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Unit 1 Digital Media Sectors and Audiences

Christopher Elkin Digital Media GCSE English 1.0Average rating 1.0 out of 5 (1 rating) 82 cards

Cards in this deck (82)

  1. 1Aberrant readingDescribes when the audience interprets meaning that is different from the intention of the media producer
  2. 2AccessRefers to a means of approach, i.e. making media is far more accessible now than ever before
  3. 3AnalogueAn older and now outdated system of broadcast
  4. 4Active mediaActive viewing Media that requires audience interaction and engagement in order to acquire the full meaning or message embedded within the product, e.g. interactive videos such as The Treasure Hunt: A Chad, Matt & Rob Interactive Adventure! (2011) (available on YouTube)
  5. 5Active viewingAn audience/consumer/viewer that fully interacts physically with a media product, contributes and becomes part of the production while having an element of control over how they interact with it
  6. 6ASA(Advertising Standards Authority) The UK's independent regulator of advertising across all media sectors
  7. 7Audience profilingA detailed breakdown (profile) defining the type of audience that would be interested in a particular media text. Producers will use audience profiling when creating a new media text, such as a television programme, to suggest who the primary audience would be. Audience profiling is also used in securing advertising sponsorship and deals with companies that share a similar audience profile. An audience profile usually consists of:
    • Age
    • Aspirations
    • Buying habits
    • Gender
    • Interests
    • Lifestyle
    • Loyalty to brands
    • Media consumption habits
    • NRS social grade
    • Occupation
  8. 8Audience research methodsFinding out information about the audience through different means, such as questionnaires, surveys, focus groups (primary research) or Internet research and archive research (secondary research)
  9. 9Audience StatisticsThe collection of numerical data in terms of circulation, hits, box office figures, ratings and sales that can be used to analyse the audience.
  10. 10BBFC (British Board of Film Classification)Funded by the film industry, the BBFC is responsible for giving films their censorship classification, e.g. U, PG, 12A, 12,15,18, and also some video games that have specific themes or content, such as the Grand Theft Auto Series
  11. 11ConvenienceBeing able to do something with little difficulty or effort
  12. 12Box officeDefinition 1) A place where tickets are bought and reserved
    Definition 2) Refers to the commercial success of a film in terms of tickets sold and gross income, as well as the popularity of the actors/actresses who contribute to the commercial success, e.g. 'box office draws'. The highest grossing film in the UK is currently Skyfall (2012) that made £102,722,887 and is the first film ever to make more than £100 million
  13. 13CampaignA series of intended promotions to promote a new media product, e.g. a video game reaching out to a large audience including the target audience
  14. 14CharacterisationCharacters within a narrative, i.e. depictions of particular personalities
  15. 15Closed narrativeA narrative with a clear sense of an ending and no loose ends
  16. 16Codes and conventionsA narrative with a clear sense of an ending and no loose ends
  17. 17Codes and conventionsElements such as visual and sound, that create meaning for audiences and are typical of a particular genre or type of media product
  18. 18ConnectivityRefers to the state of being connected through the sense of a global village, e.g. a person in London could communicate with a person in New York via email or a social network
  19. 19ConnotationWhat a phrase or word suggests or implies, e.g. fire connotes danger and destruction
  20. 20ConvergenceWhere two or more media sectors are merged together to create synergy. An example is the convergence of print media such as newspapers and online newspaper content, e.g. The Guardian newspaper and www.guardian.co.uk
  21. 21Creative media sectorRefers to all areas of media production, ranging from the traditional to the interactive
  22. 22Cross-mediaWhere a media product can be distributed across a range of media platforms, e.g. the Angry Birds franchise is an excellent example of cross-media (game for different media platforms, merchandise, etc)
  23. 23DemographicsUsed to describe the audience of a media product through factors such as age, gender and NR5 social grade, e.g. the audience demographic of Vogue magazine can be described as predominately female, of the ABCi social grade and between the ages of 20 and 40
  24. 24DenotationThe literal meaning of a word or phrase, e.g. the denotation of a school would be an institution that educates children
  25. 25DevicesThe collective term to describe technological objects such as mobile phones, MP3/MP4 players, laptops, PCs, games consoles, radio, tablets
  26. 26DigitalThe current system of broadcast
  27. 27DistributionWhen a media product is available to the audience through advertising and promotion
  28. 28Exhibition/consumptionThe showing of a media product
  29. 29GenreA type that has a set of typical conventions
  30. 30Global villageA term first used by Marshall McLuhan to describe how the Internet has made communication far more accessible, enabling us to become more involved and connected with people from various social groups and countries around the world Group consumption Media platforms and devices that can be enjoyed by a group of people at the same time, e.g. MMORPGs (massively multiplayer online role-playing games)
  31. 31IconographyImages or symbols that are associated with a particular person or subject
  32. 32IdeologyImages or symbols that are associated with a particular person or subject
  33. 33IdeologyA system of beliefs, ideas and values that are common to a specific group of people
  34. 34ImmediacyRefers to an immediate involvement with something
  35. 35Individual consumptionMedia platforms and devices that can be enjoyed by one person, e.g. reading an e-magazine
  36. 36InteractivityDigital media that encourages audience participation and interaction
  37. 37Mainstream audienceDescribes a large target audience that consumes what are considered to be popular culture (mainstream) media texts
  38. 38Mise-en-sceneThe arrangement of objects in the frame, e.g. actors, composition, costumes, lighting, props and sets
  39. 39Mode of addressHow a media text speaks to an audience
