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.

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