Digital Media Sectors and Audiences€¦ · Unit 1: Digital Media Sectors and Audiences Learning...

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Unit 1:Digital Media Sectors and Audiences

Learning Aims:A = Understand digital media sectors, products and platforms.

B = Understand audiences for digital media products.

C = Explore how audiences engage with digital media products.

Date: Tuesday 16th May 2017 Time: Morning Length: One hour Equipment: Pens, pencils, erasers, rulers

Content Slide Number

Media Sectors 4

Analogue / Digital 6

Media Text Processes

ProductionMarketing

DistributionExhibition

10

13212325

Synergy 26

Convergence 29

Audiences

SegmentationPersonalisation

Interactivity

35

374142

Content Slide Number

Audience Theories

Hypodermic NeedleUses and Gratifications

43

4446

Regulation

Watershed

51

54

Research Methods 56

Stylistic Codes

CodesCamerawork

EditingMise-en-Scène

Sound

64

6566677073

Digital media production spans several sectors within the creative industries, including…

Film Magazine Music Newspaper Radio Television Video game Web

Devices that can access digital media content…

Smart phones

Games consoles

PCs / laptops

Tablets

MP3 players

Step one = PRODUCTION(including pre-production, production and post-production)

Step two = MARKETING

Step three = DISTRIBUTION

Step four = EXHIBITION

PRE-PRODUCTION = The planning and designing of a media text.

Depending on the media text / product being made, this will usually include…

Market research (including audience and competition)

Budgets Scripts Storyboards / layouts

PRODUCTION is the making of a media text.

Depending on the media text / product being made, this will usually include…

Filming (film, TV or other video) Recording audio Programming / writing code (video games,

websites) Taking photographs

POST-PRODUCTION is the editing of a media text.

Depending on the media text / product being made, this will usually include…

Adding special effects to video and photographic material

Altering sound Testing, followed by re-programming (video

games, websites)

The making of a feature-length animation (PRE-PRODUCTION, PRODUCTION, POST-PRODUCTION)…

http://www.youtube.com/watch?v=BE7kw8hBWu4

The making of a [PlayStation 2] video game (PRE-PRODUCTION, PRODUCTION, POST-PRODUCTION)…

http://www.youtube.com/watch?v=1VuwiZ5pPLA

Marketing involves the promotion of a media text / product.

It is the process of making the public aware of the existence of a media text.

This can include…

Trailers (cinema, DVD, online, radio, TV) Posters / billboards Web sites Social media Reviews

Distribution is the giving out of a media text to an audience.

Media texts / products can be distributed via analogue and digital platforms.

This can include…

Cinema, TV CDs, DVDs, Blu-Rays, UMDs Digital downloads Phone and tablet applications Print-based

Distribution examples…

Blu-Ray, DVD, digital (Triple Play)

Game discsPhone / tablet apps

Exhibition is the consumption of the text by the audience.

It is also how the audience interact with the text.

A media text will have a message that it aims to deliver to its audience.

Consuming a media text will usually have an impact on the audience – this can be a positiveimpact or a negative impact.

Synergy is the release of a brand across different media platforms.

Media institutions use synergistic techniques in order to...

1. Increase their brand’s image.2. Expand their target audience.

[Technological] Convergence is the unificationof platforms that were once separate.

Phone

Applications

Games

FilmsMusic player

Internet

Books Newspapers

Access to the Internet has helped to drive technological

convergence, as audiences are consuming texts across a

variety of platforms.

Due to convergence, power has shifted from the producers to the consumers.

Consumers of media can now also be producers of media. This is known as being a ‘prosumer’. Prosumers can now create and distribute their own texts.

Therefore, audiences do not have to rely on mainstream media institutions for information.

http://www.youtube.com/watch?v=dv3Det7gkhA

Convergence has had a wide range of effects on producers AND consumers, including:

Immediacy: increased speed; instant messaging; on-demand media.

Access: no longer exclusive; inexpensive; allows amateur media-making; ‘We Media’ and democracy.

Convenience: free or cheap; broken local/national/global boundaries; user-friendly.

Portability: movement and flexibility; always connected.

Connectivity: global village; digital communities; social networks; virtual reality.

Interaction: communication between producers and consumers.

Personalisation: self-representation via avatars and social networking (Facebook, Second Life); recommendation systems (Amazon, Last FM).

* See slides 41-42 for more info on Personalisation and Interaction *

Audiences 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 include social interaction, competition, belonging and sharing.

Audiences can also be segmented into primary or secondary audiences.

Primary: The main audience that a media text is targeting.

Secondary: An audience that is not the main target market, but, may still consume a text (with the primary audience).

For example, the primary audience for Toy Story is young children, with the secondary audience being parents of those children (parents are likely to watch the film with their children).

Audiences can also be active or passive consumers.

Active: The audience physically interacting with the product. They can contribute and become part ofthe production.

Passive: The audience does not interact physically with the product or its content. Does not generate content or influence the production.

Audiences can now personalise and interactwith digital media texts.

This means that audiences can have choiceand control over…

What they consume (film, game, music). When they consume it (24/7). Where they consume it (home, work, bus). How they consume it (TV, tablet, phone).

