Chapter 9
Chapter 9 closes off our discussion on the condition of audiences and media in a modern context in order to connect back to the beginning of this blog with the discussions on using media realms to generate content. People are now surpassing the conventional and now extinct method of becoming a cultural icon and instead can become a household name over night with the aid of social networks. This is the outcome of the proliferation of media infrastructures that enables users to navigate the World Wide Web easily and effectively thus, to circulate information more rapidly and proficiently. People are no longer simply passive users as the chance to create and influence media is granted. Alvin Toffler termed this position 'prosumers', suggesting that people are becoming the voices of products and have the ability to advocate the success or loss of corporations, products and brands (Sullivan, p. 215). Using social media, the promotion is performed by influencers, bloggers and essentially network users who use their voice to spread messages, persuade others and push demand. The Kombucha girl legally known as Brittany Broski became a viral sensation on TikTok because audiences found her video and shared it across social media.
The video circulated millions of views and generated a flood of memes that can be described as a form of textual poaching since the viral video has been re-built and re-circulated in ways different from the original edition.
Audience autonomy is a term that explains how the features added to media systems help to increase the degree of audience power over the media consumption process (Sullivan, p. 217). Via these social networking networks, consumers gain power of media consumption, allowing people to generate content produced by them and then share it across channels that transcend space and time. The textbook brings up the World of Warcraft example as a type of media produced primarily by its consumers. With the highly popular multiplayer video game, Fortnite, a more modernised form of this sort of user-generated content can be exemplified. Three distinct game modes are offered to users when playing the video game however, all three modes give users the ability to play with others in a virtual environment that enables them to create their own settings and battle arenas. What the game manufacturers have done so brilliantly and what makes the game a roaring success is their acknowledgment of online influencers (prosumers) and how they promote and ultimately further the company's success. Gamers are not only part of the community, but also the producers and marketers of Fortnite's content. The dances and emotes that users can buy with real cash are a nice addition to the game.
https://www.youtube.com/watch?v=oe2cE-eVhtg
Fortnite transforms common movements from popular culture, as shown in the above video, and converts them into a visual asset, which is then a prize that players will earn for their contribution and involvement to the game. Crowdsourcing is the act of using a network of entities to build company goods that would normally be performed by the company (Sullivan, p. 225) which is exactly what the creators of Fortnite have incorporated. The game is influenced by popular media trends and uploads the phenomena into the game, helping to sustain its success among users.
The video games success can also be credited to famous YouTubers who broadcast themselves playing the game for audiences to watch, which leads me to my next point in the emergence of a modern technological world where interactivity actually occurs. The digital media landscape enables users to create a participatory society in which, thanks to three patterns classified by Henry Jenkins, audiences have the liberty to create and circulate content. 1) Audiences are able to record, collect and recirculate mediated content 2) subcultures and their desire to produce media content and 3) the economic trends that favour the flow of pictures, thoughts and narratives across different platforms (Sullivan, p. 219). YouTube is a website that promotes a participatory community to a large degree, since it is an online forum for users to post and distribute content on the internet that virtually anyone can connect to and enjoy. As seen in a 2009 research report, the most popular accounts on YouTube are those created by ordinary vloggers known as YouTubers, making the rival industrial mass media networks fall second.
In conclusion, audiences have evolved from a 'null' state which saw them has only activated when subjected to media messages to key features in the production and distribution of content that consumes media platforms. In the 21st century, audiences can effectively build material that helps them to make sense of their world and position within it. I hope you have enjoyed learning about audiences and their impacts on media throughout this blog series.
References
Sullivan, J. L. (2020). History and Concept of the Audience. Media audiences: Effects, users, institutions, and power, p.
















