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.

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