Media Studies 10 Final

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62 Terms

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Niche Advertising

Focus on niche audiences desired by advertisers

  • Spend less $$$ to reach more receptive audiences

  • GOAL FOR MEDIA: produce/curate content for a niche, then sell access to that niche to ads

  • Logic = divide the audience into categories useful to marketers

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Segment types

  • Geographic (less useful in age of national brands)

  • Demographic (categories like gender, age, education)

  • Social class (psychology of upbringing)

  • Geographic (neighborhood)

  • Psychographic (personality characteristics)

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Programmic interactive microtargeting

Algorithm uses a database to buy ad space targeting you at a cost based on the data in your profile

AD METRICS: 

  • Impressions (Exposed to ad)

  • Click-through (Clicked on ad)

  • Conversion (Purchased product)

SOCIAL MEDIA: Additional feedback including reactions, comments, follows, “hide ad”

Turn “paid media” into “earned media” 

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Data collection

PROFILE = a collection of “data points” on an individual consumer

DATABASES = constantly-updated collections user profiles sortable by relevant information desired at a particular time

  • First-party data = data collected by the site/platform

  • Third- party data = data purchased from data brokers

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Interactive microtargetting benefits & concerns

benefits:

  • Increases amount of relevant info; decreases amount of irrelevant info

  • Automated (no human surveillance) 

concerns:

  • Compiled without (or with little) user access

  • No way to guarantee accuracy

  • Limits potential future choices

  • No limit to duration (one’s history is never forgotten)

  • Doesn’t distinguish between public & private

  • Vulnerable to hacking & data breaches

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Two understandings of the child audience

Media industry

WHO: producers, distributors, advertisers, etc.

  • Desirable & lucrative demographic

  • High media consumption

  • Consumerist

  • Foster brand loyalty early on

Protectionists

WHO: parents, watchdogs, educators, regulators

  • Blank slates

  • Innocence, fragility

  • Lack taste distinction & ability to choose

  • Consumption is a passive activity

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Children & TV — why + how

Assumption: Consumption is passive

BUT: WHY do kids really engage with the TV they watch?

  • To see (depictions of) the world

  • For learning math, words, behaviors, etc.

  • SO: kids TV focuses educational curricula &/or social-emotional curricula 

ASSUMPTION: They consume media as adults do but without critical skills

BUT: HOW do kids really engage with the TV they watch?

  • Direct participation = answering questions, repeatable songs, etc.

  • Problem solving = narratives require multiple views to grasp

  • Repetition = learn to understand storytelling conventions

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Young ppl’s “digital media world" (Horst & gaspard)

Platforms: Smartphone (& tablets) not young peoples most used form of media

  • (Mobile) accès to the internet

  • Multifunctional tech convergence

  • Social engagement re: relationships, shared interests, identities

Participation: new ways to consume, create, collaborate

  • Gain experience & expertise

  • Share knowledge

  • BUT: requires “digital literacy skills” re: sociality, learning from adults, understanding commercial motivations

Place: disparities between quality of tech & access

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Productive practices of consumption

  • Interpretation

  • Speculation 

  • Projection

  • Discussion

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Utopian understanding of fandom

  • High engagement

  • Close scrutiny

  • Social practice

  • Public display of passion

AND: They’re heightened examples of typical behaviors and pleasures

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Fandom online

The internet makes it easier to engage in “fannish” behavior

  • Information seeking

  • Consumption

  • “Backstage access” (ex: social media behind the scenes lives)

  • Social media

  • “Media appropriation”

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“media appropriation” (Dalelio)

“Grassroots creativity” in fandoms

  • Fans can analyze/build upon/transform texts

  • Can express critique & address underserved audiences

  • Networks of mentorship, collaboration, audiences

  • RESULT: cultural convergence = blurring "folk culture” of “media appropriation” & “mass culture” where people “reclaim” cultural ownership (Jenkins)

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Cultural appropriation vs. intellectual property (Jones)

