Key Terms Flashcards

1
Q

Analogue

A

Devices that record data linearly

Tapes, records etc

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Digital

A

Performs all calculations using binary

Devices with small storage

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Platform

A

The way media is consumed

Apps; games; websites etc

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Devices

A

Provides the platform for media to be viewed / consumed on

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Interactivity

A

How people work together to use media products

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Personalisation

A

How you can make a product unique to suit your needs / your preferences

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Media sectors

A

Area or proportion of the media

(Moving image
Gaming
Audio
Websites
Publishing)
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Synergy

A

Overlaps/connection between sectors

THEY DO NOT EXIST INDEPENDENTLY

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Convergence

A

One platform, many devices
(e.g. YouTube)
OR

One device, many platforms
(e.g. an iPad)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

5 main processes of Developing a media product

A
Pre production
Production
Post production
Distribution 
Exhibition
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Pre-production

A

Planning, pitching, researching

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Production

A

Shooting footage, constructing the product; audio recording

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Post-Production

A

Bringing it all together

Visual / sound effects, editing, sound mixing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Distribution

A

Making product available to audiences through advertising

Cinema trailers, adverts, posters, online ads

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Exhibition

A

Viewing or interacting with the finished product.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Produce

A

Being able to personalise, change or create info on a product

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Consume

A

To view, buy or use a product on a digital media device

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Immediacy

A

How fast people can use or buy media

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Access

A

Limits on how you use media

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Convenience

A

How easy it is to access a product

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Portability

A

How easy it is to transport a product

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Connectivity

A

How easy it is to connect to people online around the world

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

Target Audience

A

A specific group of people within the target market at which a product or the marketing message if a product

24
Q

Primary Audience

A

The main target audience of a product

25
Secondary audience
Any consumers outside of the primary audience / target market
26
Audience Profiling
``` An audience or demographic defining groups based on: AGE GENDER INCOME EDUCATION LIFESTYLE OCCUPATION HABITS ```
27
Individual consumption
When users engage with a digital media product on their own | Solo enjoyment
28
Group consumption
When users engage with a digital media product with others for collective enjoyment
29
Passive
Blindly accepting what we are given / told
30
Active
Having a choice; choosing to consume a media text to fulfil our own needs
31
Hypodermic needle theory
Attempting to explain how audiences consume media Suggests the audience are PASSIVE without realising it Do not challenge or process any information
32
Disadvantage of the needle theory
Audiences have no opinions | Media consumers can copy behaviour see in the media
33
Uses and Gratification Theory
``` Needs for: Social interaction Education / information Identity Entertainment ```
34
Audience Statistics
``` When facts are collected on things like: Circulation Box office figures Ratings Sales Etc... ```
35
Primary research
Conducted first hand | Questionnaires; interviews, focus groups
36
Secondary Research
Second hand, uses existing research
37
Qualitative
Measuring individual opinions, attitudes, psychology and behaviours behind people’s choices
38
Quantitative
Measures response in quantifiable terms | How much/many
39
Types of Questions
``` Open question Closed question Likert scale Rank Order scale Semantic Difference scale ```
40
“Regulation”
Rules or directives made and maintained by an authority
41
PCC
Press Complaints Commission =regulate printed media
42
ASA
Advertising Standards Authority =regulate advertising industry =cannot enforce legislation
43
BBFC
=British Board of Film Classification =non governmental =founded by industry in 1912 = Regulates national classification of films exhibited
44
PEGI
Pan European Game Information =game content rating system =self regulatory
45
OFCOM
Office of Communications =co ordinates efforts to inform the public of a directors goals/plans =regulates TV, radio and video on demand
46
Denotation
A description or identification What can be physically seen
47
Connotation
Associations; what is implied or suggested
48
Magazine Masthead
Name or title of the magazine
49
Magazine House Style
A magazine’s own style so it stands out from others
50
Strap line
Slogan
51
Puffs
Stand out text
52
Pugs
Containing price, logo and promotional offers
53
Article: | Caption
Description of the main image
54
Headline
Title of the main article
55
Drop Capitals
Letter 10x bigger than text at beginning of paragraph