  40. 40Multi-strand narrativeA number of different storylines within a single episode that appeals to a mass audience
  41. 41NarrativeDescribes an account of connected events
  42. 42Narrative devicesTechniques that move the narrative forward, e.g. climax and plot twists
  43. 43Negotiated readingMeaning that is generated depending on what the audience brings to a media text through attitudes, beliefs, values and personal experiences
  44. 44Niche audienceDescribes a small target audience that share unique/specialised interests
  45. 45NRS Social GradeA system of audience demographic classifications that are based on the occupation of the audience. This system is used in the UK.
  46. 46Ofcom (Office of Communications)Known as the communications regulator, Ofcom regulates TV and radio sectors, fixed-line telecoms, mobiles, postal services and also the airwaves over which wireless devices operate, in order to protect the consumer
  47. 47Omniscient narratorA narrative mode in which the narrator knows everything, giving a sense of truth and believability to the plot
  48. 48Open narrativeA narrative with no clear ending
  49. 49Oppositional readingThe rejection of the intended meaning of a media text, i.e. the audience disagrees with the intended meaning created by the media producer
  50. 50Passive mediaMedia that requires observation rather than an active response and the questioning of media texts, e.g. television can be described as passive media to some extent
  51. 51Passive viewingAn audience/consumer/viewer that does not fully interact physically with the product or its associated content, nor do they generate content or influence production in any way
  52. 52PCC (Press Complaints Commission)A voluntary regulatory body that administers the self-regulation of the press, e.g. newspapers and magazines, by dealing with complaints about the editorial content of newspapers and magazines (print and online) that do not uphold the standard of the Code of Practice
  53. 53PersonalisationAdjusting content for a particular individual. Can be used to improve a user's experience and add value, e.g. being able to log in / sign in
  54. 54PEGI (Pan European Game Information)A rating system that rates games based on the games' content
  55. 55PlatformsDescribes how media products are distributed, e.g. TV broadcast, pay-per-view cinema release, digital download, DVD, radio broadcast, website (web pages), streaming, etc.
  56. 56PlotDefines the events that make up a story
  57. 57Polysemic readingA media text that has multiple meanings
  58. 58PortabilityRefers to an object able to be moved with ease
  59. 59Post-productionTasks that are done after filming begins. These include:
    • Editing video footage
    • Reshooting (if required)
    • Adding SFX
    • Creating and editing sound mix
    • Adding titles, graphics, colour/exposure correction
  60. 60Preferred readingThe intentional meaning of a media text created by a media producer
  61. 61Pre-productionTasks that are done before production begins. These include
    • Building sets
    • Casting calls
    • Costume design and preparation
    • Production schedule
    • Prop design and preparation
    • Script development
    • Recce (a visit to locations to check their suitability for filming)
    • Securing financial backing and budgeting
  62. 62Primary audienceAlso known as the target audience; who the media product is aimed at
  63. 63Primary researchInformation obtained first hand from the audience
  64. 64ProductTerm used to describe the type of media that has been produced, e.g. e-magazine, educational game, film
  65. 65ProductionThe shooting of footage
  66. 66Qualitative researchDescribes research based on attitudes, thoughts and opinions rather than facts and figures
  67. 67Quantitative researchDescribes research based on facts and figures that can be used to form numerical and statistical data
  68. 68RepresentationHow people, places, events and ideas are portrayed in media texts so that the audience learns to easily understand the world around them
  69. 69Secondary audienceDescribes viewers who are considered to be outside the primary target audience and are viewers that can affect consumption statistics if not accounted for
  70. 70Secondary researchResearch that has already been conducted by someone else and can be found in books, journals and Internet research
  71. 71SectorsDifferent parts of the creative industry. These are separated into:
    • Audio
    • Websites
    • Moving image (film/video and TV)
    • Publishing
    • Games
  72. 72StereotypeTypical traits associated with a particular social group or genre that become conventional and are continuously repeated and used within the media
  73. 73StoryRecounting the sequence of events
  74. 74StructuresFramework that presents the narrative in a particular order, e.g. a linear narrative will logically start at the beginning and will be chronological with a beginning, middle and end
  75. 75Stylistic codesWhat is used in media products, e.g. colour, framing and angle, movement, composition or navigation, mise-en-scene, lighting, editing and sound
  76. 76SynergyDescribes two or more media sectors working together. The combined effect is considered to be greater than the lone effect of each of the individual media sectors
  77. 77Technological convergenceDescribes the coming together of more than one media area, e.g. content that can be distributed across a range of media platforms simultaneously
  78. 78The hypodermic needle modelThe theory that proposes that media messages can be 'injected' into the audience and can influence people to act a particular way
  79. 79ThemesTopics of discussion in a narrative, e.g. coming of age and conflict
  80. 80User-generated contentContent that can be created by the media user, such as blog posts, vlogs, podcasts mobile phone photography
  81. 81Uses/gratifications modelThe theory that audiences use media texts in order to fulfil pleasures and basic needs, such as:
    • Education
    • Entertainment
    • Personal identification
    • Escapism
    • Personal relationships
    • Surveillance
    • Social interaction
  82. 82WeMediaAn industry term to describe user/audience (the 'we') created media without the need for media professionals.

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GCSE Digital Media Flashcards on Unit 1 Digital Media Sectors and Audiences, created by Christopher Elkin on 14/12/2014.
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