This document provides an overview of different aspects of digital media, including sectors (films, video games, television etc.), companies within each sector, the production process (pre-production, production, post-production), distribution platforms, audience analysis, regulatory bodies, and research methods. Key terms related to visual codes, sound, and editing techniques are also defined.
This document provides an overview of key concepts for the Creative Digital Media exam, including understanding different media sectors and platforms, how audiences engage with digital media, and different types of audience research. It covers pre-production, production and post-production tasks, passive and active audiences, and techniques for analyzing meaning and narrative in media like mise-en-scene, lighting, color, sound, and story structure. Front cover analysis of a magazine is used as an example to demonstrate these concepts.
The document discusses different stylistic codes used across various media formats including magazines, TV/film, games, and radio shows. For magazines, bright colors, large fonts, and fashion photography are used. In TV/film, mathematical equations, large titles, and shot composition provide context. For games, character images, titles with varied colors and fonts, and dark color schemes imply the target audience and content. Radio morning shows discuss politics through interviews while evening shows focus on music, interviews, humor and news.
This document provides guidance on developing ideas for an assignment. It begins with a scenario where the learner must develop an idea for a new online magazine feature for teens. It then discusses developing ideas through brainstorming, researching examples, and considering the purpose and target audience. The document outlines a process for gathering ideas, evaluating options through techniques like SWOT analysis, adapting ideas based on feedback, and documenting the process in a report. The goal is for learners to understand how to effectively plan, develop, pitch, and adapt their ideas.
The document discusses different types of media organizations including public service broadcasters like the BBC, private broadcast companies like Disney, and regulatory organizations like Ofcom. It provides details on the defining characteristics and purposes of each type. Public service broadcasters are funded by government and must operate in the public interest, private companies aim to generate profits, and regulatory organizations set industry rules and standards.
GCSE - Promoting Media: Advertising and Marketing LEGOsimone1192
Here are some key points about the target audience of The Lego Movie advertising campaign:
- The campaign targets both children who play with Lego and adults who played with Lego when they were younger. It aims to appeal to multiple generations.
- By featuring characters and references from popular culture like Batman and The Matrix, it draws in audiences familiar with these franchises, many of whom would now be adults.
- The bright colors, humor and sense of imagination portrayed attract young children who enjoy Lego. Younger viewers can identify with characters.
- Including voice actors like Lenny Henry and familiar faces like Vinny Jones from films/TV helps appeal to adult audiences who recognize these people.
- The warm, friendly tone
BTEC Level 2 Creative Digital Media Production: Photography BookletKate McCabe
This document provides information about a BTEC Certificate unit on digital photography for media products. It outlines the unit content, learning aims, and assessment criteria. The unit will cover understanding production, exploring techniques, creating photographs, and reviewing work. Tasks include explaining why photographs are produced for media, demonstrating photography techniques, and analyzing different digital photography techniques. Students must describe, explain, and discuss techniques and their uses to achieve a pass, merit, or distinction grade. The document provides guidance on the tasks and technical aspects of digital photography to help students complete the required coursework.
The document discusses film marketing strategies through social media platforms like Facebook, Orkut, and Twitter. It analyzes why these platforms are effective for reaching the target audiences of 18-23 year old students and people who are academically uninclined. Marketing techniques would include applications on Facebook and Orkut, movie trailers and behind-the-scenes videos on YouTube. Games would also be created themed around the movie to generate buzz pre-release. Statistics are presented on user demographics and traffic for major social networks in India to justify choices. A marketing strategy and applications are proposed for sample movies to engage customers and spread the word through social sharing.
There are three types of media products: mainstream, independent, and niche. Mainstream products have large budgets and distribution while independent products have lower budgets and limited distribution. Niche products target small, specific audiences. The document then provides details on several major media companies: the BBC as a public broadcaster in the UK, Apple as a technology company, Disney as a diversified entertainment conglomerate, and Rockstar Games as a video game developer known for the Grand Theft Auto franchise.
This document provides an overview of key concepts for the Creative Digital Media exam, including understanding different media sectors and platforms, how audiences engage with digital media, and different types of audience research. It covers pre-production, production and post-production tasks, passive and active audiences, and techniques for analyzing meaning and narrative in media like mise-en-scene, lighting, color, sound, and story structure. Front cover analysis of a magazine is used as an example to demonstrate these concepts.
The document discusses different stylistic codes used across various media formats including magazines, TV/film, games, and radio shows. For magazines, bright colors, large fonts, and fashion photography are used. In TV/film, mathematical equations, large titles, and shot composition provide context. For games, character images, titles with varied colors and fonts, and dark color schemes imply the target audience and content. Radio morning shows discuss politics through interviews while evening shows focus on music, interviews, humor and news.
This document provides guidance on developing ideas for an assignment. It begins with a scenario where the learner must develop an idea for a new online magazine feature for teens. It then discusses developing ideas through brainstorming, researching examples, and considering the purpose and target audience. The document outlines a process for gathering ideas, evaluating options through techniques like SWOT analysis, adapting ideas based on feedback, and documenting the process in a report. The goal is for learners to understand how to effectively plan, develop, pitch, and adapt their ideas.
The document discusses different types of media organizations including public service broadcasters like the BBC, private broadcast companies like Disney, and regulatory organizations like Ofcom. It provides details on the defining characteristics and purposes of each type. Public service broadcasters are funded by government and must operate in the public interest, private companies aim to generate profits, and regulatory organizations set industry rules and standards.
GCSE - Promoting Media: Advertising and Marketing LEGOsimone1192
Here are some key points about the target audience of The Lego Movie advertising campaign:
- The campaign targets both children who play with Lego and adults who played with Lego when they were younger. It aims to appeal to multiple generations.
- By featuring characters and references from popular culture like Batman and The Matrix, it draws in audiences familiar with these franchises, many of whom would now be adults.
- The bright colors, humor and sense of imagination portrayed attract young children who enjoy Lego. Younger viewers can identify with characters.
