Multimedia Technology & Consumption Flashcards

1
Q

What is TECHNOLOGICAL CONVERGENCE?

A

Being able to access media products from more than one media industry on one device using a variety of platforms

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2
Q

Name 3 devices that demonstrate TECHNOLOGICAL CONVERGENCE

A

Smartphones / Tablets / PC / Laptops / MP3 Player / MP4 Player / Games Console

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3
Q

Using examples, how are DEVICES like Smartphones, tablet, games consoles, laptops examples of TECHNOLOGICAL CONVERGENCE?

A

A devices allow you to consume more than one type of media on it, for example playing games / surfing web / listening to music / watching video / listening to radio / reading news / reading books / reading magazines

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4
Q

What are the impacts of digital TECHNOLOGY on how audiences CONSUME multi-media products?

A
  • Immediacy
  • Access
  • Convenience
  • Portability
  • Connectivity
  • Interactivity
  • Personalisation
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5
Q

What is the impact of IMMEDIACY?

A
  • Increased speed
  • instant messaging
  • on-demand
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6
Q

What are the advantages of IMMEDIACY?

A
  • Information is up to date
  • access to information or content is quick
  • communication is in real time (e.g. instant messaging) so there is a quick response
  • media is on-demand (e.g. BBC iPlayer)
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7
Q

What are the disadvantages of IMMEDIACY?

A
  • People can become lazy and impatient
  • online content is not regulated so might not be accurate or could be harmful
  • text communication can be easily misinterpreted
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8
Q

What is meant by ACCESS to technology?

A
  • Anyone can now access the technology required to produce their own media, it is no longer exclusive to major media companies
  • Information and media products can accessed anywhere in the world
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9
Q

What are the advantages of ACCESS?

A
  • Inexpensive: It costs less to have a device that has multiple functions than having to buy separate devices for each function (e.g. with a computer you can watch TV, play games, surf web etc)
  • Media can now be produced by amateurs without the need for expensive industry equipment
  • User-friendly devices make it easy to consume a media product
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10
Q

What are the disadvantages of ACCESS?

A
  • Content available is being dumbed down
  • Society is becoming too reliant on technology
  • it can encourage illegal downloading of media content (e.g. movies / music)
  • A drop in sales of devices that have one function
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11
Q

What is meant by CONVENIENCE?

A
  • USER: It is easier, more convenient and cheaper to have an all-in-one device that can be accessed at all times e.g. a mobile phone (smartphone)
  • PRODUCER: can target consumers across a range of different media platforms on a local/national level simultaneously
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12
Q

What are the advantages of CONVENIENCE?

A
  • Cost effective because information & media products are free or cheap
  • a local or global audience can be reached simultaneously
  • Information is easier to get
  • User-friendly devices make it easy to consume a media product
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13
Q

What are the disadvantages of CONVENIENCE?

A
  • Makes the consumer lazy
  • Consumer can become too dependent on digital technology
  • Develop addictions
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14
Q

What is meant by PORTABILITY?

A

Always being connected to the internet using a portable device (e.g. smartphone / tablet). This enables the user to be flexible with where and when they work or consume media.

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15
Q

What are the advantages of PORTABILITY?

A
  • Technological advancements means that devices are easy to transport because they are getting smaller, thinner and lighter.
  • People are always reachable
  • People can work from home
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16
Q

What are the disadvantages of PORTABILITY?

A
  • Can easily lose your device
  • may become a victim of theft
  • work-life balance effected as can always be reached and can always work
  • Isolation from work colleagues
17
Q

What is meant by INTERACTIVITY?

A

Digital media that encourages the audience to participate and interact with the media product

18
Q

Name 5 ways that a CONSUMER could INTERACT with a media product

A
  • Game play
  • user generated content (e.g. videos, images, recordings, digital editing (e.g. mash-ups)
  • forums
  • message boards
  • uploads
  • texting and emailing to participate
  • ‘red button’ on TV menus
  • play videos or animations related to content
  • links to e-commerce
19
Q

What are the advantages of INTERACTIVITY?

A
  • Consumer can control their media experience
  • enables active viewing
  • the ability to create own content
  • consumer can participate from comfort of own home
20
Q

What are the disadvantages of INTERACTIVITY?

A
  • Costly for producer to implement the interactive features
  • some devices do not support interactive media (e.g. iPhones & iPads do not support Flash websites)
  • too much information may overload consumer and put them off product
  • Time required by the producer to implement interactivity features
21
Q

What is meant by PERSONALISATION?

A

Adjusting the content of a media product or experience for a particular individual. It allows the consumer to only receive media that they like

22
Q

Name 5 ways that a CONSUMER experience could PERSONALISED

A
  • Log-in greetings
  • Signing-in
  • Usernames
  • Avatars
  • Personalised adverts
  • Personalised audio or playlists
  • Recommendations
  • adapting the interface (fonts, colours, images)
23
Q

What are the advantages of PERSONALISATION?

A
  • Makes the individual feel valued
  • Individual feels like part of a community
  • Individual can be creative (creating own avatar, username)
  • Producer can target advertising at the consumer
24
Q

What are the disadvantages of PERSONALISATION?

A
  • Costly for producer to implement the personalisation features
  • Time required by the producer to implement personalisation features
  • Consumer could feel that their privacy is being intruded
25
Q

What is USER GENERATED CONTENT?

A

Media content that has been created by the user / consumer of the media product

26
Q

How could the MOVING IMAGE industry use USER GENERATED CONTENT?

A
  • Photos of events sent to producers
  • Videos of events sent to producers
  • Digital Editing (mash-ups)
  • Recoding their own music
  • music mash-ups
  • forums to discuss content
  • fan-fiction
  • User reviews
27
Q

How could the AUDIO industry use USER GENERATED CONTENT?

A
  • recording own music
  • podcasts
  • forums
  • message boards
  • user reviews
  • music mash-ups
28
Q

How could the WEBSITE industry use USER GENERATED CONTENT?

A
  • define own profiles
  • share game achievements
  • allow users to respond to content
  • holding competitions
29
Q

How could the PUBLISHING industry use USER GENERATED CONTENT?

A
  • Allow posts about contents of article
  • invite articles
  • forums
  • photos related to content
  • post videos related to content
30
Q

What are the advantages of USER GENERATED CONTENT for the CONSUMER?

A
  • It allows consumer to share their experience, thoughts and knowledge
  • Producer learns about consumers needs and can produce relevant content
  • Consumer feels a personal connection to media product
31
Q

What are the advantages of USER GENERATED CONTENT for the PRODUCER?

A
  • Gives the broadcaster access to unlimited content (from different sources and geographical regions)
  • Easier and cheaper to collect content from users than making own content
  • Producer learns about consumers needs and can produce relevant content
  • Build brand loyalty because consumer feels connected to product
32
Q

What are the disadvantages of USER GENERATED CONTENT?

A
  • It might be hard to check the reliability and accuracy content
  • Inviting reviews of product might expose producer to negative feedback that could prevent new users from consuming media product
  • Costly to control content that is being submitted
  • Legal issues surrounding to owns the rights to the content