  • Cultural production can be unauthorized, violate IP laws

  • BUT: IP holders tolerate “media appropriation” to help fandoms flourish

  • Fandom = niche market cultivated by the industry regardless of IP violations

  • GOAL: a large audience PLUS an active one

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Industrial utility of fandom (Jones)

Fandom is an industrial construct & not a community

  • The industry’s “adoring offspring” not its nemesis

  • Based on consumption, not critique

  1. Transmedia extension

  2. Increased consumption 

  3. Brand advocates // free promo

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Media mergers

RESPONSE: rather than compete, media companies merge through buyouts

MEDIA CONGLOMERATE: Company that owns several media divisions under a single corporation umbrella

Example: Disney owns Lucasfilm, Marvel, Pixar studios, etc.

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Vertical integration v.s. Horizontal integration

Vertical Integration

Production + national distribution + local exhibition within a single media division

What are the goals here?

  • Keeps profits in-house // decreased costs

Horizontal integration

Owns many different media divisions

  • Spreads risk (so you don’t put all of your eggs in one basket)

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Synergy

Coordination across media divisions so that the whole is greater than the sum of its parts (''1+1=3'') 

  • Each corporation division works together to advance a multimedia brand

  • Logic = Corporation would make more $$$ from content convergence that the divisions working separately to create their own brands

  • BUT: synergistic “mismatches” lead to a loss of efficiency & drain on profits

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Conglomerate power critics

Economic harms = oligopolies that favor their own interests/partnerships & make it difficult for outsiders to compete

Political harms = antidemocratic because lobbying power and content influence

RESULT 1: Illusion of diversity (media grows but the # of speakers can shrink)

RESULT 2: “Power is knowledge” (power to control circulation of ideas)

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Free market defenders

  • Media industry is dynamic and changing

  • Corporations must grow or lose market share in abundant marketplace

  • Corporations absorb losses, can afford innovation

  • Internet allows more production & sharing than ever

  • Companies self-regulate content

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Self-regulation

Industry policies itself to keep competitive position in the marketplace through pressure from

  • Lawmakers (threat of regulation)

  • Advocacy groups

  • Advertisers

CRITICS: this problematically equates capitalism with democracy

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Media globalization

  • Instantaneous (crosses time + space)

  • Interconnected (communication/relationships across cultures)

  • Interdependent (global economies)

BUT: Globalization is uneven due to inequalities of power

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Rise of media globalization

Political = end of Cold War & opening up of new markets

Econ = deregulation, loosening ownership regulation, & trade treaties

Tech = satellite, digital networks

Cultural = new migration patterns and movements of people

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Globalization of film

Small studios = increase # of films

Major studios = create high-budget blockbusters

  • Maximizing the investment capital

  • Economies of scale (easier to promote/distribute)

  • Free publicity as “media events”

  • Allows synergy & tie-ins

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“5 key relationships to manage”

  1. Government = Show China in positive light; all ages; invest in China

  2. General audience = Visual spectacle + animation; including “Chinese Elements”; special premieres, promos, and versions

  3. Fans = Hire international stars (including unrelated ones) use them for promo

  4. Partner relations = Collaborate with Chinese media in productions/distribution, promo, product placement with Chinese business

  5. Media = Special access; Chinese friendly interviews

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Importation

U.S. TV producers are in a position of power because their:

  • Primetime dramas are $$$ to produce & have widespread appeal

  • Show’s performance in the U.S. predicts international success

  • OVERALL: Advantage for buyer = cheaper less risky than local production

BUT: U.S. faces competition from international producers

  • Home = non-U.S. media find more success in the U.S. as niches

  • Abroad = U.S. increasing competition from other markets

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Co-Production

Co-op between producers from different markets

  • Advantages = shared costs (including for international sales) AND tailored to the cultural specificities of both countries

  • Disadvantages = language & industrial differences create conflicts ad/program structure, scheduling, etc. needs of stronger partner usually win out

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Formatting (Eeser)