- Including voice actors like Lenny Henry and familiar faces like Vinny Jones from films/TV helps appeal to adult audiences who recognize these people.
- The warm, friendly tone
BTEC Level 2 Creative Digital Media Production: Photography BookletKate McCabe
This document provides information about a BTEC Certificate unit on digital photography for media products. It outlines the unit content, learning aims, and assessment criteria. The unit will cover understanding production, exploring techniques, creating photographs, and reviewing work. Tasks include explaining why photographs are produced for media, demonstrating photography techniques, and analyzing different digital photography techniques. Students must describe, explain, and discuss techniques and their uses to achieve a pass, merit, or distinction grade. The document provides guidance on the tasks and technical aspects of digital photography to help students complete the required coursework.
The document discusses film marketing strategies through social media platforms like Facebook, Orkut, and Twitter. It analyzes why these platforms are effective for reaching the target audiences of 18-23 year old students and people who are academically uninclined. Marketing techniques would include applications on Facebook and Orkut, movie trailers and behind-the-scenes videos on YouTube. Games would also be created themed around the movie to generate buzz pre-release. Statistics are presented on user demographics and traffic for major social networks in India to justify choices. A marketing strategy and applications are proposed for sample movies to engage customers and spread the word through social sharing.
There are three types of media products: mainstream, independent, and niche. Mainstream products have large budgets and distribution while independent products have lower budgets and limited distribution. Niche products target small, specific audiences. The document then provides details on several major media companies: the BBC as a public broadcaster in the UK, Apple as a technology company, Disney as a diversified entertainment conglomerate, and Rockstar Games as a video game developer known for the Grand Theft Auto franchise.
Creative Digital Media Production Btec revisionCat Davies
The document discusses various techniques, elements and concepts related to analyzing media texts including codes, narratives, stereotypes, camera shots, lighting, mise-en-scene, sound, audiences and research methods. It covers topics such as production processes, platforms, devices, regulation bodies, audience demographics and both qualitative and quantitative research analysis.
This is a sample question on case study material. For my case study I chose Broadcast Fiction - specifically Crime/Drama. The series I analysed were Dexter, The Killing, Mentalist, Criminal Minds.
The film poster for Daniel Blake analyzes how the poster conveys the social realist genre through its bleak color scheme, gritty font, and portrayal of the disheveled main character engaged in a symbolic act of rebellion. It suggests the film will follow Daniel's personal journey as he fights injustice alone, facing struggles of poverty as a working class man. The prominent reviews emphasize the film's critical acclaim to attract audiences to this independent film with unknown actors. The director's name also signals the social realist genre he is renowned for.
Lighting is deliberately used in television production to achieve practical and aesthetic effects. Various lighting instruments like Fresnel lights, LED lights, ellipsoidal spotlights, scoops, and fluorescent lights are used to provide adequate illumination, establish mood, and show viewers what objects look like. Care must be taken when using quartz lamps and factors like intensity, color, direction, and focus must be considered when lighting a scene.
Life on Mars was a successful British TV drama that attracted large audiences for its debut season. It was appealing to sci-fi fans due to its similarities to Doctor Who. The show's marketing utilized different media like trailers, magazines, and soundtracks to target various audiences. Merchandise for the show included t-shirts, books, calendars and other items. The BBC press pack provided information on the story, characters, cast, and behind-the-scenes details to educate and interest potential viewers.
AS Level Media Studies - Audiences and Institutions (Music) - Revision BookletMarcio Sargento
This document provides an overview of exam topics, a mark scheme, and key terminology for a Media Studies exam focusing on audiences and institutions. The exam may cover characteristics of cross-media convergence and marketing strategies of media companies. Candidates should illustrate their knowledge through case study examples and be assessed on their understanding of production, distribution, marketing, exchange and consumption patterns. The document also provides details on three case studies for media institutions: Sony Music Entertainment, XL Recordings, and artists Beyonce and Adele.
Codes and conventions of music videos generally include style, camerawork, sound, mise-en-scene, editing, and stereotypes. However, these conventions can vary slightly depending on the genre and style of the video. Conventions create a structure for audiences to understand and familiarize themselves with different genres. Videos typically last the length of the song and represent the song's message through relatable themes. While most videos follow conventions, some challenge norms. The two main techniques used in videos are technical aspects like camerawork and symbolic elements like facial expressions.
Film distribution involves marketing and releasing a film to make as much profit as possible. The distributor is responsible for setting the release date, deciding how the film can be accessed, and advertising campaigns. They aim to make the film well known by targeting specific audiences and using different media like magazines and TV.
The size of a film's reach, or audience, depends on its potential for profit. Distributors take risks by spending heavily on widespread advertising, which could lead to large profits if the film is popular, or losses if it is not well received. Their distribution plan identifies the target audience and budget to determine how and where the film is promoted.
The marketing plan describes goals and strategies for creating awareness of the film
The document provides information about conducting a survey to gauge the popularity of Minecraft among different age groups. Students are asked to survey 20-50 people to find out if and how they have played Minecraft in the past, which features they enjoyed most, and what consoles and games are popular. Prizes will be awarded the following week for the most detailed survey results.
The document discusses the marketing campaign for the film Les Miserables. It details the production company, cast, budget, and box office gross. It then outlines the extensive marketing campaign which included releasing clips and interviews to generate buzz, strategically timing the DVD release, and using social media to promote the film. The campaign made use of the film's iconic poster and trailers featuring musical performances to build anticipation ahead of the January release.
Industries introduction for The Bridge and Life on MarsKStockwell
This document discusses and compares the industries behind two TV crime dramas: "The Bridge" and "Life on Mars." It notes that "Life on Mars" was produced by Kudos for BBC Wales and had international adaptations and broadcasts. "The Bridge" is a Swedish/Danish co-production between public broadcasters SVT and DR that received additional European funding and has had international success and remakes. Both crime dramas conform to their broadcasters' remits of providing popular, high quality programming while cultivating talent.
