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7/31/2019 Regular WillTime Bigtime Audiences Outlook Towards their Live Viewing Experience
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ion
Colegio de SanJuan de Letran
College ofLiberal Arts and Sciences
Intramuros,Manila 1002, PHILIPPINES
Date Completed:Signature of theProponent:_________________________________
Capsule Research Proposal MUNGCAL
AVERILLA
Feliciano III
Mark
Tolentino
LacanlaleLast Name First Name Middle Name
Field ofSpecialization Live Television Shows, Audience Activity
ResearchAttributes
ResearchApproach Qualitative
ResearchMethod/Design
Experimental
Corpus ofData
Focus Group Discussion
ResearchDomains
Television Show, Live Audience
Research
Foci/Parameter
s
Live Television Game Shows, Live Audience Activity
Project Title: RegularWillTime Bigtime Audiences Outlook Towards their Live Viewing Experience
ResearchJournals /Articles/BooksReviewed
http://www.utwente.nl/cw/theorieenoverzicht/Theory
%20clusters/Mass
%20Media/Uses_and_Gratifications_Approach.doc/
http://matei.org/ithink/2010/07/29/what-can-uses-and-
gratifications-theory-tell-us-about-social-media/
http://www.slideshare.net/komedia/uses-and-gratification-
theory-5393615
myweb.arbor.edu/.../LitRevusesgratstenets.doc
Anghelcev, George ; Sar, Sela (2007) the Influence of Pre Existing Audience Mood and
Message Relevance on the effectiveness of health PSAs differential effects by message
type.
http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://matei.org/ithink/2010/07/29/what-can-uses-and-gratifications-theory-tell-us-about-social-media/http://matei.org/ithink/2010/07/29/what-can-uses-and-gratifications-theory-tell-us-about-social-media/http://www.slideshare.net/komedia/uses-and-gratification-theory-5393615http://www.slideshare.net/komedia/uses-and-gratification-theory-5393615http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/http://matei.org/ithink/2010/07/29/what-can-uses-and-gratifications-theory-tell-us-about-social-media/http://matei.org/ithink/2010/07/29/what-can-uses-and-gratifications-theory-tell-us-about-social-media/http://www.slideshare.net/komedia/uses-and-gratification-theory-5393615http://www.slideshare.net/komedia/uses-and-gratification-theory-53936157/31/2019 Regular WillTime Bigtime Audiences Outlook Towards their Live Viewing Experience
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Bagdasarov, Zhanna1; Greene, Kathryn; Banerjee, Smita; Krcmar, Marina; Yanovitzky,
Itzhak ; Ruginyte, Dovile (2010) I Am What I Watch: Voyeurism, Sensation Seeking, and
Television Viewing Patterns.Journal of Broadcasting & Electronic Media. Vol. 54 Issue
2, p299-315, 17p, 2 Charts
Bartsch, Anne ; Mangold, Roland ; Veihoff, Reinhold ; Vorderer, Peter (2006)EmotionalGratifications during media use an integrative approach. The European Journal of
Communication Research Vol. 31, Issue 3, p261-278, 18p, 1 diagram
Cooper Chen, Anne (2005)Global TV Entertainment: The Game Show as Cultural
Indicator. Conference Papers -- International Communication Association; 2005 Annual
Meeting, New York, NY, p1-27, 27p, 4 Charts
Davies, John J. (2007) Uses and Dependency of Entertainment Television Among
Mormon Young Adults.Journal of Media and Religion Vol. 6 Issue 2, p133-148, 16p, 1
Diagram, 2 Charts
Ebersole, Samule; Woods, Robert(2007) Motivations for Viewing Reality Television: A
Uses and Gratifications Analysis. Southwestern Mass Communication Journal, Vol. 23
Issue 1, p23-42, 20p, 2 Charts
Frandsen, Kirsten (2007). TV - entertainment: Crossmediality and Knowledge -- A
Research Project.NORDICOM Review Vol. 28 Issue 2, p133-143, 11p
Gould, Stephen J ; Gupta, Pola B (2007) Come on Down : How consumers view games
shows and the products placed in them.
