November 10, 2015

Topics i need to prioritise (REBECCA)

REGULATORY BODIES
Regulatory bodies in Media are companies who make sure whatever the industries are publishing is suitable for everyone to view, whether it is a TV advert or a poster, films, music videos or games, and broadcasts.


THE DIFFERENT REGULATORY BODIES INCLUDE:


ASA: Advertising Standards Authority.
The Advertising Standards Authority, also known as ASA, are the regulators of advertisements that are put online for the whole world to see. Upon request from the general public, they look at adverts that may come across harming to children or may contain things that should not be allowed and have the power to take down any unnecessary averts if need be.


OFCOM: Office of Communications.
OFCOM, otherwise known as Office of Communications, is a government-approved company that regulate different broadcasting industries across the United Kingdom. They make sure people are restricted from inappropriate content and harmful or offensive material when they come across it online or watching TV.  


IPSO: Independent Press Standards Organisation.
The Independent Press Standards Organisation, also known as IPSO, are the regulatory body for the press industry who uphold the highest standards of journalism. The IPSO is committed to working with the newspaper and magazine industry to maintain and enhance the freedom and authority of the press through effective, independent regulation. 


BBFC: British Board of Film Classification.
British Board of Film classification, or BBFC, are the regulatory body (company) that rates and classifies films into different groups, such as U being Universal so everyone can watch it, 7+ which means that only people over the age of 7 can watch it, PG means there is some content in the film that people may find distressing but appropriate none the less. 18+ films are aimed for adults only.


PEGI: Pan European Game Information.
Pan European Game Information, commonly known as PEGI are the regulatory body that rate and classify video games that are made for gamers to play. The same ratings apply from the BBFC but are for games not films.

November 09, 2015

Revision File (REBECCA)

KEY WORDS

Media Sector:     The different parts of the creative media (different industries) E.g. Publishing, Film, Gaming.
Media Product:     The type of media made by their sector, E.g. The publishing industry produces Newspapers.
Device:     The technological object.
Platform:     What the media products are distributed through, E.g. Twitter, Facebook.
Analogue:     Devices which are functioned physically, E.g. Clock, Radio.
Examples of Analogue Devices:     Cassettes,     Film Strip,     Eight-Track tapes,     Magazine,     SLR Photography,     Radio broadcast.
Digital:     Devices which are functioned using 1's and 0's, also known as the binary system. E.g. Radio, Digital alarm clock.
Examples of Digital devices:     DVD,     MP3 Player,     E-Books,     Internet Radio,     Music Download,     Film Download,     Digital Camera, Podcast.
Synergy:     When two or more media sectors work together to create a new product.
Technological Convergence:     When two or more technologies merge together to create a new media product.
Access:     Everything is there waiting for you to use.
Connectivity:     How easy it is to connect.
Convenience:     You don't go to a specific place to use the media product.
Immediacy:     It's there when you need it.
Portability:     You can take it anywhere to use, E.g. Laptop.
Interactivity:     What things you can interact with within a device.
Personalisation:     What things on a device you can personalise.
Individual Consumption:     Media products and devices that can be enjoyed by an individual.
Group Consumption:     Media products and devices that can be enjoyed by more than one person (a group of people).
Primary Audience:     Who the media product is aimed at, also known as the target audience.
Secondary Audience:     Viewers who are considered to be outside of target (primary) audience.
Passive Media:     Requires observation rather than an active response and the questioning of media texts. Something you can sit back and enjoy "watching".
Active Media:     Requires audience engagement and interactivity in order to acquire the full meaning embedded within the product.
Uses/Gratification Model:     The theory that audiences use media texts in order to fulfil pleasures and basic needs, such as escapism, surveillance and personal identification.
Hypodermic Needle Model:     The theory that media messages can be "injected" into the audience and influence/brainwash/hypnotise them.
Audience Statistics:     The collection of numerical data to analyse the audience.
Qualitative Research:     Describes research based on attitudes and opinions from people.
Quantitative Research:     Describes research based on facts and figures.
Primary Research:     Doing research carried out by yourself.
Secondary Research:     Research that you gather from another source.
Audience Profile:     Information about the people who are going to use/buy your product.

October 18, 2015

Homework (MARINA)

EXPLORING THE PLATFORMS.
Platforms:



CONSOLES
video game console is a device that outputs a video signal or visual image to display a video gameConsoles are simple to use, straight forward and their main purpose is Gaming, while some other platforms are not, like PC's, tablets and mobiles. Most consoles require a Monitor, except for portable consoles such Nintendo DS or PSP. In terms of hardware, consoles fit their purpose but other platforms such as PC can have better specifications.


