Media Terminology

?
  • Created by: Karasu
  • Created on: 29-12-17 22:14
Sectors
Different industries of the Media that produce different Media products (E.g. Moving image, publishing).
1 of 58
Synergy
The co-production of different Media companies (E.g. A soundtrack and a movie).
2 of 58
Cross-Media
A product that has presence across different media sectors.
3 of 58
Analogue
E.g. Newspaper, poster.
4 of 58
Digital
E.g. E-book, websites.
5 of 58
Platform
How a product is distributed (E.g. CD, DVD).
6 of 58
Text
E.g. Films, movie trailers, music videos, magazines.
7 of 58
Multi-Media Products
A product that includes several different technologies (E.g. A smart phone).
8 of 58
Process: Pre-Production
Planning stage (E.g. Scripting, sketching, casting).
9 of 58
Process: Production
Creating and producing the text (E.g. Filming, recording, photography, coding).
10 of 58
Process: Post-Production
Editing and finishing the product (E.g. CGI, editing, testing).
11 of 58
Process: Distribution
Sending the product out to retailers, cinemas etc.
12 of 58
Process: Consumption
The audience actually viewing/using the product.
13 of 58
Devices
Tools and technology used to access media (E.g. Tablet, laptop, smart phone).
14 of 58
Technological Convergence
Different media technology coming together to form one product (E.g. The Internet, iTunes).
15 of 58
Impact of Digital Technology: Immediacy
Speed, instant messaging.
16 of 58
Impact of Digital Technology: Convenience
Free internet content, On Demand.
17 of 58
Impact of Digital Technology: Portability
Hand held devices, flexible.
18 of 58
Impact of Digital Technology: Connectivity
Globally connected, digital groups.
19 of 58
Impact of Digital Technology: Personalisation
Avatars, backgrounds, playlists.
20 of 58
Impact of Digital Technology: Interactivity
Game play, user generated content, Red Button TV, commenting.
21 of 58
Individual Audience (Solo Enjoyment)
Engages with the digital media alone - privacy, control, convenience.
22 of 58
Group Audiences (Collective Enjoyment)
Shares the media experience with others - interactivity, competition.
23 of 58
Primary Audience
The target audience that the Media product was created for/aimed at.
24 of 58
Secondary Audience
The unexpected or additional audience.
25 of 58
Passive Audience
Audience who do not interact with the media/particular media in any way.
26 of 58
Active Audience
Audience who interact with the media (E.g. Commenting).
27 of 58
User Generated Content
Content that the audience produce themselves.
28 of 58
Regulatory Bodies: BBFC
British Board of Film Certification (E.g. 12A, 15, 18, U).
29 of 58
Regulatory Bodies: ASA
Advertising Standards Authority (E.g. Recieving advert complaints).
30 of 58
Regulatory Bodies: PEGI
Pan European Games Information (E.g. 3+, 7+, 18).
31 of 58
Regulatory Bodies: OFCOM
Office for Communications (E.g. Recieving television and radio complaints).
32 of 58
Primary Research
Research you carry out yourself.
33 of 58
Primary Research Methods
The tools you use to carry out Primary Research.
34 of 58
Secondary Research
Research which has been carried out by someone else.
35 of 58
Secondary Research Methods
The tools you use to carry out Secondary Research (E.g. Web searches, libraries).
36 of 58
Qualitative Research
Research and data which gives you information about people's feelings and emotions.
37 of 58
Quantitive Research
Research and data which gives you information about numbers, facts and statistics.
38 of 58
Objective
Questions or research which has no bias and open to any conclusions.
39 of 58
Subjective
Questions or research which has bias and tries to promote an opinion.
40 of 58
Valid and Reliable
Research which has asked a good number of people using the right tools etc. - A 'fair' test (E.g. Objective questions).
41 of 58
Audience Profiling
Gathering information about the age, gender, occupation of the Audience in order to successfully aim your product at the audience.
42 of 58
Consumer Behaviour
The habits of the audience in terms of genre preference, platform preference etc.
43 of 58
Codes and Signs
Elements that are used to create meaning for audiences (E.g. Dark lighting, scary music, sound effects).
44 of 58
Denotation
The literal meaning of a code/sign (E.g. An apple is a piece of fruit).
45 of 58
Connotation
The suggested or symbolic meaning of a code/sign.
46 of 58
Colour
Perhaps the most symbolic code used to target audiences and create sterotypical meaning.
47 of 58
Mise En Scene
Everythinvg in the frame of a shot (E.g. Location, organisation of elements, lighting, props, clothing).
48 of 58
Framing
The organisation of the shot and how close or far away the camera is.
49 of 58
Angle
The position of the camera in terms of height and balance.
50 of 58
Lighting
Use of lighting and lighting effects to communicate meaning.
51 of 58
Editing
The way the production has been put together to create meaning for the audience.
52 of 58
Sound: Diegtic Sound
Sound recorded within the action.
53 of 58
Sound: Non-Diegtic Sound
Sound added on top of the action.
54 of 58
Representation
The way a person or group is presented to the audience.
55 of 58
Genre
A 'group' of media texts which are of a similar type of category.
56 of 58
Narrative
The organisation of the story presented to the audience.
57 of 58
Narrative Structure
Equilibrium, Disequilibrium, New Equilibrium.
58 of 58

Other cards in this set

Card 2

Front

The co-production of different Media companies (E.g. A soundtrack and a movie).

Back

Synergy

Card 3

Front

A product that has presence across different media sectors.

Back

Preview of the back of card 3

Card 4

Front

E.g. Newspaper, poster.

Back

Preview of the back of card 4

Card 5

Front

E.g. E-book, websites.

Back

Preview of the back of card 5
View more cards

Comments

No comments have yet been made

Similar Media Studies resources:

See all Media Studies resources »See all Unit 1 - Exam Unit resources »