Jiang, Jianmin ; Kohler, Joachim ; Williams, Carmen ; Zaletelj, Janez; Guntner,
George ; Horstmann, Heike ; Ren, Jinchang; Loffler, Jobst; Weng, Ying(2011) LIVE: An
Integrated Production and Feedback System for Intelligent and Interactive TV
Broadcasting.IEEE Transactions on Broadcasting. Vol. 57 Issue 3, p646-661, 16p
Klein, Bethany (2011) Entertaining ideas: social issues in entertainment television.
(abstract only) Media, Culture & Society. Vol. 33 Issue 6, p905-921, 17p
Levy, Mark R. (1983) Conceptualizing and Measuring Audience Activity. Journalism
Quarterly Vol. 60 Issue 1, p109-115 7p
Mittel, Jason (2004) Quiz and Audience Participation Programs. Museum of Broadcast
Communications and Encyclopedia p1146-1152, 7p
Nelson Field, Karen ; Riebe Erika (2011) The Impact of Media Fragmentation on
Audience Targeting : An empirical generalisation approach. Journal of Marketing
Communications. Vol. 17, No. 1, February 2011, 51-67
Ruggiero, Thomas E. (2000) Uses and Gratifications Theory in the 21st Century. Mass
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Communication & Society, Vol. 3 Issue 1, p3-37, 35p
Schlosser (1999) Game Show Frenzy takes hold.Broadcasting and Cable Vol. 129, Issue
45, p22, 4p. 2 color photographs, 5 black and white photographs, 1 graph
Smolkin, Rachel (2003) Media Mood Swing.American Journal Review Vol. 25, Issue 5,p16, 8p, 11 colored photographs
Tamborini, Ron; Grizzard, Matthew, David Bowman, Nicholas; Reinecke, Leonard;
Lewis, Robert J.; Eden, Alison. (2011) Media Enjoyment as Need Satisfaction: The
Contribution of Hedonic and Nonhedonic Needs. Journal of Communication. Vol. 61
Issue 6, p1025-1042, 18p
Tinker, Chris. (2008) One State. One Television. One Public. Media History, Vol. 14
Issue 2p223-237, 15p
Variable/ConceptualTags SynthesisTally
Television (18), Entertainment (8), Uses and Gratification (10), Game Shows (7),
Audiences (15), Contestant ( 7), Communication (9), Variety Show (6)
Review of Literature(Synoptic andArgumentative)
I. INTRODUCTION
Television is an important tool for us as a source of entertainment. Upon its invention,
different program formats have been made. As Television evolves, peoples use andneeds towards television also evolved as such as game show format. Game shows can
emphasize mental or physical skills; test bookish knowledge or common sense; involve
intense time pressure or proceed leisurely; and award costly prizes or nothing more thanhonor. They can appeal to children, young adults or senior citizens. They can occupy
mid-morning time slots or succeed brilliantly in prime time. (Cooper-Chen, 2005) A TV
game show may be defined as a program featuring civilian contestants who compete for
prizes or cash by solving problems, answering questions or performing tasks followingprescribed rules. (Cooper-Chen, 2005) The contestants may include celebrities, but these
celebrities are playing themselves while participating in the game (Cooper-Chen,
2005).
The Uses and Gratifications Theory was proposed by Mc Quail in 1970s as a reaction to
traditional mass communication research emphasizing the sender and the message.
Stressing active audience and user instead. Psychological orientation taking needsmotives and gratifications of media users as the main point of departure. The core
asssumptions and statements of uses and gratification is that, it attempts to explain the
uses and functions of media for individuals, groups and society in General. There arethree objectives in developing the uses and gratifications theory. 1. To explain how
individuals use mass communication to gratify their needs. 2. To discover the underlying
motives for media use. 3. To identify the positive and negative consequences ofindividual media use.
Barton (2009) used Uses and Gratifications Theory In a study of Anne Cooper-Chen
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(2005), the game show Who Wants to be a Millionaire has able to satisfy all individual
needs as cited by Katz, Gurevitch, and Haas (1973 in Cooper-Chen, 2005) as follows: 1)cognitive; 2)affective; 3)personal integrative; 4)social intergrative and 5) tension release.
Rubin (1994 in Mendelson and Papacharissi, 2005) states media has five grounded
assumptions; 1) communication behaviour, including media selection and use, is goaldirected, purposive and motivated; 2) people take the initiative in selecting and using
communication vehicles to satisfy felt needs or desires; 3)a host of social andpsychological factors mediate peoples communication behaviours, 4) media compete
with other forms of communications (i.e. functional alternatives) for selection, attention,
and use to gratify our needs or wants; 5) people are typically more influential than the
media in the relationship, but not always.
