Key Terminology Flashcards

1
Q

Audio

A

How sound is used to communicate meaning.

Example: voice-over, dialogue, music, SFX, etc.

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2
Q

Anchorage

A

The words which accompany an image and attribute meaning to that image. The image would often be interpreted differently without the anchored text.

Example: A headline anchors a main image in a news paper.

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3
Q

By-line

A

The name of the journalist who wrote a story/article.

Example: Typically at the very start of a story/article.

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4
Q

Camera angles

A

The angle of the camera in relation to the subject.

Example: A high angle shot may make them appear more vulnerable.

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5
Q

Camera shots.

A

The type of shot and framing in relation to the subject.

Example: Close-up shots are often used to express emotion.

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6
Q

Connotations

A

The implied/suggested meanings attached to a part of a media product.

Example: The gold and purple colour palette of Quality Street has connotations of luxury and regality.

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7
Q

Action code

A

Something that happens in the narrative that tells the audience
that some action will follow, for example in a scene from a soap
opera, a couple are intimate in a bedroom and the camera
shows the audience the husband’s car pulling up at the front of
the house.

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8
Q

Active audience

A

Audiences actively engage in selecting media products to
consume and interpreting their meanings.

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9
Q

Appeal

A

The way that a media product attracts or appeals to an audience.

Example: Through the use of stars, familiar genre conventions, etc.

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10
Q

Arc of Transformation

A

The emotional changes a character goes through in the
process of the narrative. The events in the story mean that they
will ‘transform’ by the end of the story.

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11
Q

Aspirational

A

In terms of a media text, one that encourages the audience to
want more money, up-market consumer items and a higher
social position.

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12
Q

Attract

A

How media producers create appeal to audiences to encourage
them to consume the product.

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13
Q

Audience Categorisation

A

How media producers group audiences (e.g. by age, gender
ethnicity) to target their products.

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14
Q

Audience Consumption

A

The way in which audiences engage with a media product.

Example: Viewing a tv programme, playing a video game, reading a blog or magazine, etc.

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15
Q

Audience interpretation

A

The way in which audiences ‘read’ the meanings and make sense of media products.

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16
Q

Audience positioning

A

The way in which media products place audiences (literally or
metaphorically) in relation to a particular point of view. For
example, audiences may be positioned with a particular
character or positioned to adopt a specific ideological
perspective.

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17
Q

Audience response.

A

How audiences react to media products e.g. by accepting the
intended meanings (preferred reading).

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18
Q

Audience segmentation

A

Where a target audience is divided up due to the diversity and
range of programmes and channels. This makes it difficult for
one programme to attract a large target audience.

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19
Q

Avatar

A

A players representation of themselves within a game.

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20
Q

Back Story

A

Part of a narrative which may be the experiences of a character
or the circumstances of an event that occur before the action or
narrative of a media text. It is a device that gives the audience
more information and makes the main story more credible.

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21
Q

Binary Opposites

A

Complete opposites.

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22
Q

Brand Identity

A

The association the audience make with the brand, for example
Chanel or Nike, built up over time and reinforced by the
advertising campaigns and their placement.

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23
Q

Broadsheet

A

A larger newspaper that publishes more serious news, for
example The Daily Telegraph has maintained its broadsheet
format.

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24
Q

Caption

A

Words that accompany an image that help to explain its
meaning.

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25
Q

Channel identity

A

That which makes the channel recognisable to audiences and
different from any other channel. Presenters, stars, programme
genres and specific programmes all contribute to a channel’s
identity.

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26
Q

Circulation

A

The dissemination of media products to audiences/users - the
method will depend on the media form e.g. circulation of print
magazines, broadcast of television programmes etc.

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27
Q

Conventions

A

What the audience expects to see in a particular media text, for
example the conventions of science fiction films may include:
aliens, scientists, other worlds, gadgets, representations of
good and evil, etc. Useful headings to discuss conventions are:
characters, setting, iconography, narrative, technical codes and
representation.

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28
Q

Convergence

A

The coming together of previously separate media industries
and/or platforms; often the result of advances in technology
whereby one device or platform contains a range of different
features. The mobile phone, for example, allows the user to
download and listen to music, view videos, tweet artists etc. All
this can be done through one portable device.

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29
Q

Cover lines

A

These suggest the content to the reader and often contain
teasers and rhetorical questions. These relate to the genre of
the magazine.

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30
Q

Cross-Platform marketing

A

In media terms, a text that is distributed and exhibited across a
range of media formats or platforms. This may include film,
television, print, radio and the Internet.

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31
Q

Cultural Capital

A

The media tastes and preferences of an audience, traditionally
linked to social class/background.

