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.