Importing premise to adapt to in local contexts

  • attractive to programmers because they have proven appeal

  • “Cost effective & enabled speedy production” including “series bible” + consultant

  • Customized to cultural specificity & market needs

  • BUT ALSO: transnational in brand consistency, workshops, “format hubs”

  • AND: Represents “multiplying & diversifying” content & flows

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4 perspectives on global media impact

Cultural exchange = global flows are part of a “global village”

  • global media unites people

  • Advocates a deregulated free flow of media (& identities & info)

  • “Universal” cultural/values most in demand

  • Supported by international media corporations & dominant ideologies 

Culture imperialism = global flows are part of a “global pillage”

  • global media = one way flow from US/West to the rest

  • No real exchange of ideas // unequal position of influence

  • Local media suppressed or imitates US media

  • DANGER: imposes cultural values from outside 

Cultural nationalism = local cultures need to be protected through regulation 

  • must be reasserted through government funding &/or restrictions/quotas

Cultural hybridity = global flows are a recombination of cultures 

  • recombinant genres/styles creating diversity & difference

  • Ex: 

    • content platforms (like Netflix)

    • adaptations (like TV formats)

    • original works (like k-pop

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Multiple proximities (La Pastina & Straubhaar)

Cultural specificity of domestic media fosters “primary cultural proximity” with the national

  • Language 

  • Experiences

  • Values

  • Cultural forms

BUT: People can feel “secondary cultural proximities” to other nations/experiences through media imports

  • appealing to additional proximities (e.g. religion, region, localism, migration history)

  • From countries w/ shared similar/shared cultural specificity

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Representations of technology

People (also) learn about new technologies through mediated representations

  • Nonfiction (focusing on what the tech is)

  • Fiction (focusing on what the tech means)

AND: These help shape discourses on technology & society

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Technological determinism

  • A discourse that tech is the primary driver of change in society

  • What tech is doing to us” 

  • AND: can be utopian or dystopian

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“The medium is the message” (McLuhan)

Personal and social consequences of any medium is a result from the new scale that is introduced into our affairs by each extension of ourselves, or by any new technology. 

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Tech guided by human stakeholder (Newman)

  1. Innovation/development

  2. Distribution (including business models) 

  3. Government regulation

  4. Domestication

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Development of new techs (Newman)

  • FIRST: new technologies met w/ a combo of fascination & fear

  • THEN: Techs become “invisible” as they integrate into our lives

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Components of mobile gaming (Steirer & Barnes)

  • Gameplay accessibility (story & gaming mechanics)

  • Software accessibility (avail through a variety of devices)

  • Everyday ubiquity (encourages daily play)

  • Variable monetization (especially “free to play” games with ads and/or in-app “microtransactions”)

AND: reduced barriers to entry for developers

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Game & player space

Gameplay simultaneous exists in two spaces

  • Game space = virtual world of the game

  • Player space = environment where person is playing

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Console games & spatial convergence

Focus on immersive play & the game space

GOAL: Fully absorb your attention

RESULT: “Avatarial introjection” of identity in game space

  • Avatar as “me”, “I”, “mine”

  • Status & nice things for avatar

  • Feeling a personal connection to other characters

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Video game realism

Realism is a means of fostering deeper immersion

  • Photorealistic representation 

  • Mimetic play & “force feedback” feel of game controllers

  • Degree of interactivity (including freedom to explore the world)

  • Unpredictable encounters (including multiplayer environments)

AND: standards of realism keep changing 

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Participatory culture (Dalelio)

  • Social Media: networking & connectivity

  • User-generated content: platforms users make its content

  • The gift economy: non-monetary exchange

  • Active audiences: mainstreaming of fan behaviors

  • Engaged citizens: politics & activism

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Promise of participatory culture

Access to production + free storage/display + peer-to-peer sharing

  • Demystifies the production process

  • Less reliance on traditional media

  • Democratization of authorship, info, & culture

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Costs of participatory culture