According to Blumer & Kats on their study in 1974, Uses and Gratifications Theory is
based on three tenets. The first tenet is that the people are free and motivated to consumethe programs they want. That is, people have an expectation that certain types of TV
Programs will satisfy a predetermined need and that the selection of a television programused to fulfil that need such as a movie, comedy or drama is motivated by free will. Theimplication has an active role in deciding what kind of program and information to
consume (Swanson, 1987). The second tenet is that people strive for social contact and
interaction with other people (Rubin, 1983). People are motivated to see what otherpeople are thinking and doing in order to obtain validation for their opinions and values.
The media enables this gratification by fostering para-social interaction with the
characters and personalities on the television. For instance, people turn to television to
find characters and stories strengthen their identification with a particular social groupand to make this identification positive. This may drive male and female television
viewers to choose certain types of programs that allow them to interact with people and
groups and who might represent their own values and ideas. Third, people turn rotelevision to fulfill these needs and find gratification in the programs they watch (Blumer
& Katz, 1974). People are aware of their psychological needs and they seek media
programs for specific gratifications (Hardwood, 1997). What drives people to choose atelevision program is motivated internally by needs that can be fulfilled by media.
Therefore, uses and gratifications theory indicates that there are regular patterns in needs
that can be predicted by knowing the psychological needs of the audience.
The theory determines the use media as a medium and specifically, using variety show tofulfil their need and to have an existing motive for satisfaction.
II. CONTEXT OF CURRENT RESEARCH AND HYPOTHESIS
The aim of the study is to know on what are the factors on why audiences tend to watchlive. One early study that examined gratifications sought was Lasswells (1948) study of
why people attend to media. On this matter, the researcher focuses on the means on how a
certain variety show catches viewers attention and manipulates them to become a regularaudience. In relation to this, Lasswell identified three functions of media: Surveillance of
Environment, Correlation of Events and transmission of social heritage. Although future
research identified many more uses, this initial identification illuminated that there were
numerous reasons to explain why viewers attend to one medium over another. These
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explanations have been updated and revised several times (McQuail, Blumler & Brown,
1972; Wright, 1960) and the list continues to expand as new media and genres ofprogramming emerge. The researcher aims to study on how the audiences build
connectedness to the entertainment content, character preference and even the people who
are behind in making the show influential to the audience. In the study ofRussel,
Norman, Heckler (2004) tested the validity of connectedness and conclude thatconnectedness is a separate and distinct construct compared with other constructs such as
attitude toward the show, involvement and overall TV viewing. Another was audienceviewing behaviour in a temporal gratification seeking process, the researcher argues
that viewers with strong cognitive expectation will more actively engage in watching
activities and develop higher connectedness with characters and contextual settings of a
program throughout viewing process, and finally receive greater viewing satisfactionreward.
It is within this light that the researchers want to inquire on the nature of the variety show,the characters image, the manipulation of the show attracting live audiences to
participate and build connectedness to the show itself. The research works around thepremise that the variety show is popular to the audiences due to gratifications they got.E.g. winning prizes and promos which will help the participants to have money.
Moreover, the research assumes that audiences build a good perception in matters of
entertainment value on WilTime Bigtime that is why they are eager to watch on live. Theresearchers choose to conduct interviews on the production personnel, creative team as
well as the executives who are in the background of manipulating the show and focus
group discussions with live audiences watching WilTime Bigtime and outfits of its home
network, TV5 and in the capital of Metro Manila. The research will study on how theproduction personnel, creative team and the executives of the show are able to put
WilTime Bigtime connected to audiences and into evening variety show from having its
timeslot at noon.
The research aims to study people who are regular live audiences of WilTime Bigtime.
Regularity refers to live audiences who watch the not less than four times a week. Thesaid component of the regularity of the audience is assumed to acquire the factor of the
descriptions of what uses and gratifications theory.
Russel, Norman, Heckler (2004) explains that connectedness is a newly developedconstruct for the consumption of regular television programs. Perse and Rubin (1988)
discussed that considering audience viewing endures cognitive expectation and engages
audiences in watching activities and develop higher connectedness with the charactersand contextual settings of a program throughout a viewing process.