Personalisation is making media personal to the consumer or user, such as…

Log-ins Avatars Digital TV menus Modifying interfaces Font features Music playlists

Interaction is the communication between two or more parties. For example, audiences interacting with producers, or, interacting with the products being used. This can be achieved through…

User-generated content Digital editing Forums and message boards Uploads and downloads Texting and emailing ‘Red button’ and TV menus

* See slide 45 for more info on Interaction and Personalisation *

An idea that claims the media ‘injects’ biasedor subjective information into the minds of a mass audience.

As a result, this information can influence the beliefs and behaviour of that audience.

YOUR TURN! Design a poster illustrating

the Hypodermic Needle Theory.

Blumler and Katz’s idea about how audiences use media texts to satisfy a certain need.

These needs include…

Diversion Personal relationships Personal identity Surveillance

Diversion is the need to escape everyday life and routine (playing FIFA or reading Harry Potter).

Personal relationships is the substitution of personal relationships for fantastical relationships (watching EastEnders or listening to The Archers).

Personal identity is finding oneself reflected within another character or celebrity (watching Desperate Housewives or reality TV shows).

Surveillance is the need for information(watching Sky News or Fake Britain).

Regulatory bodies are organisations that supervisethe content of specific media industries and aim to safeguard the public from offensive material.

They ensure that all media companies are publishing suitable material.

PLATFORM ORGANISATION

AdvertisementsThe Advertising Standards Authority

(ASA)

FilmsThe British Board of Film Classification

(BBFC)

Television and Radio

The Office of Communications(Ofcom)

Video GamesPan European Game Information

(PEGI)

Newspapers and Magazines

Independent Press Standards Organisation(IPSO)

The watershed is the time when TV programmes that contain material deemed unsuitable for children can be broadcast.

The watershed policy, set by Ofcom, begins at 9pm and ends at 5:30am.

The watershed exists to help parents/guardians protect their children from material that might be unsuitable or even harmful for them.

* See Ofcom’s watershed site for more information *

Primary research is used to obtain new and original data. This can be conducted via focus groups, interviews, observations and questionnaires.

Secondary research involves the use of existing data and information. This can be found in books, encyclopaedias, journals and on the Internet.

http://www.youtube.com/watch?v=OcRBXz5MPPQ

Quantitative research is based on measurable facts and information that produces numerical and statistical data.

Qualitative research is based on opinions, attitudes and preferences. It involves in-depth studies of thoughts and behaviour.

The term ‘demographics’ relates to the study of a population that is based on factors such as…

Age Gender Ethnicity Social class Occupation / employment status Locale

Media institutions create audience profiles (using demographic information) 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).

However, 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 competitors do.

These institutions must be aware of their audience’s desires. They tend to find this out by studying their behaviour and grouping them according to their psychographic profile (i.e. the study of a group’s interests and opinions).

Codes are signs and symbolswithin a text that a reader is supposed to read.

Some codes are obvious(denotation).

Some codes are concealedand have a deeper meaning(connotation).

Video-based media will apply certain camerawork techniques, including…

* Click HEREfor more

shot types *

Editing is the technique of changing or altering certain elements, such as…

Cutting scenes Changing colour schemes Applying computer

generated imagery (CGI) Adding visual effects or

sound effects

Open-ended = A storyline that is left incomplete. Also known as a ‘cliff-hanger’.

Closed = A storyline that is left complete, with no questions left unanswered.

Linear = Events, of the storyline, that unfold in a chronological order.

Non-linear = Events, of the storyline, that unfold in a non-chronological order.

Mise-en-scène 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, including…

Colour, costumes, hair/make-up, lighting, props, setting, and, of course, characters.

Low key lighting examples…

Nosferatu (1922) Shutter Island (2010)

High key lighting examples…

Friends (1994-2004) High School Musical (2006)

Lighting Colour scheme Setting

PropsCostumes Hair / make-up

Characters

The Lord of the Rings: The Fellowship of the Ring (2001)

Sound is the different types of audio that can be heard in a media text, such as…

Diegetic sound (sound that comes from inside the text’s world – e.g. dialogue, asynchronous sound, etc.).

Non-diegetic sound (sound that comes from outside the text’s world – e.g. incidental music, narration, etc.).

Doctor Who: Tooth and Claw (Series 2, Episode 2) (2006)

Why stylistic codes are used…

To create mood, atmosphere, meaning and excitement.

To direct or alert the viewer to a specific point in the text.

To draw attention to a character or other details.

To communicate messages and values.

To represent a specific theme .

To manipulate time, events or space.

Content Slide Number

Media Sectors 4

Analogue / Digital 6

Media Text Processes

ProductionMarketing

DistributionExhibition

10

13212325

Synergy 26

Convergence 29

Audiences

SegmentationPersonalisation

Interactivity

35

374142

Content Slide Number

Audience Theories

Hypodermic NeedleUses and Gratifications

43

4446

Regulation

Watershed

51

54

Research Methods 56

Stylistic Codes

CodesCamerawork

EditingMise-en-Scène

Sound

64

6566677073

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