47 terms

BTEC Creative Digital Media Production - Unit 1 Revision


Terms in this set (...)

The different industries creating media products
The way media can link between sectors (e.g. movie soundtracks or making a movie from a game)
Analogue products
Traditional media using physical data, e.g. vinyl records, old television broadcasts
Digital products
Media that is stored digitally (on a computer). This could be a film, music, game etc.
A feature of digital media: it is usually very quick to access/download
A feature of digital media: it is normally easier to use than analogue media (because it is portable, immediate etc.)
A feature of digital media: lots of people have access because of advancements in technology. (But remember that some people might not have access!)
A feature of digital media: we can carry it around with us thanks to mobile devices like smartphones or laptops
A feature of digital media: it lets us connect with each other, e.g. sharing comments or liking each other's online activity
A feature of digital media: audiences can interact with the media, e.g. clicking links, pausing
A feature of digital media: Consumers can make media personal to them, e.g. e.g. making playlists, creating accounts, getting recommendations
Stages of production
1. Pre-production
2. Production
3. Post-production
4. Distribution
5. Exhibition/consumption
The means by which a media product is distributed (e.g. cinema, TV broadcast, digital download, radio, CD etc.)
The way that we access media (e.g. Mobile phone, Computer, Games Console)
Primary audience
The main target audience that a product is aimed at
Secondary audience
Other people who might watch something, even if they aren't the primary audience. e.g. parents might watch kids shows, or old people might watch shows aimed at teenagers
Individual consumption
When someone consumes media alone (e.g. watching TV alone, reading a book alone). This brings privacy, convenience, control, individuality
Group consumption
When we consume media with other people (e.g. online gaming, going to the cinema with friends etc.). This brings social interaction, competition, belonging, sharing
Hypodermic Needle Theory
The audience consumes media passively and accepts the messages.
Uses and Gratification Theory
The audience interacts with the media and has control over why they use it.

1. Information
2. Social Interaction
3. Identity
4. Entertainent
Stylistic codes
The ways media products communicate meaning to us. (we understand what is going on because there are accepted signs and codes, e.g. the music we associate with horror movies)
What something literally means, or what we can actually see
What something suggests or implies. What we understand by it.
The things in a scene which are used to establish meaning. This could include:
- props
- lighting
- body language
- Costumes
- Hair
- Make up
- Camera angles
Camera shots
These include Long Shot, Mid Shot, Close Up, Extreme Close Up, Point of View, Over the Shoulder
Camera Angles
These include: Low Angle, High Angle
Camera movement
These include: panning, tracking, panning, zooming
Diagetic sound
Sound which a character could hear in a scene (dialogue, background noise)
Non-diagetic sound
Sounds which a character could not hear in a scene (e.g. voiceover, soundtrack)
Regulatory bodies
The agencies who restrict the content of media products, e.g. putting age ratings on films (BBFC)
British Board of Film Classification
Advertising Standards Agency
Pan European Gaming Information
Office of Communications
Independent Press Standards Organisation
Audience statistics
Ways of monitoring your audience, e.g. box office figures, website hits, number of downloads, ratings
Primary research
Research you do yourself (e.g. questionnaires, surveys, interviews, focus groups)
Secondary research
Information gathered from existing sources (e.g. from the library or internet)
Qualitative research
Open questions, to try and find out opinions, beliefs, attitudes etc.
Quantitative research
Closed questions, that can be easily counted
Ways of profiling your audience, based on quantifiable things, e.g. age, occupation, race)
Ways of profiling your audience based on their personality or behaviour, e.g. gamer, explorer
Consumer behaviour
Different ways that people consume media, e.g. watching particular genres of movie or how willing they are to pay lots of money for things
Objective research
Research that is factual and does not give a personal opinion
Subjective research
Research that includes personal opinion
Valid and reliable research
Research based on a fair, good sample
Leading questions
Questions that push people towards a particular answer. This is a bad thing. e.g. Why did you like my movie? (Maybe they didn't!)