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32
Q

Demographic category

A

A group in which consumers are placed according to their age,
sex, income, profession, etc. The categories range from A to E
where categories A and B are the wealthiest and most
influential members of society.

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33
Q

Dennotation

A

The literal meaning of a sign, e.g. the car in the advert is red.

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34
Q

Diegetic sound

A

Sound that comes from the fictional world.

Example: A gun firing, Cereal being poured in an advert, etc.

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35
Q

Discourse

A

The topics, language and meanings or values behind them
within a media text. The discourse of lifestyle magazines, for
example, tends to revolve around body image and narcissism.

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36
Q

Distribution

A

The methods by which media products are delivered to
audiences, including the marketing campaign. These methods
will depend upon the product (for example, distribution
companies in the film industry organise the release of the films,
as well as their promotion).

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37
Q

Disversification

A

Where media organisations who have specialised in producing
media products in one form move into producing content across
a range of forms.

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38
Q

Editing

A

The way in which the shots move from one to the other
(transitions), e.g. fade, cut, etc. Fast cutting may increase the
pace and therefore the tension of the text, for example.

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39
Q

Encoding and Decoding

A

Media producers encode messages and meanings in products
that are decoded, or interpreted, by audiences.

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40
Q

Enigma code

A

A narrative device which increases tension and audience
interest by only releasing bits of information, for example
teasers in a film trailer or narrative strands that are set up at the
beginning of a drama/film that make the audience ask
questions; part of a restricted narrative.

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41
Q

Equilibrium

A

In relation to narrative, a state of balance or stability (in
Todorov’s theory the equilibrium is disrupted and ultimately
restored).

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42
Q

Ethnocentric

A

A belief in the superiority of one’s own ethnic group or culture.
For example, a newspaper will be more concerned to cover
stories that are closely related to the reader and their concerns.
Tabloid and local papers only tend to cover international news
stories if they can relate them specifically to their readers.

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43
Q

Ethos

A

The beliefs, values and customs of, for example, media
organisations. In television, for example, what the channel
believes in and what it sees as its role. The ethos is usually set out in the channel’s charter.

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44
Q

Fan

A

An enthusiast or aficionado of a particular media form or
product.

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45
Q

Feature

A

In magazine terms, the main, or one of the main, stories in an
edition. Features are generally located in the middle of the
magazine, and cover more than one or two pages.

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46
Q

Flexi Narrative

A

A more complex narrative structure with layers of interweaving
storylines. This challenges the audience and keeps them
watching.

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47
Q

Four CS

A

This stands for Cross Cultural Consumer Characteristics and
was a way of categorising consumers into groups through their
motivational needs. The main groups were Mainstreamers,
Aspirers, Explorers, Succeeders and Reformers.

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48
Q

Franchise

A

An entire series of, for example, a film including the original film
and all those that follow.

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49
Q

Gate Keepers

A

The people responsible for deciding the most appropriate
stories to appear in newspapers. They may be the owner, editor
or senior journalists. They will only let the stories most
appropriate for the ideology of the paper ‘through the gate’.

50
Q

Genre

A

Media texts can often be grouped into genres that all share
similar conventions. Science fiction is a genre, as are teenage
magazines, etc.

51
Q

Global

A

Worldwide - e.g. a media product with global reach is a product
that is distributed around the world.

52
Q

Hegemony

A

This derives from the theory of cultural hegemony by Antonio
Gramsci. Hegemony is the dominance of one group over
another, often supported by legitimating norms and ideas. For
example, the dominant social position in society is taken by
men and the subordinate one by women.

53
Q

Horizontal Integration

A

Where a media conglomerate is made up of different
companies that produce and sell similar products, often as a
result of mergers. For example a company with interests in film,
TV, magazines newspaper.

54
Q

House style

A

The aspects that make a magazine recognisable to its readers
every issue. The house style is established through the choice
of colour, the layout and design, the font style, the content and
the general ‘look’ of the publication.

55
Q

Hybrid Genre

A

Media texts that incorporate elements of more than one genre
and are therefore more difficult to classify are genre hybrids. Dr
Who, for example, is a science fiction/fantasy television drama.

56
Q

Hypodermic needle model

A

Generally acknowledged to be an out of date media effects
theory which suggests that an audience will have a mass
response to a media text. The idea is that the media product
injects an idea into the mind of an audience who are assumed
to be passive and as a result will all respond in the same way.

57
Q

Iconography

A

The props, costumes, objects and backgrounds associated with
a particular genre; for example, in a police series you would
expect to see, uniforms, blue flashing lights, scene of crime
tape and police radios.

58
Q

Ideology

A

A set of messages, values and beliefs that may be encoded
into media products.

