Unit 1
Digital Media Sectors and Audiences
Media
Sectors
Film
Company= Walt Disney
Text= Lion King (1993) Bambi (1942) Alice in Wonderland (1951)
Company= Warner Bros studio DreamWorks
Text Trolls
Text= The Dark Knight (2008) Space Jam (1996) Looney Tunes back in action (2003)
Media Sectors
Video games
Companie
Ubisoft
Games : Assassin's Creed Chronicles India Telltale Games:Batman
Just Dance 2017 Wii U
GTA V
Media Sectors
Magazine
Company Conde Nast
1909
Text Vogue Magazine
Company
Media Sectors
Music
Company Warner Music Group (1958)
Artist: ED sheeran Madonna James Blunt
Media Sectors
Newspaper
The Daily Mirror Alfred Harmsworth (1914-now)
The Sun News Group Newspapers (1964-Now)
The guardian
Media Sectors
Television
Company Mtv Founded in (1981)
Company Disney Channel (1983-1997) originally (1997-2002)
Good luck charlie (2010-2014) KC Undercover (2015-Now) Girl Meets World
Nickelodeon
Henry Danger
Media Sectors
Radio
Kiss FM Owners George S Flinn jr
Capital FM owned by Global Radio
Media Sectors
Web
Facebook Mark Zuckerberg
Google- Google- Youtube
Digital and
Analogue Media
Analogue Platforms
Analogue means Physical media you can touch it.
Newspaper Radio Vinyl Record Player
Digital Platforms
Smart Phones PC/Laptops
Iphone 6s Samsung S7 Galaxy Edge Windows Surface Pro Hp Laptop
Tablets Games Consoles
Blackberry Playbook Amazon Ps4 Xbox One
Media Text
Processes
Learning Aim A
Media Text Processes
Step One Production
Including Pre production, Post production and Production
Step TWO= Marketing
Step THREE= Distribution
Step FOUR= Exhibition
Media Text Processes
Pre Production
Pre- Before production-music
And market research
Budget paying for Cameras, Equipment, Costume design, Advertising, Location
Media Text Processes
Pre Production Examples.
Script Storyboard Budget
Production
Production is when you're making the product
Taking photos
Designing articles
PostProduction
Post Production is the editing in media
Adding special effects to video and photographic
Marketing
Marketing involves a selling of media products
Trailers
Poster/billarbords
Distribution
Distribution is giving out a media text to a audience
Media texts/products can be distributed via analogue/digital platforms
Cinema/TV
DVD, Blu Ray
Digital downloads
Phone and tablet applications
Exhibition
Exhibition is the consumption of the text by the audience
Part of the Exhibition is to have a message that aims to deliver to its audience.
The audience will impact on the positive or negative side of consuming media
text. E.g Music/Film
Exhibition
Examples
Synergy
Synergy is the release of brand across different media platforms
Increase their brand's image.
Expand their target audience.
Money.
Synergy
Synergy Examples.
Convergence
Learning Aim A
Convergence
Convergence has changed from the providers to use the audience.
It is our choice. We have the power.
The internet has given us the (consumers) power in our own hands.
Convergence
Example
Newspaper
Music Player
Internet
Games
Flims
Books
Apps
Convergence
Consumers of media can now also producers of media.This is known as being a
‘Prosumers’ can now create and distribute their own texts
Therefore, audiences do not have to rely on mainstream media institutions for
information
Convergence
Pros Cons
Customisation
Personalisation = Changing the style to your standards
Audiences become lazy
Immediacy= increased speed. Social isolation
Portability= when you can carry around light stuff Downloads
Convenience
Impact on Convergence
Convergence has wide range of effects on producers and consumers
Immediacy increased speed
Access no longer exclusive
Convenience free or cheap
Impact on Convergence
Audience
Audiences
Audience are the consumers or users of media texts.
They can be made up of individuals or groups
Individual engages with a digital media product alone. Advantages of individual
enjoyment. Include privacy, convenience and control.
Group engages with a digital media product with others. Advantages of collective
enjoyment. Including social interaction and sharing.
Audiences
Audiences can be sorted into two groups Primary and Secondary Audiences.
Primary: The main audience that a media text is targeting
Secondary: An Audience that is not the main target market but still consumers it.
The main audience that a media text is targeting
Secondary An audience that is not the main target market.
Audience
For example In Disney Movie they leave little Hints For Adults. An Example of
Secondary Examples Is in Frozen
This Adult Humour
suggest his down below
area. This wouldn’t affect
a kid but an Adult would.
Audiences
Audiences can be active and passive consumers.
Active The audience physically interactive with the product.
Passive: The Audience does not interactive physically with the product or its
content. Does not generate content with the Product.
Audience
Audience can now personalise and interact with digital media
This means they can consume media texts and make their own avatars and has control.
Where they consume
When they consume
What they consume
How they consume
Audience
Personalisation is making media personal to the user.
Log-ins
Avatars
Digital Tv Menus
Mainly Nintendo is an example or avatar based because you can make mii
versions of yourself and interact with many people around the world.
Audience
Interaction is the communication between two or more people.
Digital editing
Messages
Audience
Theories
The Hypodermic Theory
The Hypodermic needle theory has been around since the early 19s back when WW1
And Two were happening.
They inject message into your head to agree with their opinions, E.g. the BBC they
show you one side of the story.
Users and Gratifications
Blumler and Katz had an idea how audiences use media.
Diversion
Personal relationship
Personal identity
Surveillance
Users and Gratifications
Diversion need to escape everyday life
Example Reading a book from escaping from reality.
Playing games.
Users and Gratifications
Personal Relationship is the substitution of personal relationship for fantastical
relationship.
Example Watching EastEnders.
Users and Gratifications
Personal identity is finding oneself reflected within another character or a
celebrity.
Example Real housewife and Big Brother
Users and Gratifications
Surveillance need for information
Regulation
Learning Aim B
Regulation
Regulation is the bodies are the organisation that supervise certain media films
They ensure all the media companies are
publishing suitable material
Regulation Bodies
PLATFORM ORGANISATION
Advertisements The Advertising Standards Authority
(ASA)
Films The British Board of Film Classification
(BBFC)
Television
And Radio
The Office of Communications
(Ofcom)
Video Games Pan European Game Information
(PEGI)
The Watershed
The Watershed is the time when tv programs deemed unsuitable for children
can be broadcast
The Watershed begins at 9pm and ends at 5:30am
Research Methods
Learn Aim B
Research Methods
Primary research is making your own and original data
Secondary research involves the use of existing data and information. This can
be found in books encyclopedias, journals and on the Internet.
Research Methods
Quantitative Research based on facts and numerical and statistical data.
Qualitative Research based on opinions attitudes preferences.
Stylistic Codes
Learning Aim C
Codes
Codes are signs and symbols within a text that a reader is suppose to read.
Some of the codes are obvious (denotation)
Some of the codes are hidden or misplaced and have a deeper meaning
(Connotation)
Camera Work
Editing
Editing is a technique of of changing or altering certain elements/ such as
Cutting scenes
Changing colour schemes
Applying computer generated CGI
Adding visual effects or sound effects
Editing
A key theme relating to editing is a narrative
A narrative is the way a story is told or the way in which the story's event are
arranged.
Editing
Open-ended
Closed
Linear
Non-Linear
Mise-En-Scene
Mise-En-Scene is the visual style of a text-
the way it looks
It involves the construction and the
arrangement of all of the visual elements seen
on the screen
Colour
Lighting
Lighting is an important aspect of mise-en-scene

Unit 1