Glossary
Media Platform: The way that media products are distributed.
Media Device: A technological device that allows people to access media products.
Media Sector: The different kinds of Media (Gaming, Music, Films...)
Media Product: It's what the media audience consumes.
Analogue:
Digital:
Cross-Media Synergy: When two companies work together for further improvement of their products.
Individual Audience Consumption: A media product that can only be enjoyed by an individual.
Group Audience Consumption: A media product that can be enjoyed by a group of people.
Technological Convergence: When older technology evolves so it can do more things.
Active Viewing: Viewing that requires interaction from the audience.
Passive Viewing: Viewing that doesn't require any interaction.
Regulatory Bodies
ASA (Advertising Standards Authority) - The UK's independent regulator of advertising across all media sectors.
BBFC (British Board of Film Classification) - Funded by the film industry, the BBFC is responsible for giving films their censorship classification, e.g. U, PG, 12A, 12, 15, 18, and also some video games that have specific themes or content.
Ofcom (Office Communication) - Known as the communications regulator, Ofcom regulates TV and radio sectors, fixed-line telecoms, mobiles, postal services and also the airwaves over which wireless devices operate, in order to protect the consumer.
IPSO (Independent press standard organisation) - A voluntary regulator body that administers the self-regulation of the press, e.g. newspapers and magazines, by dealing with complaints about the editorial content of newspapers and magazines that do not uphold the standard of the Code of Practice.
PEGI (Pan-European Game Information) - A rating system that rates games based on the games' content.
Audience
Primary Audience - Also known as target audience: who the media product is aimed at.
Secondary audience - Describes viewers who are considered to be outside the primary target audience and are viewers that can affect consumption statistics if not accounted for.
Active Media - Media that requires interaction from the viewers. (Video games, Flash web sites, Photo Slideshows…)
Passive Media - Media that doesn't require engagement with the audience. (Films, Adverts, Magazines, Newspapers…)
Uses and Gratifications Model - The theory that suggests that audiences are active and use media texts in order to fulfil pleasures and basic needs such as entertainment, education, escapism, surveillance, personal relationships, social interaction, personal identification.
Hypodermic Needle Model - The theory that proposes that media messages can be "injected" into the audience and influence people to act a certain way. This model suggests that the audience is passive.
Individual Consumption
Media platforms and devices that can be enjoyed by one person who engages with them alone. (Reading an e-magazine, browsing the Internet , watching a DVD, playing a single player game.Advantages:
Accessibility
Convenience
Individuality
Privacy
Sense of control
Active engagement
Flexability
Disadvantages:
Does not experience the sense of being part of something
Lack of Communication
Group Consumption
Media platforms and devices that can be enjoyed by a group of people at the same time and engage with others (Cinema audience, multiplayer games, watching a DVD, TV audience, listening to radio, social networking…)Advantages:
Social Interaction
Sense of competition
Sense of belonging
Sharing experiences
Disadvantages:
Lack of control
Lack of privacy
Getting interrupted by others, therefore do not fully focus/engage with the media product
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