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Uses and Gratification theory

One influential tradition in media research is referred to as 'uses and


gratifications. This was summed up by theorists, Bulmer and Katz, in 1974.
This approach focuses on why people use particular media, rather than the
content of it. The Uses and Gratifications Model suggests that media
audiences are active and make active decisions about what they consume in
relation to their social and cultural setting and their needs.
Four main uses:
Information
finding out about relevant events and conditions in immediate
surroundings, society and the world
seeking advice on practical matters or opinion and decision choices
satisfying curiosity and general interest
learning; self-education
gaining a sense of security through knowledge
Integration and Social Interaction

gaining insight into circumstances of others; social empathy


identifying with others and gaining a sense of belonging
finding a basis for conversation and social interaction
having a substitute for real-life companionship
helping to carry out social roles
enabling one to connect with family, friends and society

Personal Identity

finding reinforcement for personal values


finding models of behaviour
identifying with valued other (in the media)
gaining insight into one's self

Entertainment

escaping, or being diverted, from problems


relaxing
getting intrinsic cultural or aesthetic enjoyment
filling time
emotional release
sexual arousal

Uses and gratification for our film

Information:
Since films in the horror genre are usually set in a place with an ominous
atmosphere, such as empty/abandoned buildings, the audience members
may find security in knowing what to do in the unlikely event of it happening to
them. Or knowing what kind of thing the victims do and make sure they do the
opposite. People may be curious as to the plot of our production, due to
seeing the production of our film on social media or due to them seeing
advertisements, therefore watching it will satisfy their curiosity.
Personal Identity:
In horror films, most of the characters are in danger for the majority of the film.
During these hard times, the characters typically display traits which lead
them into trouble, for example, they may be presented as curious. They may
judge whether the actions of the characters are foolish and whether they
would do the same thing in their situation. This also allows them to feel they
have a secure knowledge on what theyd do in that situation.
Entertainment/Escapism:
In the horror genre, the audience sometimes put themselves in the position of
the different characters to escape from their own lives for the duration of the
film. For example they may put themselves in the position of the character of
the potential victims, which allows them to speculate how they would act in
that situation. Also they may put themselves in the position of the killer, as this
isnt a situation the audience members would ever typically find themselves in,
therefore it may be exciting to them. Also it is entertaining for the audience, as
it fills their time and may give them an emotional release. In addition, just by
watching our production, the audience are passing time, which means they
are escaping from their everyday lives and perhaps forgetting their problem(s)
which is escapism.
Social Interactions/Intergration:
Audience members who may have seen the film together may stimulate
conversations about the film afterwards. For example, they may discuss how
good/bad they thought the film was and if it had the typical conventions of a
horror film. The audience may also post online about the film, which may lead
to them discussing it with another person.

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