The document discusses various elements of film editing that can be analyzed, including: order of shots, continuity, transitions, shot duration/pace and rhythm, and special effects. It explains how these technical elements help create meaning and influence what information is revealed or hidden from the characters and audience. Order of shots can reveal character perspectives and importance. Continuity editing implies spatial relationships to tell a story smoothly. Transitions can imply passage of time or location changes. Shot duration impacts pace, while special effects further manipulate scenes.
1) The document provides guidance on how to structure responses for Section A and Section B of the G322 AS Media exam.
2) For Section A on TV drama, it advises to focus the response on analyzing how technical elements construct representations rather than just describing them.
3) For Section B on film institutions, it recommends discussing the processes of production, distribution, and exhibition in British film by referencing specific case studies and films. Key words related to these processes are defined.
This document provides information about the Advanced Portfolio in Media Studies unit, including:
- The purpose of the unit is to assess technical, creative, and research skills as well as the application of knowledge and understanding.
- Candidates will produce a media portfolio and presentation evaluating their research, planning, and work.
- Two brief options are provided: a music video or film trailer.
- Guidance is given on research, planning, constructing the media product, and a production blog and evaluation.
- Deadlines and marking criteria are also outlined.
Media regulation aims to protect the public in three main ways: regulating content, access/distribution, and ownership. It has evolved from strict censorship to a more liberal classification system. Debate remains around balancing freedom of speech with protection, and whether regulation effectively prevents harm or merely restricts choice. New technologies challenge traditional regulators to control unclassified online content.
Sony is classified as a convergence industry because it operates across multiple sectors including film production, television hardware, music production, music distribution, and gaming. Sony uses synergy across its business sectors to increase profits. For example, with Spider-Man, Sony was able to profit from the film, soundtrack, game, DVD, and merchandise. Synergy provides advantages like reducing risk through diversification and reaching wider audiences. However, synergy can also be difficult to achieve in practice and lead to job losses or oligopolies.
Efficient marketing strategies help you in a right film marketing approach. As marketing is taking over the film industry so it is very important to plan a proper film marketing strategy for the success of your film. This presentation will help you to know a proper layout for film promotion & distribution.
Single camera productions designed for different distribution platformsChanelE_26
This document discusses single camera productions across different distribution platforms including television, film festivals, cinema/film, and interactive digital platforms. It provides examples of single camera television shows like Sex and the City and The Office. It also discusses major film festivals and their role in showcasing films. Additionally, it notes that the UK film industry is thriving and generates billions for the economy each year, and discusses the use of single camera shots in short films. Finally, it describes the rise of interactive digital platforms for streaming and on-demand viewing like Netflix, and their impact on media consumption.
This document provides an overview of different digital media sectors and audiences. It discusses sectors like film, video games, music, magazines, television, radio, newspapers, and the web. For each sector it provides examples of production companies or developers. It also covers topics like analog and digital media, production processes, marketing, distribution, exhibition, synergy, convergence, and its impact. The document concludes with sections on audiences, describing different types of audiences and how they interact with and personalize digital media. It also briefly covers two audience theories - the hypodermic needle theory and uses and gratifications theory.
Unit 1 digital media sectors and audiencesAli_Dayan
1. The document discusses different aspects of digital media sectors and audiences such as media sectors like film, magazines, music, and their major companies.
2. It also discusses concepts like analogue and digital media products, the three stages of production, marketing, distribution, and exhibition.
3. Research methods like primary and secondary research, quantitative and qualitative research, and demographics are explained. Key theories like uses and gratifications theory and hypodermic needle theory are also summarized.
Creative Digital Media Production Btec revisionCat Davies
The document discusses various techniques, elements and concepts related to analyzing media texts including codes, narratives, stereotypes, camera shots, lighting, mise-en-scene, sound, audiences and research methods. It covers topics such as production processes, platforms, devices, regulation bodies, audience demographics and both qualitative and quantitative research analysis.
This is a sample question on case study material. For my case study I chose Broadcast Fiction - specifically Crime/Drama. The series I analysed were Dexter, The Killing, Mentalist, Criminal Minds.
The film poster for Daniel Blake analyzes how the poster conveys the social realist genre through its bleak color scheme, gritty font, and portrayal of the disheveled main character engaged in a symbolic act of rebellion. It suggests the film will follow Daniel's personal journey as he fights injustice alone, facing struggles of poverty as a working class man. The prominent reviews emphasize the film's critical acclaim to attract audiences to this independent film with unknown actors. The director's name also signals the social realist genre he is renowned for.
Lighting is deliberately used in television production to achieve practical and aesthetic effects. Various lighting instruments like Fresnel lights, LED lights, ellipsoidal spotlights, scoops, and fluorescent lights are used to provide adequate illumination, establish mood, and show viewers what objects look like. Care must be taken when using quartz lamps and factors like intensity, color, direction, and focus must be considered when lighting a scene.
Life on Mars was a successful British TV drama that attracted large audiences for its debut season. It was appealing to sci-fi fans due to its similarities to Doctor Who. The show's marketing utilized different media like trailers, magazines, and soundtracks to target various audiences. Merchandise for the show included t-shirts, books, calendars and other items. The BBC press pack provided information on the story, characters, cast, and behind-the-scenes details to educate and interest potential viewers.
AS Level Media Studies - Audiences and Institutions (Music) - Revision BookletMarcio Sargento
This document provides an overview of exam topics, a mark scheme, and key terminology for a Media Studies exam focusing on audiences and institutions. The exam may cover characteristics of cross-media convergence and marketing strategies of media companies. Candidates should illustrate their knowledge through case study examples and be assessed on their understanding of production, distribution, marketing, exchange and consumption patterns. The document also provides details on three case studies for media institutions: Sony Music Entertainment, XL Recordings, and artists Beyonce and Adele.
Codes and conventions of music videos generally include style, camerawork, sound, mise-en-scene, editing, and stereotypes. However, these conventions can vary slightly depending on the genre and style of the video. Conventions create a structure for audiences to understand and familiarize themselves with different genres. Videos typically last the length of the song and represent the song's message through relatable themes. While most videos follow conventions, some challenge norms. The two main techniques used in videos are technical aspects like camerawork and symbolic elements like facial expressions.
