Fichas
Digital media Unit 1
Fichas del conjunto (67)
- 1ProductionThis is the making of a media product and includes the full production process from pre-production to post-production
- 2Specialist providersThese are media companies that produce and distribute products within a specific medium such as film, television and video games
- 3ConglomerateIn a conglomerate one overall company owns a number of smaller companies called subsidiaries.
- 4Independent companiesCompanies that are free from the control of a conglomerate.
- 5Joint VentureThis is when a media company works with another company on a project that is mutually beneficial for both parties
- 6DistributionThis includes two elements; firstly how a product or brand reaches an audience and secondly its marketing and promotion
- 7Public service broadcasterA company that delivers service beneficial to the public interest. This type of company will offer products to the audience that go beyond the purpose of entertainment, and many products are made specifically to inform, educate and widen participation
- 8Cross-mediaA conglomerate that produces more than one type of media
- 9Vertical integrationThis is where a media company has the ability to control the production, distribution, and in some cases, the exchange of a product. It is sometimes also known as the value chain
- 10Horizontal integrationThis is when a media company utilises the assets of its subsidiary companies to support the marketing process of a major product or brand
- 11Video-on-demandServices such as YouTube or Netflix, which allows users to select and watch/listen to video or audio content when they choose to
- 12SynergyThe increased efficiency and profit that occurs as a result of vertical and horizontal promotion. Conglomerates are formed to create synergy in order to cross-promote
- 13Cross-media ownershipThis is when a media institution owns two or more companies that specialise in different media sectors.
- 14Traditional advertisingMethods of advertising that have been used by media producers to promote products for many years before the digital age.
- 15Above-the-line advertisingWhere the mass media is used to promote brands and reach out to the target consumers.
- 16Narrowcast channelsTelevision channels that distribute specialist interest content
- 17Web 2.0 technologiesA phrase coined by Tim O'Reilly and Dale Dougherty and known as the 'second phase' of the internet, where web pages and technologies are interactive and collaborative
- 18Below-the-line advertisingA more one-to-one form of advertising that involves the distribution of pamphlets, handbills, stickers etc
- 19Technological convergenceThe coming together of information and communication technologies in order to create new ways of producing and distributing products and services to media audiences
- 20Black boxThis is one device such as a smartphone, that supplies us with all of our information communications technology and media requirements
- 21DownloadingWhen media products are transferred to a device from a web page and consumed offline.
- 22StreamingThe way that a piece of music or audio-visual content is watched by a user online without being downloaded.
- 23SimulcastingWhen a media product is broadcast both online and via a traditional medium at the same time
- 24CodesThe familiar and predictable forms and techniques used by producers when creating media texts
- 25ConventionsThe commonly accepted ways of doing things. There are general conventions in all products, such as the use of opening credits in audio-visual products
- 26GenreMedia products are usually classified into categories and sub-categories. These categories are referred to as a products genre
- 27VerisimilitudeHow real the world of the story or narrative of a fictional media product appears to the audience
- 28Diegetic worldThe fictional world of the narrative
- 29JuxtapositionThe placing of one element next to another to create a specific meaning
- 30Mode of addressThe way in which a media product speaks to or attracts its audience
- 31DenotationThe literal meaning of a code, sign or
- 32connotationsThe suggested, possible meanings of any given denotation
- 33MastheadThe title of a publication as it appears on the front cover, and associated design elements that make it recognisable
- 34AnchorageThe way in which sound or text is used in media products to help pin down the mood or meaning of a media product for the audience
- 35RepresentationHow different groups of people ideas and ideologies are portrayed by the media
- 36Narrative theoryTheory about the ways in which stories are structured in order to create meaning for the audience
- 37Genre theoryA critical tool that helps us study texts and audience responses to texts by dividing them into categories based on common elements. Genre theory discusses why and how both audience and institutions use and recognise genres
- 38StereotypesA widely-held view about individuals, groups or things that are based on simplified or generalised ideas
- 39Mainstream audienceAn audience that consumes a product that appeals to a wide range of age groups and cultures
- 40Niche audienceThe audience of a specialist interest media product that may only appeal to a small number of people or those that fall within a specific demographic profile
- 41NRS social gradesA method of classifying demographics based on occupation and income, developed by the National Readership Survey
- 42RAJARThe acronym for Radio Joint Audience Research which collates listening figures for over 300 radio stations across the UK
- 43BARBThe acronym for the Broadcasters' Audience Research Board which collates viewing figures for all the major UK broadcasters such as BBC, ITV and Sky
- 44DemographicsWhen media producers study the breakdown of their target audiences based on variables in age, ethnicity etc
- 45Imaginary entityA term that suggests media producers have a specific audience member or demographic in mind before they plan a media product
- 46Audience profileThe specific demographic variables of an average target audience member for a given media product based on age, gender etc
- 47GeodemographicsA profile of audience members based on the area where they live and how much they earn
- 48Primary researchResearch that has been undertaken by you personally in order to gain new data.
- 49Market researchThe activity of gathering information about audience needs and preferences, conducted by a media producer or institution
- 50Qualitative dataTypically descriptive data, useful for studies at the individual level, and to find out, in depth, the ways in which people think about a product
- 51Quantitative dataData that can be measured numerically. Things that can be measured precisely, such as the number of people who listen to a radio station or who have purchased a video game online
- 52Secondary researchThe use of data or findings from research that has already been undertaken
- 53CirculationThe number of people who purchase a print product
- 54ReadershipThe number of people who read a print product as part of second-hand consumption
- 55Gap in the marketThe identification of a group of potential customers who are not yet purchasing a product, or the realisation by an institution that there is a need for a new type of product or brand
- 56Audience feedbackWhen the audience provide a media producer with feedback about a product or brand
- 57CompetitorsMedia institutions, products or brands which are direct rivals against each other
- 58Market possibilitiesThe ways in which institutions believe their brand or product can expand into another medium as a cross-media product or spin-off
- 59Media effects debateThe academic and social debate as to whether media has a negative impact on audience members. The many academic viewpoints and theories regarding the effects of the media on audiences can be divided into two main arguments: passive audience theory and active audience theory
- 60Passive audience theoryA collection of academic viewpoints that stress that audiences are unable to reject media messages and are subject to negative effects from the media they consume
- 61DesenitisationThe idea that prolonged exposure to violent images numbs the effect of them. The more you become accustomed to violent images, the less likely they are to have an impact on the audience
- 62Moral panicWhen the media creates fear in the population over an issue that appears to threaten or harm normal social order
- 63Active audience theoryThe argument that media audiences do not just receive information passively but are actively involved, often unconsciously, in making sense of the message within their personal and social contexts
- 64Media regulationsThe control or guidance of media content by governments and other bodies. This means media production and consumption are monitored
- 65CensorshipWhen speech, public communication or other content is considered objectionable or harmful by regulators and is then cut or edited from media products
- 66ClassificationThe decision made about the suitability of a media text for a particular age range after the content has been viewed by regulators. The classification will be in the form of an age certificate or broadcast time
- 67User-generated contentContent created by non-professionals who then distribute their work online
Información
- Descripción
- A level Digital media Fichas sobre Digital media Unit 1, creado por Sian Philpott el 21/05/2018.
- Creado por
- Sian Philpott
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