59
Q

Independent film

A

A film made outside of the financial and artistic control of a
large mainstream film company. A truly independent film will be
privately conceived and funded. However, few films made are
really ‘independent’. This more commonly refers to a film that is
made by a smaller film company on a low budget.

60
Q

Independent record label

A

A record label that operates without the funding of, and that is
not necessarily linked to, a major record label.

61
Q

Intellectual property

A

A legal concept which refers to creations of the mind for which
the owner’s rights are recognised. These rights cover such
intangible assets as music, literary and artistic works;
discoveries and inventions; and words, phrases, symbols, and
designs.

62
Q

Interactive audience

A

The ways in which audiences can become actively involved
with a product, for example by posting a response to a blog or
live tweeting during a television programme.

63
Q

Intertextual

A

Where one media text makes reference to aspects of another
text within it. For example, referencing a scene from a film in a
television advertisement. Audiences enjoy recognising
intertextual references.

64
Q

Intertextuality

A

Where one media product intertextually references another.

65
Q

Layout and design

A

The way in which a page has been designed to attract the
target audience. This includes the font styles used, the
positioning of text and images and the use of colour.

66
Q

Linear narrative

A

Where the narrative unfolds in chronological order from
beginning to end.

67
Q

Ludology

A

The study of games and those who play them, relevant to video
games.

68
Q

Masculinity

A

The perceived characteristics generally considered to define
what it is to be a man. These can change according to
sociological and cultural variations

69
Q

Mass audience

A

The traditional idea of the audience as one large, homogenous
group.

70
Q

Media Conglomerate

A

A company that owns other companies across a range of media
platforms. This increases their domination of the market and
their ability to distribute and exhibit their product.

71
Q

Media Forms

A

Types of media products, for example television, newspapers,
advertising.

72
Q

Media Language

A

The specific elements of a media product that communicate
meanings to audiences, e.g. visual codes, audio codes,
technical codes, language.

73
Q

Media Platform

A

The range of different ways of communicating with an
audience, for example newspapers, the Internet, and television.

74
Q

Mediation

A

The way in which a media text is constructed in order to
represent a version of reality; constructed through selection,
organisation and focus.

75
Q

Mise-en-scene

A

In analysis of moving image products, how the combination of
images in the frame creates meaning; how individual shots in a
film or photograph have been composed.

76
Q

Misrepresentation

A

Certain social groups (usually minority groups) may be
represented in a way that is inappropriate and not based on
reality.

77
Q

MMORPG

A

Massively multi-player online role-playing game.

78
Q

Mode of Adress

A

The way in which a media text ‘speaks to’ its target audience.
For example, teenage magazines have a chatty informal mode
of address; the news has a more formal mode of address.

79
Q

Narrative

A

The ‘story’ that is told by the media text. All media texts, not just
fictional texts, have a narrative. For example, magazines have
a clear beginning, middle and end. Most narratives are linear
and follow a specific structure (see Todorov).

80
Q

News Agenda

A

The list of stories that may appear in a particular paper. The
items on the news agenda will reflect the style and ethos of the
paper.

81
Q

Niche Audience

A

A relatively small audience with specialised interests, tastes,
and backgrounds.

82
Q

Non-Diagetic sound

A

Sound that comes from outside the fictional world, for example
a voiceover, romantic mood music etc.

83
Q

Non-Linear narrative

A

Here the narrative manipulates time and space. It may begin in
the middle and then include flashbacks and other narrative
devices.

84
Q

Open World

A

In an open world computer game the player can move freely
though the virtual world and is not restricted by levels and other
barriers to free roaming.

85
Q

Opinion leaders

A

People in society who may affect the way in which others
interpret a particular media text. With regard to advertising, this
may be a celebrity or other endorser recommending a product.

86
Q

Passive Audience

A

The idea (now widely regarded as outdated) that audiences do
not actively engage with media products, but passively
consume and accept the messages that producers
communicate.

87
Q

Patriarchal Culture

A

A society or culture that is male dominated.

88
Q

Pick & Mix theory

A

Suggested by British sociologist and media theorist, David
Gauntlett. He asserted the autonomy of the audience and
challenged the notion that audiences are immediately affected
by what they read. He maintains that audiences are more
sophisticated than this and will select aspects of the media
texts that best suit their needs and ignore the rest.

89
Q

Plurality

A

In a media context, this refers to a range of content to suit many
people.

90
Q

Political Bias

A

Where a newspaper may show support for a political party
through its choice of stories, style of coverage, cartoons, etc. It
may be subtle and implicit or explicit as in the case of the
tabloid newspapers on election day.

91
Q

Privileged speculator position

A

Where the camera places the audience in a superior position
within the narrative. The audience can then anticipate what will
follow.

