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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