PC/COMPUTER
In terms of home video games, the PC is the oldest gaming platform that we still use today. PC's are very versatile and can fit many purposes and gaming is one of the most popular ones. PC's can have really good specifications and can easily beat any other platform in that area, especially graphics and frames per second. There are a lot of games that you can mod and customise on PC that you can't on other platforms, like GTA V and this can be very enjoyable for players.


HANDHELD DEVICES
There are several handheld devices that can be used for gaming, such as portable ones such as PSP, Nintendo DS, WiiU and many more. These devices can be used anywhere which is one benefit. Portable consoles can be better for gaming because their games are well produced, contrary to tablets and mobiles where games are usually low-budget. Tablets and mobiles have a good touch screen that can promote creativity from the users, the tablet's screen is usually bigger that a phone one so it may be easier to use. 


MOBILE PHONES
Although it's not its main purpose, mobile phones can be used to play games. Their hardware and specifications are not the best for gaming and they cannot compete with PC's or Consoles in that area.  Most mobile games are free but have a lot of ads, have micro-transactions and are generally less competitive.


TABLETS
A tablet is a wireless, portable personal computer with a touch screen interface. Its touch screen is usually bigger than a mobile phone but smaller than a regular monitor. It is accurate and easy to use which can make it more appealing to casual players.

Defining the Audiences:


GAMEPLAY MODES
Is the different modes you can play on a game. E.g. single player or multiplayer.


CAMPAIGN AND STORY
In role-playing games, a campaign is a continuing storyline or set of adventures, typically involving the same characters. E.g. Call of Duty Campaign or FIFA Career Mode.


COOPERATIVE AND TEAM
This is  feature in video games that allows players to work together as teammates against one or more opponents. E.g. Team Deathmatch.


TURN BASED
Is a strategy game (usually a war game) where players take it in turns.


DEATHMATCH AND PvP (PLAYER versus PLAYER)
Death match also known as DM is a game mode interegated into many First Person Shooter video games. Normally the aim of a death match games is to kill as any other players as possible.


SOCIAL
Social gaining is when players play online games that allow them to interact with one other.

October 14, 2015

Different Types of Research (REBECCA)

AUDIENCE STATISTICS



How many people use Newspapers?
How often are they viewed? 
QUANTITATIVE RESEARCH 

How many people from a sample of 100 people read E-Newspapers?
How often do they read E-Newspapers?
What age groups are the readers?
Are they more convenient than normal newspapers?


QUALITATIVE RESEARCH


Why do people read E-Newspapers?
What do they think of them?
How do they differ from normal Newspapers?


PRIMARY RESEARCH


Questionnaires: Paper/Pencil Questionnaires / Web Based Questionnaires
Surveys: Computer / Written
Interviews: Telephone Interviews / Face-to-face 


SECONDARY RESEARCH


Internet sources: Blogs / Wikipedia Pages / Statistical pages
Books
Journals
TV: The News / Documentaries

October 12, 2015

Regulatory Bodies in Media (REBECCA)

The different regulatory bodies in media that I learned about today were…

ASA (ADVERTISING STANDARDS AUTHORITY) 


The UK's independent regulator of advertising across all media sectors.

BBFC (BRITISH BOARD OF FILM CLASSIFICATION)


Rates and classifies different films.

OFCOM (OFFICE OF COMMUNICATIONS)


Government-approved regulatory body for the broadcasting industries in the UK.

IPSO (INDEPENDANT PRESS STANDARDS ORGANISATION)


The press industry regulatory body of the UK.

PEGI (PAN EUROPEAN GAME INFORMATION)


Rates and classifies different video games.



October 06, 2015

Key Terms (REBECCA)

Media Platform: What the media is distributed through. E.g. Facebook.

Media Device: The technological object. E.g. Mobile Phone.

Media Sector: Different media Industries. E.g. Film, Publishing.

Media Product: The product created by the different media sectors.

Analogue: Media products that use physical components to work. E.g. Radio.

Digital: Media products that use numbers 0-1 to work. E.g. Alarm Clock.

Cross-Media Synergy: When two or more media sectors work together to create one product.

