An audience is a group of people. 
An audience is a group of people. 
Some people watch music or plays. 
Some people are there in person. They can clap or talk to the speaker. This is called an immediate audience.
Other people watch on a screen. They might use the internet or a radio. This is called a mediated audience.
Sometimes, the audience joins the show. They might yell or dance. It is fun to be part of the fun!
An audience is a group of people. They watch or listen to a show. People can be listeners for music. They can be players for video games. You can even be a reader of books. 
Some audiences are in the same room as a speaker. This is an immediate audience. They can clap or talk to the speaker. Other people watch through a screen. They might use the internet or a radio. This is a mediated audience. 
Sometimes, the audience joins the show. This is called audience participation. In some plays, people yell at the screen. In other shows, people dance. 
Companies also use this to connect with people. During a big football show, Pepsi gave fans special hats. These hats made light effects in the crowd. This helped the fans feel part of the show. 
An audience is a group of people who share an experience. They might watch a play or listen to music. Readers are audiences for books, and players are audiences for video games. Some people even study audiences to learn how art affects us. This study is called media audience studies. Large groups of people watching films or radio shows are called mass media audiences. 
Audiences can be grouped by how they connect with a creator. An immediate audience is right there in person. They can see a speaker face-to-face. They might clap or talk to the person speaking. A mediated audience is different because they are far away. They might watch a show on the internet or a radio. These people are separated from the message by a device. 
Some audiences are not real people in a room. They are imagined by the person creating the work. A speaker might imagine an "ideal audience" to help them practice. They might also imagine a "universal audience" to test their ideas. This special group includes people from many different backgrounds. Scholars Chaïm Perelman and Lucie Olbrechts-Tyteca wrote about this in their book. They said this helps a speaker check if their reasons are strong.
Today, the internet has changed how we all participate. People can use the web to reach specific groups. You can join a community of people who like the same things. In his book, Here Comes Everybody, Clay Shirky shows how people create content too. This means you can be an audience member and a creator at once. You can write a post and get feedback from others right away.
Sometimes, an audience is asked to join the show directly. This is called audience participation. In British pantomimes, people yell at characters to help them. In the movie The Rocky Horror Picture Show, fans yell at the screen. During Super Bowl XLVIII, Pepsi gave fans special video ski hats. These hats created light effects across the huge crowd. This helped the fans feel like a real part of the halftime show. 
An audience is a group of people who participate in a shared experience. This experience might involve a show, a work of art, or a piece of literature. Different activities use different names for audience members. People reading books are called "readers," while those listening to music are called "listeners." People playing video games are known as "players," and those engaged in academics are simply called an audience. 
Audiences can be categorized by how they encounter a message or a performance. A particular audience is made up of real individuals in a specific situation. These people may be persuaded by a speaker's ideas. An immediate audience consists of people who are face-to-face with a speaker. They consume the message in an unmediated fashion, meaning there is no device between them. You can measure an immediate audience through applause, verbal comments, or personal interviews. 
In contrast, a mediated audience consumes content through a medium. These people use television, radio, or the internet to access a text. The medium separates the speaker, or rhetor, from the audience. Because these audiences are physically away, it can be difficult to know their exact size or composition. Researchers use audience measurement tools like opinion polls, ratings, or website forums to study them. This process applies to many fields, including music and movies.
Some audiences are theoretical, meaning they are imagined rather than real. A rhetor might use a "self" audience for self-deliberation. This happens when a person deeply questions their own ideas to test their value. Scholars Chaïm Perelman and Lucie Olbrechts-Tyteca discussed this in their book, *The New Rhetoric: A Treatise on Argumentation*. They argued that a person is in a great position to test their own arguments. Another type is the "ideal" audience, which is the specific group a creator intends to reach. 
There is also the concept of a "universal" audience. This is an imagined group used as an ethical and argumentative test. A speaker imagines a composite audience containing people from many diverse backgrounds. Perelman and Olbrechts-Tyteca stated that a universal audience requires reasons that possess absolute and timeless validity. While some critics say this is too idealistic, it remains a useful tool for ethics. Additionally, an "implied" audience is one that a reader infers from analyzing a text. Communications scholar Edwin Black called this the "second persona" in his essay, *The Second Persona*. 
The internet has fundamentally changed the relationship between creators and audiences. Every person with internet access has a platform to reach others. This allows people to form online communities based on shared interests. In his book *Here Comes Everybody*, Clay Shirky explains that audiences do not just receive content. They can actually create it. This means a person can be a member of an audience and a creator at the same time. 
Sometimes, audiences are invited to participate directly in a performance. This is often seen in shows that "break the fourth wall." For example, British pantomimes involve the audience in call-and-response games. In the film *The Rocky Horror Picture Show*, fans yell at the screen and use props. Companies also use "crowd activation" to build bonds with consumers. During Super Bowl XLVIII, Pepsi gave spectators "video ski hats" to create light effects. This made the audience a part of the halftime show's visual design. 
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