Film distribution involves marketing and releasing a film to make as much profit as possible. The distributor is responsible for setting the release date, deciding how the film can be accessed, and advertising campaigns. They aim to make the film well known by targeting specific audiences and using different media like magazines and TV.
The size of a film's reach, or audience, depends on its potential for profit. Distributors take risks by spending heavily on widespread advertising, which could lead to large profits if the film is popular, or losses if it is not well received. Their distribution plan identifies the target audience and budget to determine how and where the film is promoted.
The marketing plan describes goals and strategies for creating awareness of the film
The document provides information about conducting a survey to gauge the popularity of Minecraft among different age groups. Students are asked to survey 20-50 people to find out if and how they have played Minecraft in the past, which features they enjoyed most, and what consoles and games are popular. Prizes will be awarded the following week for the most detailed survey results.
The document discusses the marketing campaign for the film Les Miserables. It details the production company, cast, budget, and box office gross. It then outlines the extensive marketing campaign which included releasing clips and interviews to generate buzz, strategically timing the DVD release, and using social media to promote the film. The campaign made use of the film's iconic poster and trailers featuring musical performances to build anticipation ahead of the January release.
Industries introduction for The Bridge and Life on MarsKStockwell
This document discusses and compares the industries behind two TV crime dramas: "The Bridge" and "Life on Mars." It notes that "Life on Mars" was produced by Kudos for BBC Wales and had international adaptations and broadcasts. "The Bridge" is a Swedish/Danish co-production between public broadcasters SVT and DR that received additional European funding and has had international success and remakes. Both crime dramas conform to their broadcasters' remits of providing popular, high quality programming while cultivating talent.
The document discusses various elements of film editing that can be analyzed, including: order of shots, continuity, transitions, shot duration/pace and rhythm, and special effects. It explains how these technical elements help create meaning and influence what information is revealed or hidden from the characters and audience. Order of shots can reveal character perspectives and importance. Continuity editing implies spatial relationships to tell a story smoothly. Transitions can imply passage of time or location changes. Shot duration impacts pace, while special effects further manipulate scenes.
1) The document provides guidance on how to structure responses for Section A and Section B of the G322 AS Media exam.
2) For Section A on TV drama, it advises to focus the response on analyzing how technical elements construct representations rather than just describing them.
3) For Section B on film institutions, it recommends discussing the processes of production, distribution, and exhibition in British film by referencing specific case studies and films. Key words related to these processes are defined.
This document provides information about the Advanced Portfolio in Media Studies unit, including:
- The purpose of the unit is to assess technical, creative, and research skills as well as the application of knowledge and understanding.
- Candidates will produce a media portfolio and presentation evaluating their research, planning, and work.
- Two brief options are provided: a music video or film trailer.
- Guidance is given on research, planning, constructing the media product, and a production blog and evaluation.
- Deadlines and marking criteria are also outlined.
Media regulation aims to protect the public in three main ways: regulating content, access/distribution, and ownership. It has evolved from strict censorship to a more liberal classification system. Debate remains around balancing freedom of speech with protection, and whether regulation effectively prevents harm or merely restricts choice. New technologies challenge traditional regulators to control unclassified online content.
Sony is classified as a convergence industry because it operates across multiple sectors including film production, television hardware, music production, music distribution, and gaming. Sony uses synergy across its business sectors to increase profits. For example, with Spider-Man, Sony was able to profit from the film, soundtrack, game, DVD, and merchandise. Synergy provides advantages like reducing risk through diversification and reaching wider audiences. However, synergy can also be difficult to achieve in practice and lead to job losses or oligopolies.
Efficient marketing strategies help you in a right film marketing approach. As marketing is taking over the film industry so it is very important to plan a proper film marketing strategy for the success of your film. This presentation will help you to know a proper layout for film promotion & distribution.
Single camera productions designed for different distribution platformsChanelE_26
This document discusses single camera productions across different distribution platforms including television, film festivals, cinema/film, and interactive digital platforms. It provides examples of single camera television shows like Sex and the City and The Office. It also discusses major film festivals and their role in showcasing films. Additionally, it notes that the UK film industry is thriving and generates billions for the economy each year, and discusses the use of single camera shots in short films. Finally, it describes the rise of interactive digital platforms for streaming and on-demand viewing like Netflix, and their impact on media consumption.
This document provides an overview of different digital media sectors and audiences. It discusses sectors like film, video games, music, magazines, television, radio, newspapers, and the web. For each sector it provides examples of production companies or developers. It also covers topics like analog and digital media, production processes, marketing, distribution, exhibition, synergy, convergence, and its impact. The document concludes with sections on audiences, describing different types of audiences and how they interact with and personalize digital media. It also briefly covers two audience theories - the hypodermic needle theory and uses and gratifications theory.
Unit 1 digital media sectors and audiencesAli_Dayan
1. The document discusses different aspects of digital media sectors and audiences such as media sectors like film, magazines, music, and their major companies.
2. It also discusses concepts like analogue and digital media products, the three stages of production, marketing, distribution, and exhibition.
3. Research methods like primary and secondary research, quantitative and qualitative research, and demographics are explained. Key theories like uses and gratifications theory and hypodermic needle theory are also summarized.
This document provides an overview of key concepts in media studies, including the production and distribution processes of media texts, audience segmentation and theories, convergence and interactivity, and stylistic codes. It discusses topics such as how media texts are produced, marketed, and distributed through stages like pre-production, production, and post-production. It also addresses the shift to digital media and platforms, audience profiling and behaviors, and regulatory bodies. Stylistic codes covered include techniques like camerawork, editing, mise-en-scene, lighting, and sound editing.
This document provides an overview of different digital media sectors and audiences. It discusses sectors such as film, video games, magazines, music, newspapers, television, radio, and the web. It also covers analogue vs digital platforms, the media text production process, convergence, and different types of audiences. Key concepts explained include primary and secondary audiences, active and passive consumers, personalization and interaction, and audience theories like hypodermic theory and uses and gratifications. The document also briefly mentions regulation bodies and the watershed for television broadcasting.
