2. Product name Genre Codes and
convention
Films
300
Action War film,
dramatic
soundtrack,
female love, fight
to conquer,
suspense
TV’s
The big bang theory
Comedy Sitcom, on and off
relationship
physicist,
boyfriend
girlfriend
relationship,
female nerd
Radio
Viva
Music and
entertainment
Countdown of
weeks best songs,
series of
comedy/entertai
nment shows, old
movie replays,
Hits in uk
3. Product name Genre Codes and
conventions
Print
The Sun
Gossip Magazine Bold font cover , use
of bright colours,
celebrity gossip,
true stories, fashion
shots
Multi media
Instagram
Social Network Share life, snap
photos, filtered
photos, Experience
“friend” life
through pictures ,
Follow/inflow
Gaming
Fifa -Fédération
Internationale de
Football Association
Sports Real football
experience, variety
of real teams, virtual
pros access to player
upgrades, ultimate
team, team building
4.
5. Media consumption is the sum of
information and
entertainment media taken in by an
individual or group. It includes activities
such as interacting with new media,
reading books and magazines, watching
television and film, and listening to radio.
In marketing, distribution is the process of
moving a product from its manufacturing
source to its customers. In computer
software, distribution is the phase that
follows packaging. The package will be on
some distribution medium, such
as compact disc, or may be simply located
on a server where customers can download
it electronically.
6. Evidence shows that video and DVD are popular method of
consuming film, as over a million sales of these products have
been made . The majority of sales in the video market was
accounted by feature films.
Technology is changing all the time therefore technology is
growing in importance especially relating to film consumption.
E.g. The change in tech, such as blue-ray, DVD's make it more
likely people would choose to watch films in their own home. This
may lead to film consumption habits changing and less people
going to the cinema
Films-
TV's- It could be argued that television is a more
popular platforms to view films as over 3.4
billion viewing were on television channels.
7. Radio- Radio distribution and consumption are linked
radio institution distributes its content to audiences, for example by
broadcasting on FM and digital radios, setting up a website and
creating podcasts; making its shows available on player etc
however the audience consume the content that the radio institution
puts out.. Often radio institutions will change
their distribution methods to meet the changing habits of
consumers. For example, if a lot of people want to consume radio via
their mobile phones, radio institutions will distribute their content
via mobile networks. - i.e., if you get all your music from
iTunes/downloads and your news from the internet, you are an
example of the reasons radio institutions are having to change
their distribution processes).
Magazines- Magazines are distributed in many different
ways such as reedit, spot read, and e-newspapers
as there is a decrease in people going out to buy
newspapers, so the platform has increased its
range as to get it anywhere mobile phones ,
radios and the internet. That's a surprising boost
for magazine consumption, particularly since the
overall consumption of print magazines has
risen
8. Social
Networking-
Its evident that mobile screens are the primary access points for
information and news consumption has moved online. How
important are social networks in people’s online experience, and
what is their role and impact on news?
The number of people with a social media profile has risen greatly in
recent years. Nearly 2 billion people around the world currently use
social networks.
. Social media is also used frequently, with 70% of people accessing
Face book daily. Unsurprisingly, Face book also dominates the social
media pathway to news.
we investigated the most popular social networks in general, and the
networks that were most popular for news
9. Gaming- The video game industry, digital distribution is the process of
delivering video game content as digital information, without the
exchange or purchase of. Currently, the process is dominated
by online distribution over broadband internet.
To ease the sale of games, various game companies have created
their own platforms for digital distribution. These platforms, such
as Steam, and Xbox Live Marketplace, provide centralized services
to purchase and download digital content for either specific video
game consoles or PCs.