Individual Audience Consumption: When a product can suit an individuals need. ( Revise )

Group Audience Consumption: When a product can suit a groups needs. (Revise)

Technological Convergence: When old technologies from the past merge together to form one product. E.g. Mobile phones could only call or text, whereas now they can do much more.

October 05, 2015

I Prefer…… (REBECCA)

COLLECTIVE MEDIA CONSUMPTION is where a group of people are able to enjoy different types of media, such as a group of people going to the cinema or going out and socialising with one another. I prefer this type of consumption because it allows people to interact and socialise with other people, and sometimes people they may not know that well. It also allows people to share their interests with other people. It allows connectivity between a group of friends.

There are some negative impacts of collective media consumption, otherwise known as group consumption, such as being to reliant on others to make decisions on what to do when the group is together. Another negative impact would be that there can be arguments or disagreements within the group itself which can lead to people falling out with each other. Privacy is another thing people can be a bit fussy about because some individuals may not trust others having their personal details.

I believe that Solo media consumption is better for some people because it allows them to relieve stress from being around others that may have been bad company to them. But I don't believe it is better than Collective media consumption because of the one thing that can affect anyone so easily, an thats loneliness.

September 28, 2015

How has access to digital media technology changed the way in which the audience consumes media? (REBECCA)

Before the internet was released to the general public, most content like Magazines, Newspapers were distributed through printed copies of paper for the public to read. Videos were distributed through television. Fashion consumers could find what they're looking for via magazines such as Cosmopolitan, Vogue and GQ. People who go to the gym and workout a lot would find the best workout technique in the latest magazine issue. Food recipes were only distributed through books. It may seem that theres a wide range of choices to pick from back in those days, but when you look at todays technology compared to then there really is a massive difference and it does tell you that there are countless ways of people finding what they want through just the internet, and there really wasn't that much choice back then.

If you think back to the 1990's, how many magazines/newspapers did people buy? Many people usually subscribed to one or two magazines and read them for a good few years. but nowadays people have new technology like iPhones in the palm of their hands that theres no need to go out and get a newspaper or magazine from the nearest off-licence, when you can have what newspapers and magazines you want and more with just a mobile device. People find it quite astonishing when they've experienced the change in technology and how it has impacted many lives globally.

September 24, 2015

Technological Convergence. (REBECCA)

Definition:
When different technologies merge together to create a product.

September 22, 2015

Laptops. (REBECCA)

A laptop is a device very similar to a Computer or PC in terms of what it does. It is portable so it can be taken out to use anywhere if it has access to internet. It can be used to browse or surf the internet to research almost anything. You can also create documents such as a word document, publication or power point slideshow.

Media sectors a laptop would relate to would be any sector because you can do almost anything on a laptop, such as browse, publish documents, download music and films and play games.

I would use a laptop mainly for educational purposes, such as to do coursework or homework. If I'm not using a laptop for that, i would use it in my spare time to browse the internet or watch YouTube videos.

The advantages of using a laptop would be that you can use it productively, you usually get up-to-date information when researching something, they are small and portable which means you can take them anywhere and still use it.
The disadvantages of using a laptop would be that the performance and speed is never as good as a well-working desktop PC...

September 14, 2015

Introduction to ME !!

Hey guys!

My name is Shane Whiting, I'm 16 years old (now 17) born in October.

Im generally a chilled out person and there isn't much that can provoke me or take me off track of what I'm doing in my own life, at work and at college. have a younger brother who's 12 years old and goes to Warlingham school. He gets on my nerves a lot and if there's anyone who would provoke me most, its him. I love to travel to different places and explore new sights, landscapes and even new cultures when I'm abroad. I am very much into technology as many people are, i use my mobile phone a lot for social media, communication and listening to music. I also have an Xbox 360 and an Xbox One where i play all the console games in enjoy in free time (if i even have any free time).

Im very interested in Sports, particularly football and am a massive fan of Chelsea Football Club (its a real shame they had such a bad start to the league). I also participate in football for Coulsdon Athletic FC in Sunday League Football and play weekly with training on wednesdays.

I have a decent interest in Digital Media and Computing and would like to find out a lot more about it while I'm here at Coulsdon Sixth Form College. when i watch TV i like to watch Sky Sports News, favourite show being Deadline Day, and i would like to see what is being done behind the scenes and how everything is done. I have an interest in Computing as i would like to know what parts of a PC there are and how to take them apart and put them back together.

If you ever want to speak to me about ANYTHING, feel free. I consider myself a really easy person to talk to so yea...:)

Thats me :) .