CRAIL Introduction - Audience
Audience
YouGov
Stranger Things - Sci-fi fans, horror fans, 15-25 (A/B/C1)
Shang Chi - marvel fans, Asian-american audiences (A/B/C1/C2/D/E)
Snapchat - young, teenagers, 13-24 (E)
Xenoblade Chronicles - Teenagers and young adults, male
When considering an audience group, you must consider the following;
- Age
- sex
- occupation
- education
Some of these categories are not fixed and are very stereotypical
Occupation groups
A: Lawyers, doctors, scientists, and well-paid professionals
B: Teachers, middle-management, fairly paid professionals
C1: Junior management, bank clerks
C2: Electricians, plumbers
D: Manual workers
E: Students
Demographics
A Psychometric audience Profile defines an audience by how they think and by considering their values, attitudes and lifestyle
A psychometric method of organisation specific to advertising was developed by young and rubicam, a marketing and communications company
The Explorer
They seek discovery
These people are driven by a need for discovery, challenge and new frontiers Explorers are often the first to try out new ideas and experiences, they respond to brands that offer new sensations and indulgence. They are open to new media and may be active on social media platforms where they can discover new trends and information.
Albert Bandura - Media Effects Model
- If you believe the media has total control over the way you think and behave, you are likely to subscribe to the effects model
- This suggests that the mass media are powerful and oppressive, and control the passive audience by injecting their minds with messages, causing them to think in a particular way
"Monkey see, monkey do"
Audience see violence, they commit violence
Blumer and katz - uses and gratifications theory (not one of our theorists, but still important)
- If you believe you have control of what you watch, and in fact you use the media more than it uses you, you are likely to subscribe to the uses and gratifications model
- They use the media to satisfy their needs
- Personal identity - media that defines who you are
- Personal relationships - powerful bonds we're are able to make with media
- Diversion - need something to pass the time, using media to escape the real world
Researching Audiences
Stranger things
- The target audience for stranger things would be teenagers and young adults 15-25, mainly from middle class social groups (A,BC1), the show appeals to sci-fi, horror fans and 1980s nostalgia
- .Modern, multiplatform marketing, cross platform promotion (instagram,tiktok,twitter(x)), collaborations with, nike,levis,coca cola and eggo waffles, interactive experiences like the Stranger Things Experience, teasers and countdown hype etc
- .Stranger Things has a very positive audience response and commercial success, critical reviews: Rotten Tomatoes = 92%, IMDb = 8.6/10. Stranger Thigs itself has become a massive brand itself, with huge demand for merchandise.
- People can watch stranger things as an escape from the real world. People can relate to the characters being portrayed, the show could also provide a sense of personal identity through nostalgia of the 80s. Deep emotional connection to characters who feel real although just being fictional characters.
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