Framed as fun but it’s a form of work under corporation platforms

  • Users are unwaged // mandatory content licensing 

  • Subject to ads & data collection

  • Recommendation features steer users to promoted content

SO: users may be participatory but that doesn’t meant mean they’re powerful

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Influencers

Entrepreneurial professionalized-amateur content producers

  • Author consistent, pop content (in views & subs)

  • Often intimacy, accessibility & relatability emphasized DIY aesthetic

  • Must navigate social media tech + social + economics 

  • AND: precarious labor  

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Influencer authenticity (RHTA)

  • Audiences form bonds with the influencer through relatability & consistent authenticity 

  • Can be personal value BUT ALSO an economic necessity since it’s based on advertorial experts who “share authentic info” 

  • SO: authenticity must be constantly performed 

  • Including short-term loss of turning down “inauthentic” brands to maintain long-term credibility 

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College influencers (RHTA)

Constructing the student influencer positioning 

  • “Academically successful student” identity & brand credibility to share advice

Working w/ brands

  • Brands = sometimes students, sometimes just young people

  • “Authenticity over income” & what a “good student” post/endorse

Intersections of authenticity & student hood

  • Academic knowledge “provided a critical lens through which to make sense of their influencer work and to evaluate the content they produce” 

  • Authentic = + but "realistic” re: struggle/pressure with “affective strategies” 

  • Role = transitional before non-influencer career 

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Surveillance

Definition: to see without being seen // to be seen without seeing the watcher

Personal traces = the “footsteps” people…..

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Privacy (Marwick)

A value, but also a legal construction of a “reasonable right to privacy”

  • not an intrinsic right: claimants must prove financial &/or repetitional damage

Tech companies frame privacy as an individual responsibility 

  • BUT: policies & settings can be confusing frequently change, & difficult to use

• ⁃ GOAL: “clicked through & ignored” while providing platforms legal defense

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Networked privacy (Marwick)

Networked privacy = “the desire to maintain agency over info within the social & tech nets in which such info is disclosed, given meaning, & shared” 

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Sensor society (Andrejevic and Burdon)

  1. Techs are sensors tracking events & states

  • Always on (phone)

  • Passive interactivity 

  1. New form of data collection & storage (for powerful institutions)

  • immediate needs + info for future analysis

  • Specific individuals + larger usage patterns 

AND: current privacy laws unequipped to handle such pervasive, undirected use

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State surveillance

(State = government)

GOAL: monitor potential crimes (+ dissidents & critics in authoritarian governments)

Direct surveillance = screening, tapping, & tracking programs, etc.

Indirect surveillance = laws that compel private companies to save & hand over user records & communications

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Peer surveillance

Surveillance is a condition to be courted (we WANT attention)

  • We fight the noise of the internet for visibility 

  • We determine disclosure based on the platform

Discursive frameworks of perspectives & vocabs (Marwick)

  • disclosure can be vulnerable, so it’s based on trust of privacy 

  • People can easily share content (misrepresented of not) to different audiences 

  • Feeling of a violation of privacy with little control

SO: managing our privacy/audiences online can be fraught with + time-consuming 

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What concepts did Horst & Gaspard talk about talk about?

  • Young people’s “digital media world”

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What concepts did Dalelio talk about?

  • “media appropriation”

  • Participatory culture

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What concepts did Jones talk about?

  • Cultural production vs. intellectual property

  • Industrial utility of fandom

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What concepts did Song talk about?

  • “5 key relationships to manage”

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What concepts did Eeser talk about talk about?

  • Formatting

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What concepts did La Pastina & Straubhaar talk about?

  • Multiple proximities

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What concepts did McLuhan talk about?

  • “The medium is the message”

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What concepts did Newman talk about?

  • Tech guided by human stakeholder

  • Development of new techs

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What concepts did Steirer & Barnes talk about?

  • Components of mobile gaming

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What concepts did RHTA talk about?

  • Influencer Authenticity

  • College influencer

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What concepts did Marwick talk about?

  • Privacy

  • Networked privacy

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What concepts did Andrejevic and Burdon talk about?

  • Sensor Society