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.
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