The major difference between "active audience and vulnerable viewer traditions in Media Studies.

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Greeting: Good morning, everyone. Today I would like to talk about the major difference between “active audience and vulnerable viewer traditions in Media Studies.

Introduction: Just before I start, I’d like to give you a brief explanation of each of the following technical terms, which I will refer to during my presentation….

The debate between “active audience” and “vulnerable viewer” traditions has been sustained for a quite long period because each of the side examines the relationship between people and message respectively, which seem to be in contrary. Australian policy on video games is a vivid example, which presents how the OFLC balance between these two contradictory interests groups in order to set a guideline for the video game players. It has always been understood that the policy making was largely influenced by “public interest”, in this case, protecting vulnerable viewers. Nevertheless, this essay is attempted to present the key differences between “active audience” and “vulnerable viewer” tradition by revealing that the policy making procedure on video game regulation did not only rely on the “vulnerable viewer tradition”, but instead, in an attempt to balance between them to perfect guideline. key differences are presented first followed by examining the problems within each side. Finally, the video game regulation will be used to illustrate how these problems are partly overcame by OFLC (Office of Film and Literature Classification) which is the only institution that mainly decide on making video game regulation.

Body: One of key differences between active audience and vulnerable viewer is concerned with the question of how media affect people, in a direct way, or opposite way? In here, the “direct effect” is referring to the idea that people are effected by media, which is a major concern from a large group of community members and is in favour of “Vulnerable viewer tradition” supporters. Nevertheless, on the other hand, active audience tradition has carried out totally opposite response by stating that media affect people in an opposite way that is people give media meaning.  

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“Vulnerable viewer tradition” is mostly concerned with the content being promoted in the video games, whether video game players are exposure to excessive aggressive, violent or sexual content, which might result in several negative outcomes. One of consequences could be the inclination to the decline in morality – desensitisation.                     A number of studies in regards of this particular negative effect were undertaken recently. Some of the results have shown that playing violent video games can increase aggressive behaviour. This is an assumption that gains massive supports from a large ...

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