Monday, 9 November 2015

Revision file

*Technological convergence is where existing technologic emerge into new forms. E.g. Xbox is a game console and a DVD player. 

*We media: Games e.g. apps, Film e.g. video recorder, Publishing e.g. e-book, Websites e.g. blogs, Photographer e.g. after effect, Music e.g. recorder.

*Interactivity: Phone calls, Video games, Siri, music, red button, Internet, on demand, voice functions and phone voting.

*Personalisation: wallpapers, name/details, passwords, apps, fonts, font size, play list, folders, login, recording and reminder.

*Interactivity:
-Advantages: connects you to people, expanding brand, increase profits, helps their marketing, active audience and market research.
-Disadvantages: unwanted content, more costs for company and customer, people lose interest if it’s not working and some devices not compatible.

*Personalisation:
-Advantages: aesthetics makes user feel in control, identification, creativity (allows).
-Disadvantages: Privacy, cost for producer, time consuming for producer, take memory/data and complication.

*Audience: people watching films, viewers, playing games, people who watch the show, series.

*Individual consumption: Media platforms and devices that can be enjoyed by one person who engage with them alone e.g. smartphone, PC, laptop, Tablets etc.

*Group consumption: Media platforms and devices that can be enjoyed by a group of people at the same time and engage with others e.g. PC, radio, MP4, TV broadcast etc.

*Primary audience is also known, as the audience who the company is aiming for e.g. primary audience for SpongeBob will be kids.

*Secondary audience is the viewers who are consider to be outside the primary target and the viewers that can affect conception statistics if not a counted for e.g. if an adult is watching SpongeBob and that will be a secondary audience.

*Active media requires audience interaction and engagement in order to acquire full meaning or message embedded with in the product e.g. games, adverbs, TV programmes, red button (Sky) and series.

*Passive media requires observation rather than an active response and the questioning of media texts e.g. media, music, series, DVD, films, Radio broadcast, adverts, TV shows and books.

*USES/ gratification model: The theory that audiences use media texts in order to fulfil pleasure and basic needs such as; Escapism, surveillance, personal identification, and personal relationship.

*Hypodermic needle model: The theory that purpose that media message can be “injected” into the audience can be influence people to act in a particular way.

*Audience statistics: collecting data internet of rating sales. The collection of numerical data in terms of circulations, hits, box office figures, ratings and sales that can be used to analyse the audience.

*Quantitative research: describe research based on facts and figures that can be used to form numerical and statistics data.

*Qualitative research: Describes research based on attitudes, thoughts and opinions rather than facts and figures.

*Primary research: Methods such as questionnaires, surveys, interviews (face to face, telephone or internet), focus groups, vox pops and product analysis.

 

*Secondary research: research that has already been conducted by someone else and can be found in books, journals and internet research, for example.

*Regulatory bodies e.g. ASA, PEGI, OFCOM, BBFC,IPSO.
-ASA stands for Advertising Stands Authority and this is the UK's independent regulator of advertising across all media sectors. 
-PEGI stands for Pan European Game Information. PEGI is a European video game content rating system established to help European consumers make informed decisions on buying computer games with logos on games' boxes.

Monday, 2 November 2015

Audience profile

Audience profile

Supper Mario Bros:

 DEMOGRAPHICS:

Gender: Male and Female

Age: 4 and over.

Race: Any people.

Sexuality: Any.

Education: They will learn some things like; share things in the game, learn to work together as a team, to meet people and most importantly, learn about the companionship. They will also learn how to support and help each other by sharing knowledge with everyone, alerting and informing the partner goals, sub-goals and the steps they are going to try to do. And the best of all is that they will know how to enjoy the game.

Occupation: Kids, students, adults etc. 

Annual Income: it's unknown.

Disposable Income: it's unknown.

Current Lifestyle/ Aspirational or Desired Lifestyle: Students from different schools as primary and secondary schools, students from colleges and universities. 

Culture: The Adventures of Super Mario Bros has influenced the creation of a line of licensed merchandise and has appeared in popular culture.

Media Interest: This game involves people to become more interactive and more interested in playing the adventures of Mario Bros.

Buying Habits & Loyalty to Brands:  Devices such as in; phones, tablets, PC's etc./Platforms such as in Xbox, PS4, PS3, Nintendo DS, Wii etc.

 Media Consumption: Group consumption.