Topic Area 1.1 - Media industry sectors and products

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According to the specification, for Topic area 1.1 you are expected to know the sectors of traditional media and new media and the Products of the media industry. You also need to know how these sectors are evolving, the types of products that are used in each sector and that the same product can be used in different sectors.

Last updated 6:37 PM on 10/23/23
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22 Terms

1
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Film

Traditional Media, Feature Films, Films, Animated Films

2
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Television

Traditional Media, Television Shows, Boxsets, Gameshows

3
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Radio

Traditional Media, Audio/Music

4
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Print Publishing

Traditional Media, books, Newspapers

5
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Internet

New Media, Social Media, Websites

6
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Computer games

New Media, VR/AR, Video Games

7
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Digital Publishing

New Media, eBooks, Online Newspapars

8
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Interactive Media

New Media, Kiosks, TV screens

9
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Video

Recording, editing and production of moving visual images

10
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Audio

Recording, editing and production of vocal and/or other sounds or noises

11
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Music

Recording, arrangement and production of vocal and/or instrumental sounds.

12
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Animation

Digital photographing or computer generation of drawings or models to create the illusion of movement.

13
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Special Effects (SFX)

An illusion created by props, camerawork or lighting.

14
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Visual Effects (VFX)

When computer generated images on a screen are combined with a real-world environment.

15
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Digital imaging and graphics

Creation of pictures or designs using digital software, a digital camera or scanner.

16
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Social Media

Digital-based programmes that encourage connections and communication between their users, using the internet and digital devices.

17
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Digital Games

Games that are played using digital technology.

18
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Comics and graphic novels

Stories that are told using pictures in panels, along with text and speech bubbles.

19
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Websites

Collections of pages containing text, images and interactive elements.

20
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Multimedia

Combines different types of media into one presentation or form of communication.

21
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eBooks

Digital versions of printed books that can be read on a device such as a computer, phone or tablet.

22
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AR/VR

When computer generated images on a screen are combined with a real-world/virtual environment.