Key Terms: Media language Flashcards

1
Q

Action Code

A

Something that happens in the narrative that tells the audience that some action will follow.

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2
Q

Anchorage

A

The words that accompany an image (still or moving) and contribute to the meaning of that image.

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3
Q

Arc of transformation

A

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

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4
Q

Audio

A

How sound is used to communicate meaning.

E.g - voice-over, dialogue, music etc

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5
Q

Avatar

A

A players representation of themselves within a game.

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6
Q

Back Story

A

The experiences of a character or the circumstances of an event ( of which happened before the narrative) explained in/ as part of the narrative.

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7
Q

Binary Opposites

A

Where texts incorporate examples of opposite values to move forward the narrative.
E.g - good versus evil

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8
Q

Broadsheet

A

A larger newspaper that publishes more serious news.

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9
Q

Camera angles

A

The angle of the camera in relation to the subject.

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10
Q

Camera shots

A

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

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11
Q

Caption

A

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

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12
Q

Connotation

A

The suggest meanings attached to a sign.

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13
Q

Conventions (in media not generally)

A

What the audience expects to see in a particular media text.

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14
Q

Cover lines

A

These suggest the content to the reader and often contain teasers and rhetorical questions.

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15
Q

Denotation

A

The literal meaning of a sign.

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16
Q

Diegetic sound

A

Sound that comes from the fictional world/ from within the diegesis.
E.g - the sound of a gun firing, cereal being poured into a bowl.

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17
Q

Discourse

A

The topics, language and meanings or values behind them within a media text/ the thread of the conversation, text etc and how it changes.

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18
Q

Editing

A

The way in which the shots move from one to the other.

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19
Q

Encoding and Decoding

A

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

20
Q

Enigma Code

A

A narrative device which increases tension and audience interest by only releasing bits of information.

21
Q

Equilibrium

A

In relation to narrative, a state of balance or stability.

22
Q

Ethos

A

The beliefs, values and customs of media organisations (in this case).
E.g - In television, what a channel believes in and what it sees as its role.
BBC = role is to educate etc

23
Q

Feature

A

In magazine terms, the main/ one of the main articles in the magazine.

24
Q

Flexi - Narrative

A

A more complex narrative structure with layers of interweaving storylines.

25
Q

Genre

A

Media texts that all share the same conventions fit under one genre.

26
Q

Hegemony

A

Hegemony is the dominance of one group over another.

27
Q

House Style

A

The aspects of a magazine (in every issue) that makes that magazine recognisable to its readers.

28
Q

Hybrid Genre

A

Media texts that incorporate elements of more than one genre.

29
Q

Iconography

A

The props, costumes, objects and backgrounds associated with a particular genre.

30
Q

Ideology

A

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

31
Q

Layout and Design

A

In which way a page has been designed to attract the target audience.

32
Q

Linear Narrative

A

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

33
Q

Ludology

A

The study of games and those who play them.

34
Q

Media Language

A

The specific elements of a media product that communicate meanings to audiences.

35
Q

Mediation

A

The way in which a media text is constructed in order to represent a version of reality.

36
Q

Mise-en-Scene

A

How the combination of images in the frame creates meaning.

37
Q

Mode of Address

A

The way in which a media text ‘speaks’ to its target audience.

38
Q

Narrative

A

The ‘story’ that is told by the media text.

39
Q

News Agenda

A

The list of stories that may appear in a particular paper.

40
Q

Non-diegetic sound

A

Sound that comes form outside the fictional world/diegesis.

Music, voice-over.

41
Q

Non-linear Narrative

A

Where a narrative manipulates time and space.

It may begin in the middle for example.

42
Q

Open World

A

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

43
Q

Patriarchal culture

A

A society or culture that is Male dominated.

44
Q

Privileged Spectator Position

A

Where the camera places the audience in a superior position within the narrative.

45
Q

Production

A

The process by which media products are constructed.

46
Q

Products

A

Media texts, such as tv programmes, magazines, video games, newspapers.

47
Q

Realism

A

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