Keywords/Terminology Flashcards

1
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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2
Q

Active Audience

A

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

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3
Q

Anchorage

A

The words that accompany an image (still or moving) contribute to the meaning associated with that image. If the caption or voice-over is changed then so may the way in which the audience interprets the image. An image with an anchor is a closed text; the audience are given a preferred reading. A text without an anchor is an open text as the audience can interpret it as they wish. The same image of a school in a local newspaper could include a negative or a positive headline, which may change the way in which the same image is viewed by the reader.

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4
Q

Appeal

A

The way in which products attract and interest an audience,
e.g. through the use of stars, familiar genre conventions etc.

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5
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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6
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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7
Q

Attract

A

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

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8
Q

Audience Categorisation

A

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

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9
Q

Audience Consumption

A

The way in which audiences engage with media products (e.g. viewing a TV programme, playing a video game, reading a blog or magazine). Methods of consumption have changed
significantly due to the development of digital technologies.

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10
Q

Audience Interpretation

A

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

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11
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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12
Q

Audience Response

A

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

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13
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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14
Q

Audio

A

How sound is used to communicate meaning - voice-over, dialogue, music, SFX, etc.

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15
Q

Avatar

A

A player’s representation of themselves within a game.

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16
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.

17
Q

Binary Opposites

A

Where texts incorporate examples of opposite values; for
example, good versus evil, villain versus hero. These can be
apparent in the characters, narrative or themes.

18
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.

19
Q

Broadsheet

A

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

20
Q

Camera Angles

A

The angle of the camera in relation to the subject. For example, a high angle shot (shot of a character from above) may make them appear more vulnerable.

21
Q

Camera Shots

A

The type of shot and framing in relation to the subject, for
example, close-up shots are often used to express emotion.

22
Q

Caption

A

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

23
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.

24
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.

25
Q

Connotation

A

The suggested meanings attached to a sign, e.g., the red car in the advert suggests speed and power.

26
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.

27
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.

28
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.

29
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.

30
Q

Cultural Capital

A

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

31
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.

32
Q

Denotation

A

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

33
Q

Diegetic Sound

A

Sound that comes from the fictional world, for example the
sound of a gun firing, the cereal being poured into the bowl in
an advert, etc.

34
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.

35
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).

36
Q
A