Monday, 9 November 2015

Revision

Definitions


Media Platforms: The platform in which the content is released on
Media Devices : Equipment in which the product Is shared on or devices that holds the media
Media Sector: The industry which creates the media product
Media Product: The the creation which comes from the media sector.
Analogue: Devices which records data linearly from one point to another.
Digital: Devices which performs all calculations using ones and zeros.
Cross-Media Synergy: When you can do one or more thing with a product.
Individual consumption: When you're enjoying a product by yourself
Group consumption: when you use the product in a group setting
Technological convergence: As technology changes, different technological systems evolve towards performing similar tasks.
Primary research: Finding research out yourself,through surveys,questionnaires,interviews.
Secondary research: Finding someone else's research either in books or on the internet.
Quantitative research: Research based on facts and figures.
Qualitative research: Research based on attitudes thoughts and opinions.
Objective questions:  Require a user to choose or provide a response to a question whose correct answer pre determined.
Subjective questions: Are questions that are asked in a way to extract a certain response. 
Reliable questions: Are questions you can rely on to give you the correct information on something.
Active Media: Media that requires audience interaction and engagement in order to acquire the full meaning or message embedded within the product, e.g. interactive videos such as The Treasure Hunt: A Chad.
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.
Passive Viewing: An audience/consumer/viewer that does not fully interact physically with the product or its associated content, nor do they generate content or influence production in any way.
Primary/ Target Audience: Who the product is aimed at.
Passive Media: Media that requires observation rather than an active response and the questioning of media texts
Active Viewing: An audience/consumer/viewer that fully interacts physically with a media product, contributes to and becomes part of the production while having an element of control over how they interact with it.
Uses/Gratifications model: The theory, that audiences uses media texts in order to fulfil pleasures and basic needs, such as: escapism, surveillance, personal identification and personal relationships.
Hypodermic Needle Model: The theory that proposes that media messages can be 'injected' into the audience and can influence people to act a particular way.