one genre from another • Sports has the cleanest genres • Rules agreed upon • Procedures for revising rules
Magnified audience • The possibility of a mass audience can shape the entertainment • Mass audience motivates creation of entertainment and encourages development of technology • Media focused on entertainment • Entertainment that becomes part of other media messages
Technology & Media Content Movies – from five-minute reels with no sound to computer-generated effects TV – taped shows with scene changes; multiple camera angles Music – from lots of distortion to portable and digital (marching band music, no voice) Sports – prime time; instant replays; players mic’d for sound; diagrams and analysis (curling) Gaming – realistic animation; faster play; more complex games; multiplayer; internet gaming
Pure Performance vs. Mediated Performance • Compare interpersonal communication to mass communication • Audience is more diverse • More interference • Limited opportunity for feedback • Technology • Profit motive • Gatekeeping
“The medium is the message.” -Marshall McLuhan
Adult Entertainment • Demand • Sex Sells! • $8-$10 billion annually • 8,000 adult movies released per year • $600 million in revenue for pay-per-view adult movies each year
Decency Regulations • Pornography is protected • Indecency is protected • Obscenity is not
“I know it when I see it.” -Supreme Court Justice Potter Stewart
Miller Standard, 1973 • Average person using community standards would say the material incites lust. • The material depicts or describes sexual conduct in a patently offensive way. • LAPS test – work is judged as a whole
Sports as Entertainment • 776 B.C. – first Olympics • Sports parallel storytelling • Penny Press era and “common man” content • 1921 – KDKA and baseball • About 25% of news hole in daily paper • Loss leader for TV networks
Gaming as entertainment • Average gamer is 34 years old • About 40% female (42% for online gaming) • No conclusive evidence of negative impact • Voluntary ratings, like movie industry
Gaming as entertainment 12% Other 11% multiplayer universe 47% puzzle, board, game show, trivia, card 14% dowloadable games such as Bejeweled 16% action, sports, strategy, role play -- Entertainment Software Assn, 2008
Censorship in gaming • Hot-bed issue • Effects of violence and sex on children
Gaming Synergies • Movies, Sports, Music
Quality? • Wide range • Profit motive • Need for broad audience • Need for quantity • Risk avoidance • Imitations • Adaptations
High culture vs. low culture • Highbrow – complex, original, subtle • Middlebrow – more emphasis on action than ideas • Lowbrow – simple topics, superficial treatment • How sharp are the lines? • Does entertainment unify or divide society?