92
Q

Production

A

The process by which media products are constructed.

93
Q

Products

A

Media texts, including television programmes, magazines,
video games, newspapers etc. as well as online, social and
participatory platforms.

94
Q

Public Service Broadcaster

A

A radio and television broadcaster that is financed by public
money (e.g. the licence fee in the UK) and is seen to offer a
public service by catering for a range of audiences and
providing information, as well as entertainment.

95
Q

Realism

A

A style of presentation that claims to portray ‘real life’ accurately
and authentically.

96
Q

Regulator

A

A person or body that supervises a particular industry.

97
Q

REPERTOIRE OF
ELEMENTS

A

Key features that distinguish one genre from another.

98
Q

Representation

A

The way in which key groups or aspects of society are
presented by the media, e.g. gender, race, age, the family, etc.
Literally, a re-representation or constructed version of that
which is shown.

99
Q

Selection and Combination

A

Media producers actively choose elements of media language
and place them alongside others to create specific
representations or versions of reality.

100
Q

Sexual Objectification

A

The practice of regarding a person as an object to be viewed
only in terms of their sexual appeal and with no consideration of
any other aspect of their character or personality

101
Q

Sign/Code

A

Something which communicates meaning, e.g., colours,
sounds. The meaning of the sign changes according to the
context, e.g., the colour red can mean passion, love, danger or
speed depending on how and where it is used.

102
Q

Simulcast

A

The streaming of live radio programmes from the website at the
same time as they are broadcast on the radio.

103
Q

Specialised audience

A

A non-mass, or niche, audience that may be defined by a
particular social group (for example young, aspirational
females) or by a specific interest (for example skydiving).

104
Q

Splash

A

The story that is given the most prominence on the front page
of a newspaper.

105
Q

Stereotype

A

An exaggerated representation of someone or something. It is
also where a certain group are associated with a certain set of
characteristics, for example all Scotsmen are mean, blondes
are dumb, etc. Stereotypes can be quick ways of
communicating information in adverts and dramas, e.g. the
rebellious teenager in a soap opera, as they are easily
recognisable to audiences.

106
Q

Stripped

A

A technique used in radio and television whereby a certain
programme is broadcast at the same time every day. In radio
this attracts an audience who associate a particular programme
with their daily routine, for example driving home from work.

107
Q

Sub-genre

A

Where a genre is sub-divided into smaller categories each of
which has their own set of conventions. For example, the
television drama genre can be sub-divided into teen drama,
hospital drama, costume drama, etc.

108
Q

Subject-specific Lexis

A

The specific language and vocabulary used to engage the
audience. Subject-specific lexis used on the front cover of the
magazine will make the reader feel part of the group who
belong to the world of that magazine. For example, terminology
used on the front covers of gaming magazines.

109
Q

Synergy

A

The combination of elements to maximise profits within a media
organisation or product. For example, where a film soundtrack
sells the film and the film sells the soundtrack.

110
Q

Tabloid

A

Refers to the dimensions of a newspaper; a tabloid is smaller
and more compact in size. However, there are further
connotations attached to the term and it also tends to refer to a
newspaper whose content focuses on lighter news, for example
celebrity gossip, sport and television.

111
Q

Target Audience

A

The people at whom the media text is aimed.

112
Q

Technical Codes

A

These are the way in which the text has been produced to
communicate meanings and are part of media language (see
Section 8).

113
Q

Textual Poaching

A

The way in which audiences or fans may take particular texts
and interpret or reinvent them in different ways e.g. by creating
fan fiction.

114
Q

Underrepresentation

A

Certain social groups (usually minority groups) may be rarely
represented or be completely absent from media products.

115
Q

Uses and Gratifications Theory

A

Suggests that active audiences seek out and use different
media texts in order to satisfy a need and experience different
pleasures.

116
Q

Vertical Integration

A

Vertically integrated companies own all or most of the chain of
production and distribution for the product. For example, a film
company that also owns a chain of multiplex cinemas to exhibit
the film and merchandise outlets.

117
Q

Viewpoints

A

Different perspectives in relation to values, attitudes, beliefs or
ideologies.

118
Q

Viral Marketing

A

Where the awareness of the product or the advertising
campaign is spread through less conventional ways including
social networks and the Internet. Viral marketing is so named
because many of the messages use ‘hosts’ to spread
themselves rapidly, like a biological virus.

119
Q

Visual Codes

A

The visual aspects of the product that construct meaning and
are part of media language, for example clothing, expression,
and gesture (see Section 8).

120
Q

‘Window on the World’

A

The idea that media texts, particularly those that present
aspects of reality, for example news programmes, are showing
the audience the ‘real’ world as it happens.