Uses and Gratifications theory




Uses and Gratifications theory:

1.) Outline the codes and conventions of the game/quiz show that are followed.
The game show 'Tipping Point' follows the typical codes and conventions of most other game or quiz shows in the UK. This is because the show has a permanent presenter that stands at a podium in every episode aired. The TV show starts with four contestants who all battle to win a cash prize of £10,000. As the TV show progresses in each round, one competitor knocked out of the competition. Leaving one to take on the machine in the final. Another typical code and convention is the way the show is set out. Every competitor stands behind a podium with a buzzer. These are often used in order for one person to answer the question the quickest. 

2.) Identify two target audiences for gameshows with explanations.
One target audience the gameshow may be aimed at is that of older generations. This is because it it shown during the day in which at this time TV is aimed at the people who do not work and may have already retired. The people who may watch it may do so because of the presenter. This may attract a specific type of audience as they may tune into the program to see him as they have a liking towards the presenter.

3.) Identify and explain the gratifications that the gameshow provides.
One gratification that the game/quiz show provides is cognitive needs. This is because the audience can acquire information knowledge and understanding. The spectator may be educated  by the questions and answers given on the show as they are all factual. A TV gameshow may also fulfil emotional needs. The spectator may feel happiness for the person competing on the show if they win the cash prize. However they may also feel sympathy if they miss out on winning the money. 


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