College 1 - 05/02/2019
Uses and gratification framework: different motivations of using media.
- Information
- Social interaction
Audience → needs → media sought → need gratified? → yes, continue to use. Seek for needs in media
and if they are satisfied by this medium, we will continue to use it.
Before: only escapism → link it to enjoyment. The gratification that we want is enjoyment and
enjoyment only.
But why do we watch things like tearjerkers? That is not seen as enjoyment. Vb. The Green Mile. Why is
this seen as enjoyment? For years this has been seen as an exception to the rule. Scholars concluded
there is more than enjoyment.
Two dimensions
1. Hedonic: enjoyment motivation. (enjoying)
2. Eudaimonic: meaningful side, searching for life’s truth, purpose, meaning. (appreciating)
Content may range through these two dimensions, can be one but also be in between.
Who is your audience and what are their tendencies? As a content creator, you need to know your
audience needs. Differences between age groups. But also differences between different types of media.
What message do you want to send? A lot of guessing.
Lazy couch potato phenomenon: allow yourself to be a couch potato some time.
Self-control and resource (low: I have nothing left to give today → vb. Thuisbezorgd ipv zelf koken).
Conclusion: Low resource/depletion means more interested in hedonic content.
, College 2 | 12/02/2019
Your audience is going to matter a lot, and even inside there are individual differences.
Modern discrepancy: we like things that are a little different from our everyday lives. But when it is too
different we don’t like it. Not so easy that is boring.
Flow: when we play a game, but when it is too easy, we get bored. But when it is too difficult, then it
also not for us. We like a little bit of a challenge.
Preoperational stage
They don’t have logical reasoning yet (cause-and-effect). There is no limit. Your only limitation is your
creativity. Example: banana / box. Characters can be everything, limitless.
Storytelling is an important part.
Think about Sinterklaas, Paashaas etc.
Cognitive challenges:
● They are very symbolic.
● Development of cognitive skills.
● Egocentric: can’t see any difference in perspective. Thinks that everyone sees the world as they
see it.
● Transformation: they can watch something change, and think it is two different things (mask
example).
● Not too scary: they cannot separate fantasy and reality yet.
Simple perspective in a game. Everything other is simply too much. Example: Dora the Explorer.
Perceptual boundedness: judge by perception/looks. Scary characters need to look scary, happy
characters need to look happy etc. They don’t care about the behaviour of the characters.
Centration: focus on one thing/feature on the character that jumps out. Use this feature to grab their
attention.
Orienting responses: things that catch our attention.
Repetition: can only be used in this age group, for older people it is just annoying. You can use
repetition in your media. Watch the same story again, read the same story again etc. They love this
because they learn something and become “experts”.
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