EuraStudy
Media Audiences is the framework area that studies how audiences are grouped and targeted, how products address and position them, and how audiences actually receive, interpret and use media. This topic covers categorisation and targeting and the uses and gratifications model, then applies the set audience theories - media effects (Bandura), cultivation (Gerbner), reception (Hall), fandom (Jenkins) and end-of-audience theories (Shirky).
6 sections~23 min reading time2 competenciesLevel Foundation 1 · Standard 2 · Advanced 3
basic level
AS-Level expects knowledge of how audiences are categorised and targeted and of the main effects and reception theories.
higher level
The full A-Level requires sustained evaluation of the passive-to-active spectrum of audience theories, including fandom and end-of-audience theories.
Reading depth: In depth
Text size: Standard
Uses and gratifications
Analyse the target audience and gratifications of a lifestyle app or magazine.
Identify the intended readers by age and class but especially by lifestyle and values - the aspirational, health-conscious reader, say.
Show how the direct, encouraging address and aspirational imagery hail exactly that reader.
Apply uses and gratifications: information (tips), identity (a self to aspire to), social interaction (shareable content), diversion (pleasurable browsing).
Note that the target audience shapes the product's codes and representations - an audience decision is also a language and representation decision.
Result: The analysis identifies the audience with textual evidence and applies uses and gratifications to explain the appeal, connecting audience targeting to the wider framework.
Typical mistakes
Active revision
For a media product of your choice, identify its target audience with evidence and apply the uses and gratifications model to explain its appeal.
Active recall
Recall the key points — then reveal.
Sources: GCE AS and A level subject content for media studies (Department for Education)
Bandura: social learning
A newspaper blames a violent video game for real-world violence. Assess this using Bandura and its critics.
Bandura: players observe and may model rewarded aggressive behaviour, and repeated exposure may desensitise - the basis for the claim.
Note that modelling depends on identification and reproducibility, which vary hugely between players.
Active-audience theories: players interpret games as play, not instruction; laboratory findings may not generalise; correlation is not causation.
Conclude that a direct, simple causal effect is not supported; media may contribute among many factors, but the moral-panic claim overstates the evidence.
Result: The answer applies Bandura fairly and then subjects the effects claim to the active-audience critique, reaching a measured judgement - the balanced treatment the effects debate requires.
Typical mistakes
Active revision
Assess the view that the media directly cause changes in audience behaviour, using Bandura's social learning theory.
Active recall
Recall the key points — then reveal.
Sources: AQA AS and A-level Media Studies (7572) specification (AQA)
Gerbner: cultivation
Use Gerbner to analyse the possible effect of heavy consumption of crime news.
Crime news over-represents violent crime relative to its real frequency, repeatedly foregrounding danger.
Over time, heavy consumers may come to over-estimate crime and feel more fearful - 'mean world syndrome'.
Diverse audiences exposed to the same coverage may converge on a shared, fearful 'mainstream' view of crime.
Note that audiences interpret news actively and that other factors shape fear of crime, so cultivation is plausible but not decisive.
Result: The analysis applies cultivation and mean world syndrome to a real representational pattern and qualifies it with audience agency - the measured use of the theory.
Typical mistakes
Active revision
Using Gerbner's cultivation theory, analyse the possible long-term effect of a media form's repeated representations.
Active recall
Recall the key points — then reveal.
Sources: GCE AS and A level subject content for media studies (Department for Education)
Hall: encoding and decoding
Apply Hall to a charity advertisement that encodes a call to donate.
A sympathetic viewer decodes the advert as intended, feels moved and donates - accepting the encoded meaning.
A viewer accepts that the cause is worthy but resists the emotive tactics, agreeing in part while modifying the message.
A sceptical viewer decodes the advert as manipulative or as reproducing a 'saviour' trope, rejecting the preferred meaning entirely.
The differences arise from the viewers' social positions and experiences, exactly as Hall predicts - meaning is decoded, not simply received.
Result: The example applies all three readings to concrete, plausible audience positions and explains the variation through social position - the model reception analysis.
Typical mistakes
Active revision
Using Hall's reception theory, explain how different audiences might produce dominant, negotiated and oppositional readings of a media product.
Active recall
Recall the key points — then reveal.
Sources: AQA AS and A-level Media Studies (7572) specification (AQA)
Jenkins and Shirky compared
Evaluate Shirky's claim that the passive audience has ended, using Jenkins in support and Curran and Seaton in critique.
Shirky: networked media turn audiences into produsers; Jenkins: fans actively poach and remix - participation replaces passive reception.
User-generated content, fan works, citizen journalism and viral sharing show mass audience production.
Most users mainly consume; participation is unequal; a few corporations own and monetise the platforms (Curran and Seaton) - the audience is not simply 'free'.
Conclude that audiences are genuinely more active and productive, but the 'end of audience' is overstated: passive consumption persists within corporate-controlled platforms.
Result: The answer applies Jenkins and Shirky, tests them against Curran and Seaton, and judges the participatory claim real but overstated - the evaluative balance the higher bands reward.
Typical mistakes
Active revision
Applying Jenkins and Shirky, evaluate the view that in the digital age the passive audience has disappeared.
Active recall
Recall the key points — then reveal.
Sources: GCE AS and A level subject content for media studies (Department for Education)
The passive-to-active spectrum of audience theories
Passive versus active: hypodermic and uses and gratifications
Write an integrated audience analysis of a popular streaming drama.
Identify the target audience (by demographics and psychographics) and how the mode of address, genre and platform hail them.
Apply uses and gratifications: the drama offers diversion, identity, social 'water-cooler' interaction and quasi-information about a world.
Apply Hall's readings (dominant/negotiated/oppositional) and Jenkins/Shirky (fan discussion, memes, theories) to show active, productive reception.
Weigh cultivation (does a steady diet shape viewers' world-view?) against the evident audience activity, and judge how far this audience is passive or active.
Result: The analysis moves from targeting and address to gratifications, reception and participation, evaluates across the spectrum and judges the audience predominantly active - a full, integrated audience answer.
Typical mistakes
Active revision
Write an integrated audience analysis of a media product, selecting from the audience theories, evaluating them and judging how far the audience is passive or active.
Active recall
Recall the key points — then reveal.
Sources: GCE AS and A level subject content for media studies (Department for Education)
References & sources
Department for Education