This document provides an overview of different sectors in digital media including film, video games, magazines, music, television, radio, newspapers, and the web. It then discusses analogue vs digital platforms, common devices used to access media, and the key processes involved in media production and distribution - pre-production, production, post-production, marketing, distribution, exhibition, and synergy. The document also covers topics like audience segmentation, how audiences can interact with media, and theories around audience effects.
- Media institutions like film companies produce and distribute media content for profit. They have significant power over what films get made and seen.
- Technological changes like digital distribution are transforming the film industry and challenging the traditional roles of producers and audiences. This impacts how institutions operate and how audiences engage with media.
- To understand the relationship between film institutions and audiences, one must consider factors like financing, politics, marketing strategies, and new technologies - not just cultural influences. The dynamics are complex with power distributed across producers, distributors, and consumers in the digital age.
- Media institutions like film companies produce and distribute media content for profit. They have significant power over what films get made and seen.
- Technological changes like digital distribution are transforming the film industry and challenging the traditional roles of producers and audiences. This impacts how institutions operate and audiences engage with media.
- To understand the relationship between film institutions and audiences, one must consider factors like financing, politics, marketing strategies, and new technologies - not just cultural reasons. The dynamics are complex with power on both sides.
This document discusses 7 key concept areas related to institutions and audiences in media studies: 1) issues of media ownership, 2) the importance of cross-media convergence and synergy in production/distribution/marketing, 3) new technologies in these areas, 4) the significance of increasing content/hardware for institutions and audiences, 5) how technological convergence affects them, 6) issues in targeting national/local audiences internationally, and 7) how personal media consumption reflects broader trends. It provides explanations and examples for each concept.
The document discusses different media sectors and institutions, explaining that the media can be divided into sectors like television, audio, publishing, and games. Within each sector, there are institutions like companies and businesses that create media products to make a profit. The document also discusses how sectors can crossover through synergy, with an example given of how The Simpsons franchise expanded across television, films, audio, publishing, and games.
The document discusses different media sectors and institutions, explaining that the media can be thought of as a school with different subjects that represent sectors like television, audio, publishing, and games. Within each sector there are institutions that create media products to make a profit. The document also discusses concepts like synergy, convergence, and how institutions use these strategies across sectors to strengthen their products and profits.
Introduction to Institutions and Audiencesvfarrimond
The document discusses media institutions and audiences in the context of contemporary media practice. It explores how technological convergence and the rise of user-generated content through platforms like YouTube and social media have fragmented audiences and shifted power dynamics between media producers and consumers. This has resulted in a complex media ecosystem where value chains have been replaced by social networks and audiences can now pull rather than just be pushed media content.
Working Title Films (WTF) is owned by Universal Studios, which helps promote WTF's films through its theme park and various media platforms. Universal Studios uses cross-promotion between its subsidiaries and convergence across different media to reach large audiences. Technological advances have both helped and harmed independent film studios like WTF by providing new distribution methods but also enabling piracy.
The document provides an overview of key concepts related to the film industry, including production, distribution, marketing, exhibition, audiences, and institutions. It discusses how digital technologies and convergence have changed how films are produced, distributed, marketed and consumed. Specifically, it gives the example of the James Bond film Quantum of Solace to illustrate how convergence allows films to be experienced across multiple media platforms.
The document discusses the evolution of media from early blogs and citizen journalism to the current multi-screen world of TV, computers, and mobile devices. It also covers how social media can be used across different platforms to engage audiences and promote brands or businesses. Effective strategies discussed include creating content for different screens, enabling user sharing and remixing, and using search and social networks to spread brand messages.
Interactive media engages users through input-dependent outputs. Websites and video games are common interactive media, while movies and most TV are not. Social media is the largest use of interactivity, allowing people to share content and views. Short videos, promotional videos, and film trailers are examples of digital media used for communication, marketing, and entertainment across various platforms like websites, mobile devices, and more.
This document provides guidance on key areas of focus for Section B of an AS Media Studies exam. It outlines that students should understand media institutions and audience consumption. It then lists several specific areas of focus, including issues of media ownership and cross-media convergence in production and distribution. It also emphasizes understanding the significance of proliferating media hardware/content for institutions and audiences. Students should consider how global institutions target national/local audiences and how their own media consumption illustrates trends. The document provides examples to illustrate national/local audience targeting and changes to personal media consumption over time. It directs students to complete case studies on Working Title and Warp Films film institutions.
This document provides revision materials for the AS Media Section B exam on audiences and institutions. It includes tips on key topics, past exam questions, and summaries of important concepts like convergence, audiences, film distribution, and the relationship between audiences and institutions. It emphasizes understanding how digital technologies have transformed media production, distribution and consumption, blurring boundaries between producers and audiences.
AS G322 revision booklet pt1 (Film Industry)Belinda Raji
This document provides an overview of key concepts for the AS G322 exam on media studies, focusing on section B. It discusses media institutions and how they produce and distribute media to audiences. It also examines how digital technologies and convergence have transformed audiences from passive receivers to active participants (prosumers). Students are advised to choose a contemporary film institution for their case study and analyze its relationships with production, distribution, and audience consumption. Competing views are presented on whether institutions or audiences wield more influence over what media gets made and distributed.
AS G322 revision booklet pt1 (Film Industry)Belinda Raji
This document provides an overview of key concepts for understanding film institutions, distribution, and audiences for an AS Media Studies exam. It discusses how film institutions produce and distribute films globally and how audiences interact with media in the digital age. Technologies like streaming and user-generated content have blurred lines between producers and audiences. The document also examines the dominance of major Hollywood distributors in the UK market and how digital technologies are transforming the film industry.
Social media communication_lecture_2012GretaMedelyte
1. The document discusses the impact of new media on communication and creativity in advertising. It analyzes how communication models have shifted from mass to personalized media with more audience involvement and engagement.
