Multi media toy franchises products related to a

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Multi-media Toy franchises, products related to a series Marketing in schools Marketing on their phones Government regulation of advertising to children in US today Children's TV Act or CARU- don't take advantage of children Shows turn into commercials- they market for other franchises Host selling- mickey mouse comes out and tries to sell you shoes But dr hock argues that the whole damn show is a commercial Internet Connection to McLuhan’s Global Village The world gets smaller, as technology increasingly connects us and makes it so that news travels at the speed of light, making us function technologically like that of a little village. Ritual View of Communication as it relates to popularity of social networking sites Communication technologies alter the relationship between people and their world Encourage the creation of new sets of meaning: ex: “friend” in real life vs. facebook “friend” Differences in mediated v. face-to-face communication The way you meet is different; in person you meet then get to know, online you can get to know someone and then choose if you want to introduce yourself Controlled presentation of the self online Lack of inhibition; “flaming”(aggressive on screen) Greater participation (lack of intimidation compared with face-to-face comm.) Connection between Uses and Gratifications Theory and social networking sites/blogs (information, personal identity, social connection, entertainment) Our needs influence how we use and respond to media Media sources have to compete with other outlets for meeting needs Different needs are associated with individual personalities, stages of maturation, backgrounds and social roles Need for Entertainment: escaping from problems, relaxing, filling time, emotional
release, sexual arousal Need for Personal identity: finding reinforcement for personal values, finding models of behavior, gaining insight into one’s self Need for Integration and Social Interaction: identifying with others (gaming, sense of belonging), finding a basis for conversation, having substitute for real-life companionship, helping carry out social roles, enabling one to connect with family/friends/society Provide Information: finding out about relevant events and conditions to immediate surroundings/society and the world, seeking advice on practical matters or opinion and decision choices, satisfying curiosity and general interest, self-education Current Internet trends Twitter, blogs, youtube Blogs are creating a revolution of journalism Double edge sword: anyone can bypass gatekeepers and reveal information, Video Games Brief history of video games (for the home) in US Introduced around 30 years ago Early 80’s sales decline Late 80’s improvement in special effects, game accessories, game marketing= industry bounce back Today- sales of electronic games exceed several billion dollars each year Adult playing habits Over 3.5 hours a week on console Reason for playing= #1 is entertainment/ also for social connection MMORPG’s – know examples of these (ex. World of Warcraft) and how these games connect

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