Key Terms Flashcards

1
Q

Analogue

A

Devices that record data linearly

Tapes, records etc

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2
Q

Digital

A

Performs all calculations using binary

Devices with small storage

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3
Q

Platform

A

The way media is consumed

Apps; games; websites etc

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4
Q

Devices

A

Provides the platform for media to be viewed / consumed on

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5
Q

Interactivity

A

How people work together to use media products

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6
Q

Personalisation

A

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

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7
Q

Media sectors

A

Area or proportion of the media

(Moving image
Gaming
Audio
Websites
Publishing)
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8
Q

Synergy

A

Overlaps/connection between sectors

THEY DO NOT EXIST INDEPENDENTLY

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9
Q

Convergence

A

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

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

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10
Q

5 main processes of Developing a media product

A
Pre production
Production
Post production
Distribution 
Exhibition
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11
Q

Pre-production

A

Planning, pitching, researching

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12
Q

Production

A

Shooting footage, constructing the product; audio recording

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13
Q

Post-Production

A

Bringing it all together

Visual / sound effects, editing, sound mixing

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14
Q

Distribution

A

Making product available to audiences through advertising

Cinema trailers, adverts, posters, online ads

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15
Q

Exhibition

A

Viewing or interacting with the finished product.

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16
Q

Produce

A

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

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17
Q

Consume

A

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

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18
Q

Immediacy

A

How fast people can use or buy media

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19
Q

Access

A

Limits on how you use media

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20
Q

Convenience

A

How easy it is to access a product

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21
Q

Portability

A

How easy it is to transport a product

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22
Q

Connectivity

A

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

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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
Q

Secondary audience

A

Any consumers outside of the primary audience / target market

26
Q

Audience Profiling

A
An audience or demographic defining groups based on:
AGE 
GENDER
INCOME
EDUCATION
LIFESTYLE
OCCUPATION
HABITS
27
Q

Individual consumption

A

When users engage with a digital media product on their own

Solo enjoyment

28
Q

Group consumption

A

When users engage with a digital media product with others for collective enjoyment

29
Q

Passive

A

Blindly accepting what we are given / told

30
Q

Active

A

Having a choice; choosing to consume a media text to fulfil our own needs

31
Q

Hypodermic needle theory

A

Attempting to explain how audiences consume media
Suggests the audience are PASSIVE without realising it
Do not challenge or process any information

32
Q

Disadvantage of the needle theory

A

Audiences have no opinions

Media consumers can copy behaviour see in the media

33
Q

Uses and Gratification Theory

A
Needs for:
Social interaction
Education / information
Identity
Entertainment
34
Q

Audience Statistics

A
When facts are collected on things like:
Circulation 
Box office figures
Ratings
Sales
Etc...
35
Q

Primary research

A

Conducted first hand

Questionnaires; interviews, focus groups

36
Q

Secondary Research

A

Second hand, uses existing research

37
Q

Qualitative

A

Measuring individual opinions, attitudes, psychology and behaviours behind people’s choices

38
Q

Quantitative

A

Measures response in quantifiable terms

How much/many

39
Q

Types of Questions

A
Open question
Closed question
Likert scale
Rank Order scale
Semantic Difference scale
40
Q

“Regulation”

A

Rules or directives made and maintained by an authority

41
Q

PCC

A

Press Complaints Commission

=regulate printed media

42
Q

ASA

A

Advertising Standards Authority

=regulate advertising industry
=cannot enforce legislation

43
Q

BBFC

A

=British Board of Film Classification
=non governmental
=founded by industry in 1912

= Regulates national classification of films exhibited

44
Q

PEGI

A

Pan European Game Information

=game content rating system
=self regulatory

45
Q

OFCOM

A

Office of Communications

=co ordinates efforts to inform the public of a directors goals/plans

=regulates TV, radio and video on demand

46
Q

Denotation

A

A description or identification

What can be physically seen

47
Q

Connotation

A

Associations; what is implied or suggested

48
Q

Magazine Masthead

A

Name or title of the magazine

49
Q

Magazine House Style

A

A magazine’s own style so it stands out from others

50
Q

Strap line

A

Slogan

51
Q

Puffs

A

Stand out text

52
Q

Pugs

A

Containing price, logo and promotional offers

53
Q

Article:

Caption

A

Description of the main image

54
Q

Headline

A

Title of the main article

55
Q

Drop Capitals

A

Letter 10x bigger than text at beginning of paragraph