2. New media allows for a "third layer" of experiential advertising beyond just announcements, through interactive and social campaigns. This has implications for the structure of agencies and the creative process.
3. Mobile devices are increasingly important communication tools, as they allow messages to reach audiences in opportune moments. New forms of viral, user-generated, and socially enabled advertising are emerging that engage audiences in two-way conversations.
Similar to Unit 1 Digital Media Sectors and Audiences (20)
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The film had some mistakes that could be improved. Specifically, the sound quality was poor and not loud enough outdoors, which could be addressed by using a better microphone instead of the camera's and recording audio in a studio with a higher budget. Image quality suffered in low light situations because the 10 megapixel camera couldn't film well in such conditions, so a professional camera from a larger budget could help. Some actors showed good acting ability but lacked real sympathy; having actors practice more and filming when they feel truly ready could enhance performances.
The document outlines three strengths of a film project: planning, filming, and editing. For planning, it highlights that the script had a good storyline and logical flow, and was improved through revisions. Filming utilized strong technical skills like lighting, tilting and panning, particularly for a forest scene. Editing polished the film through careful cutting, sound effects were added to set the right moods like suspense or jump scares.
The planning process for the film included creating a storyboard, script, budget, and production schedule. Ruben produced the storyboard by drawing and describing the most important scenes. Matei wrote the script, detailing what each character would do and say. Farid made the budget to plan what needed to be bought or rented for production. The director created the production schedule to plan the filming days.
Our brief was to make a short horror film between 5-7 minutes titled "The Devil's Playground" about teenager safety around strangers. To develop ideas for the film, we watched horror movies like "Final Destination" and "Insidious 1" to analyze their genre features, mise-en-scene, continuity, and what made them scary. We applied aspects like the casual look of characters in "Final Destination" to convey that danger can happen to anyone, and used techniques like suspense and jump scares from "Insidious 1" to make our own film scary.
The brief was for a short horror film called "The Devil's Playground" between 5-7 minutes addressing stranger danger and teen safety. Each person had a pre-production role: writing the script, drawing the storyboard, researching the budget, and setting the production schedule. Strengths included good filming and editing techniques like jumpsacres, with the best scene being a forest kidnapping. Areas for improvement were organization and continuity between filming and editing. The assistant's role was helping with the storyboard by drawing and describing key scenes, and working as the cameraman to film each scene with the director.
A teenager finds a coded letter on the street that warns him of danger. He translates it but his friends don't believe him. Later, the teenager is kidnapped by a stranger in a car. His friends go trick or treating and are also kidnapped. The teenagers wake up tied to trees in the forest. A man with a chainsaw approaches them as they scream for help.
1) A teenager finds an encrypted message and is frightened by its contents.
2) His friends mock him for being scared and go out looking for Halloween candy without him.
3) As the teen walks home alone, he is kidnapped by men in a car wearing plague masks. His friends are also kidnapped after being lured into a house.
4) All the teens are shown tied up in a forest behind men wearing plague masks, leaving their fate unknown.
The document summarizes three different media products:
1) The film Indiana Jones and the Raiders of the Lost Ark is about Indiana Jones searching for a gold monkey statue in South America. It aims to entertain audiences of all ages with its adventure and action genre.
2) The documentary The Life of Mammals provides information about Siberian tigers through a narrator discussing their history. It aims to educate both children and adults.
3) The Fairy Liquid commercial from 1991 aims to advertise the product to increase audiences, targeting women who do household chores like washing dishes. It tells a linear story without flashbacks of a mother and daughter discussing the product.
Zed Studios has commissioned a 5-7 minute short horror film called "The Devil's Background" to warn teenagers aged 14-16 about the dangers of going out alone on Halloween night. The film aims to show teenagers what could potentially happen to them if they are not careful about strangers. It will be distributed online through streaming services and YouTube since its short length makes it unsuitable for cinema release or physical media formats. The target audience is teenagers aged 14-16 as they will be able to relate best to the message, while adults aged 18+ are a secondary audience as horror fans.
The document provides an analysis of the film The Mist. It describes key elements of the film including that it contains supernatural creatures that trap people in a supermarket. Horror conventions like scary jumps are used. Sounds are sometimes loud and quiet to build suspense. A variety of shots like long shots, closeups and medium shots are used to show situations, facial expressions and gestures. The setting of a modern supermarket makes it scary and unfamiliar. Costumes are casual. Foggy, gloomy lighting with low key lighting is used to create a horror atmosphere.
This document compares and contrasts the 1957 black and white version of 12 Angry Men with the 1997 color version. Both films follow 12 jurors as they deliberate the guilt or innocence of a Latino boy accused of patricide. While there are similarities in the sets, costumes, and dialogue between the two versions, there are also differences that reflect the changing social norms between the 1950s and 1990s, such as the inclusion of black and female characters in the later adaptation. Camerawork and sound design also differ somewhat between the old and new films. Overall, the document analyzes how the adaptations are both similar and updated for their respective eras.
Juror 1, named Kelvin White, is a 31-year-old American football coach from Nigeria who immigrated to the US at age 15. He is married with two children, takes his responsibilities seriously as a coach, father, and jury foreman, and tries to keep the angry deliberating jurors calm and focused on having an orderly discussion.
The document describes the process of designing a 4-page newsletter. It details how the pages were laid out into columns and sections, with text boxes of different colors. Headlines and articles were added about new musicians, fashion trends, and soccer transfers. Navigation tools and social media links were also included. The goal was to make the newsletter visually attractive and informative for readers.
This document contains three sections. The first section advertises discounted football kits from various clubs available for purchase until June 25th. The second section discusses Real Madrid and Barcelona's chances of winning the Champions League, noting Real Madrid's strong recent form with 40 unbeaten matches and stars like Cristiano Ronaldo. The third section reports that Manchester City has bid £200 million for Lionel Messi and he may be considering the transfer after a poor season, though he has said he wants to finish his career at Barcelona.
