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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
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)
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”
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
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
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
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
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
Productive practices of consumption
Interpretation
Speculation
Projection
Discussion
Utopian understanding of fandom
High engagement
Close scrutiny
Social practice
Public display of passion
AND: They’re heightened examples of typical behaviors and pleasures
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”
“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)
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
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
Transmedia extension
Increased consumption
Brand advocates // free promo
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.
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)
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
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)
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
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
Media globalization
Instantaneous (crosses time + space)
Interconnected (communication/relationships across cultures)
Interdependent (global economies)
BUT: Globalization is uneven due to inequalities of power
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
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
“5 key relationships to manage”
Government = Show China in positive light; all ages; invest in China
General audience = Visual spectacle + animation; including “Chinese Elements”; special premieres, promos, and versions
Fans = Hire international stars (including unrelated ones) use them for promo
Partner relations = Collaborate with Chinese media in productions/distribution, promo, product placement with Chinese business
Media = Special access; Chinese friendly interviews
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
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
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
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
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
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
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
“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.
Tech guided by human stakeholder (Newman)
Innovation/development
Distribution (including business models)
Government regulation
Domestication
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
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
Game & player space
Gameplay simultaneous exists in two spaces
Game space = virtual world of the game
Player space = environment where person is playing
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
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
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
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
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
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
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
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
Surveillance
Definition: to see without being seen // to be seen without seeing the watcher
Personal traces = the “footsteps” people…..
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
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”
Sensor society (Andrejevic and Burdon)
Techs are sensors tracking events & states
Always on (phone)
Passive interactivity
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
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
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
What concepts did Horst & Gaspard talk about talk about?
Young people’s “digital media world”
What concepts did Dalelio talk about?
“media appropriation”
Participatory culture
What concepts did Jones talk about?
Cultural production vs. intellectual property
Industrial utility of fandom
What concepts did Song talk about?
“5 key relationships to manage”
What concepts did Eeser talk about talk about?
Formatting
What concepts did La Pastina & Straubhaar talk about?
Multiple proximities
What concepts did McLuhan talk about?
“The medium is the message”
What concepts did Newman talk about?
Tech guided by human stakeholder
Development of new techs
What concepts did Steirer & Barnes talk about?
Components of mobile gaming
What concepts did RHTA talk about?
Influencer Authenticity
College influencer
What concepts did Marwick talk about?
Privacy
Networked privacy
What concepts did Andrejevic and Burdon talk about?
Sensor Society