The date will be supported, decoded and investigated using focus group discussionparticularly Russell, Norman and Hecklers test of Discriminant Validity of
Connectedness (2004). The research would largely use the Media Dependency Theory
determining the correlations between the media, its audience and society byDe Fleur &
Ball-Rokeach, (1982), the Dependency Model of Rubin and Windahl (1986) andVariability of Involvementdiscussing the motivation to use any mass medium is affected
by how much an individual relies on it by Galloway and Meek, (1981) The researchers
would then attempt to map on how these theories, concepts, viewpoints work within
7/31/2019 Regular WillTime Bigtime Audiences Outlook Towards their Live Viewing Experience
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interviews among live audiences and production personnel, creative team and executives
of the above mentioned variety show.
A. Uses and Gratifications of Variety Programs to live Audiences
McQuails Uses and Gratifications Theory (1970) is the guiding frame of this research.This theory generally assumes that people seek out media in order to acquire individual
needs.
It states in this theory attempts to study the uses and functions of individual, groups and
society. In fact, three objectives were developed: 1) explanation on how individual usemedia to gratify their needs; 2) discovery of motives upon media use; and 3)
identification of positive and negative consequences of individual media use.
(http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/Mass%20Media/Uses_and_Gratifications_Approach.doc/)
In the study of Barton (2009) the researcher used Uses and Gratifications Theory,
particularly to find out how competition-based reality shows Bachelor/Bachelorette,Apprentice and Survivor in influencing Gratification obtained. She gathered data through
categorizing certain gratifications obtained by audience into five factors. As the results
gathered, they found out that most of the result came from the factor personal utility.
Upon analysis, it has to be found out that audience are more likely into individualistic
television shows, which do not anymore look on the wider perspective, yet reality
programming today caters more into niche and specialized groups. (Barton 2009)
Zillmann and a colleague (Bryant & Zillmann l984) found that game shows and situation
comedies, unlike soap operas, arouse pleasant emotions; potentially stressful situations
such as who will win are resolved by the awarding of some sort of prize to all contenders.
Tan and Tan (l986) conducted phone interviews to measure both mental health andviewing habits of 446 adults. Similarly, they found that game shows were positively
related to a positive mental health state, while soap operas were related to a negative
mental state. Rubin and Rubin (l987) looked at one audience subgroup, people aged 55
and over, and 14 TV program types, including game shows. They found that game shows
ranked fourth after news, sports and music as most-liked programs. They also found that
game shows ranked high among the following types of audience responses:
entertainment, convenience, companionship, relaxation, arousal, "pass time," habitual and
escapist viewers, as well as females as a group. These shows ranked 3.10 (with 1 being
"never watch" and 5 being "always watch"). Little research has been done specifically on
game shows, and that small shelf of works (e.g., Rollin 1989) does not shed much light
on psychological factors. No mention of game or quiz shows appears in Zillmann and
Vorderers (2000) Media Entertainment: The Psychology of Its Appeal. These authors
point out that little genuine scholarship addresses any understanding of entertainment
(Zillmann & Vorderer 2000, p.viii). However, the people who watch game shows have
sometimes been studied in the context of large-scale audience projects.
H1: Live Audience of WilTime Bigtime have personal identification to the programs
characters.
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H2: Live Audiences of WilTime Bigtime uses the show as source of entertainment.
H3: Live Audiences of WilTime Bigtime undergoing mood changes during the
program.
H4: Live Audiences of WilTime Bigtime uses the show as a pass time.
H5: Live Audiences of WilTime Bigtime develops vicarious participation to the
audience.
ResearchQuestions
Overall, the purpose of the study is to determine on the audience outlook towards
WilTime Bigtime experience. Specifically, the objectives of the study are :
1. To determine the factors of the audiences personal identification with thecharacters
2. To determine the factors of audiences use of the show as a source ofentertainment
3. To determine the factors of audience in developing mood changes during the
program4. To determine the factors of audiences use of the show as a pass time.5. To determine the factors of audience in engaging to vicarious participation in the
show.
Significance of
theProposedResearch
Generally, this research will contribute to the media practitioners, faculty teaching media
- related communication course, students taking up media related course, audiences,television viewers and future researchers. The research will also contribute to the study of
uses and gratification. The study aims to benefit researchers who are studying media in
terms of creative aspect.
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ResearchSimulacrum