Eddie Blue is a 15-year-old rapper from London who started his career after placing third in a school talent show. He has since performed at schools and on the streets of London, and has concerts scheduled for May and June in central London near Tower Bridge. Justin Bieber also wants to make his London fans happy with a concert on June 22nd at Tower Bridge, where he will perform new songs and spend more time meeting fans.
A 15-year-old kid from London has started a rapping career after being encouraged by friends last year. The Champions League final will feature a match between Spanish rivals Real Madrid and Barcelona, with Real Madrid having a good chance to win as they have played very well recently and broke a Spanish record with 40 unbeaten games, while Barcelona can still win with their talented team including Lionel Messi. Tracksuits have been declared a popular fashion item, usually worn by teenagers between 14-16 years old.
The document describes a newsletter that will be created for teenagers aged 14-16. It discusses the results of a vote on the newsletter title, with "The Note" receiving the most votes. It then outlines the content that will be included in sections on music, fashion, and sports. Interactive features like links and navigation will also be incorporated. The document ends by reflecting on feedback received, noting both positive comments on pictures and details, as well as areas for improvement in fully explaining ideas and having proper grammar/spelling. An action plan is provided to address the weaknesses.
The document provides 10 tips for creating effective magazine advertisements. The tips include using attractive colors, having a clear title, including purchase information, choosing impactful images, providing clear and concise information, making good use of space, including social media details, using high resolution, and featuring a recognizable logo. Examples are then given of poor advertisements that do not follow these tips and a good advertisement that exemplifies an effective design.
The Champions League is the annual club football competition organized by UEFA. It pits the top club teams from across Europe against each other in a knockout format to determine the best club in Europe. Real Madrid are the defending champions, having defeated Liverpool in last season's final in Kiev, Ukraine.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
2. Media Sectors
Digital media products has differents sectors within the creative industries, such
as :
● Films
● Video Games
● Television
● Magazine
● Newspaper
● Radio
● Music
● Web
3. Films
Walt Disney is a film company the has made The Lion King
(1994) and The Snow White (1937)
Warner Brothers is a film company the has made Hobbit
(2012) and Harry Potter (2001)
20th Century Fox is a film company the has made The
Croods (2013) and DeadPool (2016)
4. Video Games
Rockstar is a video game company that has made Grand Theft
Auto San Andreas (2004) and Grand Theft Auto V (2013)
Nintendo is a video game company that has made Super Mario
World (1990) and Pokémon Omega Ruby and Alpha Sapphire
(2014)
Valve is a video game company that has made Counter-Strike:
Global Offensive (2012) and Half-Life (1998)
5. Television
BBC is a TV company that has made this programs BBC 1 -
BBC 2 Doctor who (since 1963)
Walt Disney is also a TV company that has made this programs
Disney XD - Disney Junior - Phineas and Ferb (2007 - 2015) -
Ultimate SpiderMan (since 2012)
Sky is a TV company that has made this programs Sky sports 1 -
Sky 2
6. Magazines
Condé Nast Britain is a magazine company that
has made Vogue and Glamour
Hearst Magazines UK is a magazine company
that has made Men’s Health and Women’s Health
Haymarket is a magazine company that has
made Stuff Magazine
7. Newspaper
News Group Newspapers Limited is a newspaper
company that is making this issues The Sun and The
Sundays Time
Guardian Media Group plc is a newspaper company
that is making this issues The Guardian and The
Observer
DMG Media is a newspaper company that is making
this issues Daily Mail and Metro
8. Radio
BBC is also a radio channel that has BBC Radio 1 and BBC Radio 2
Global Limited is a radio channel that has Capital FM and Classic FM
9. Music
Almighty Records is an electronic music recorder company. They have remixed
with Katy Perry, Rihanna and others famous singers
Anjunabeats is a British record label
10. Digital Platforms
Digital is something that is electronic or computerised that you
can’t touch it.
Examples of digital platforms are:
● Digital text for example E-magazines and E-newspapers,
● Digital posters,
● Digital games such as online games
● Online movie stream.
12. Analogue Platforms
Analogue is something physical that you can touch and feel.
Examples of Analogue Platforms are:
● Analogue Radio
● CD or DVD
● TV
● Cassette Tape
13. Production
They are three steps of doing the production:
● Pre-Production
● Production
● Post-Production
PRE - PRO - POST
14. Pre-Production
Pre-Production is the planning and the design of a media text
Examples:
● Market research is when you research about your the
media text you want to do for example if you want to do a
horror film you have to watch one to have information
● Budgets is when you pay the actors, equipment,
cameraman etc.
● Script is a sheet with the dialog for the actors and
● Storyboard/Layout
15. Production
Production is the making of a media text.
Examples:
● Filming
● Recording audio
● Programming/writing code
● Taking photographs
● Computer Generated Imagery (CGI)
16. Post-Production
Post-Production is the editing of media text
Examples:
● Adding special effects or sound effects
● Altering sound
● Testing followed by re-programming (video,
games, websites)
17. Marketing
Marketing is when you advertise a media text or product.
This can include…
● Trailers (cinema, DVD, online, radio, TV)
● posters /billboards
● Websites
● Social Media
● Review
18. Distribution
Distribution is when you give out your media text to your audience.
Media texts are distributed by analogue or digital platforms
This include …
● Cinema, TV
● CDs, DVDs, Blu-Rays
● Digital downloads
● Phone and Tablet application
19. Exhibition
Exhibition is the using of media text by the audience.
A part of exhibition is giving to you a message.
Every media text have a message to the audience for example Finding Nemo, the
message of this film is you should listen to your elderlies.
A media text will always have an impact on the audience for example changing
the way you talk or the way you dress.
This impact can be negative impact or positive impact.
20. Synergy
Synergy is the releasing of a brand with different media platforms. Synergy is use
so the companies can increase the brand’s image.
Examples: Lord of the rings
Book film Animated film
magazine
21. Convergence
Convergence is the unification of platforms that were once separate. Because of
internet now you can choose what you want to do and watch different media
sectors. You can listen music, play games, read news, watch tv all this in one
smart device. Before if you want to listen music you had to buy a record player
and separate vinyl, if you want to read a newspaper you had to buy one.
The provides used to have power but now the users have the power because now
you can choose which media sector to watch or read. The internet gives us
choose what to do.
23. Impact of Convergence
Convergence has had a wide range of effects on producers and consumers,
including:
● Immediacy: increased speed; instant messaging; on demand media, is a lot easier.
● Access: no longer exclusive, inexpensive, allows amateur media-making; democracy, you
can access to everything
● Convenience: free or cheap; you can use it anywhere in the world; user-friendly
● Portability:easy to move and flexibility
● Connectivity: you can talk or connect with other people around the world.
● Interaction: communication between the producers and consumers
● Personalisation: avatars and social networking.
24. Audience
Audience are the consumers or users of a media text. They can be made up of
individuals or as a group.
● Individual: engages with a digital media product alone. The advantages of this
are that you have privacy, control.
● Group: engages with a digital media product with others. The advantages are
that you share, social interaction and competition.
25. Audience
Audience is also segmented into primary and secondary audiences
Primary: The main audience that media text is targeting.
Secondary: An audience that is not targeted but, they may still consume a media
text.
Examples of Adults Jokes in Cartoons: In toy story When we first meet the
incredibly innocent looking Bo Peep, she pulls Woody closer with her hook and
cheekily says “What do you say I get someone else to watch the sheep tonight”,
clearly implying something much more naughty.
26. Audience
Audience can be also active or passive consumers
● Active: The audience interact physically with the product. Examples: playing
video games on your PC or Consoles.
● Passive: The audience does not interact physically with the product.
Examples: watch TV or Films.
27. The uses and gratifications theory (1974)
Blumler and Katz’s idea was how audience use media text t satisfy or enjoy a
certain need.
These needs include:
● Diversion is when you need to do something different to escape from the
everyday life. E.g reading a book or playing video games.
● Personal relationships is the substitution of personal relationship by watching a
movie or having a virtual girlfriends or boyfriends.
● Personal identity is finding oneself reflected with another character celebrity e.g.
be Bruce Lee
● Surveillance is the need of information e.g. watching news
28. The Hypodermic Needle Theory
● The Hypodermic
Needle is an idea that
claims the idea
‘injects’ biased or
subjective information
into the minds of the
audience.
● This can influence the
beliefs and behaviour
of the audience.
29. Regulation
Regulation bodies are an organisation that makes sure to safeguard the public
from offensive material. (recommended age for video games and movies)
This use because it may influence the kids or any person by acting racist with
other people, acting violent and be sexism.
30. Regulatory 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)
Newspapers and
Magazines
Independent Press Standards Organisation
(IPSO)
31. The watershed
● The watershed is the time when TV programmes that contain material
deemed unsuitable for children can be broadcast.
● The set time begins at 9 pm and ends at 5:30 am.
● The watershed exit to protect the children from films such as horror films etc.
32. Research Methods
Primary research is used to make a new and a original data. This includes
interviews, observations and questionnaires.
Secondary research is used to get information by using someone's primary
research such as books, encyclopedias, journals and on the internet.
33. Research Methods
● Quantitative research is based on
measurable facts and information that
numerical and statistical data e.g.
show the percentage
● Qualitative research is based on
opinions and preferences. It involves
in-depth studies of thoughts and
behaviour
34. Research Methods
‘Demographic’ is the details of a person. Demographic is also called Profile.
Examples:
● Age -15
● Gender - Boy
● Ethnicity - Romanian
● Social Class - Middle Class
● Occupation/employment status - Status
● Locale - London, Ilford
35. Research Methods
● Media institution create audience profiles in order to create different groups in
society.
● These groups are created so media companies can aim specific products to
specific groups (e.g. Disney films for children, as well as their parents).
36. Research methods
● Media institutions understand that audience demand is constantly changing.
● Therefore, the media institutions are always under pressure to meet their
audience’s demand before their competitor do.
● These institutions must be aware of their audience’s desires. They tend to
find this out by studying their behavior and grouping them according to their
psychographic profile.
Psychographic profile: the study of a group’s interests and opinions
37. Research methods
● Institutional rivalry examples:
Disney (Marvel) vs Warners Bros. (DC)
EA Sports (FIFA) vs KONAMI (PES)
Apple (iPhone) vs Samsung (Galaxy)
38. Codes
Codes are sign and symbols within a text that a reader is supposed to read.
● Some codes are obvious (denotation)
● Some codes are concealed and have a deeper
meaning (connotation)
39. Camerawork
Video-based media will apply certain camerawork techniques, including:#
Extreme wide shot Wide Shot Medium Shot
Medium close up Close up Extreme close up
40. Mise-en-scène
Mise-en-scene is the the background of a movie and how is it set.
It involves the construction and the arrangement of all of the visual elements seen
on the screen, including…
● Colour
● Costumes
● hair/make-up
● Lighting
41. Lighting
Lighting is an important aspect of mise-en-scene, as it can convey specific
meaning and feelings.
This can be though the level of lighting, or, the colour of the lights
44. Editing
Editing is when you change or add certain elements, such as…
● Cutting scenes
● Changing colour schemes
● Adding CGI
● Adding visual effects or sound effects.
45. Editing
Open-ended is a storyline that is left incomplete, left with a question.
Examples:The Hobbit: The Desolation of Smaug (2013)
Captain America: The First Avenger (2011)
Closed is a storyline that is left complete with no question.
Examples:Logan (2017)
Suicide squad (2016)
46. Editing
Linear is an event that’s going forward in time, normal time, chronological
order.
Examples: Batman Begins (2005)
Non-linear is an event that’s going back and forward in time, non-chronological
order
Examples: The flash
47. Sound
Sound is the different types of audio that is hear in a media text such as Videos,
Films etc.
Diegetic sound is sound that comes from inside that world such as dialogue.
Non-diegetic sound is sound that comes from outside that world such as music in
the background, narrative.
48. Sound
Synchronous Sound
- When an action and a sound matches an action within the video.
Asynchronous Sound
- Is sound that is suitable to the content, but may not be used in time with the
action