LO6 - TO BE ABLE TO EVALUATE LEGAL, ETHICAL AND REGULATORY ISSUES ASSOCIATED WITH MEDIA PRODUCTS.

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17 Terms

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BBFC

The British Board of Film Classification is one of the oldest regulators of media content and they classify films that are distributed in the UK.

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IPSO

The Independent Press Standards Organisation regulates the content of all press and magazine copies. They were introduced in 2014 in response to the Levenson Inquiry, replacing the Press Complaints Commission (PCC).

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ASA

The Advertising Standards Authority regulates all broadcast and non-broadcast advertising outputted.

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OFCOM

The Office of Communications, regulating all broadcast content across the UK since 2004.

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PEGI

Pan European Game Information classifies all video game content in the UK since 2012, taking over from the BBFC.

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Regulation

The control or guidance of media content by governments and other bodies, keeping material from a specific audience.

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Censorship

Keeping material from an audience, determined by governments, media outlets, and regulatory bodies. (Such material includes graphic images, speech or ideas which may be considered harmful, sensitive or offensive to audience members.)

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User-generated content

Content created by non-professionals that are distributed online.

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Desensitise

Becoming less likely to feel shock or distress due to overexposure to violent or graphic images.

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Passive Audience

The academic viewpoint that some audiences are unable to reject media messages and are subject to the negative effects and consequences of the media they consume.

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Active Audience

The argument is that audiences actively make sense of media messages within their personal and social contexts often unconsciously.

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Copyright

The regulation of the use of other people's work under copyright law allows the use of parodies that do not compete with the original work.

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Self-regulation

The act of an organization regulating itself without external intervention of external bodies.

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Intellectual property

The creations of the mind, such as inventions, artistic works, designs, and symbols used in commerce.

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Psychological

Related to the mental and emotional state of a person.

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Sociological

Concerning the development, structure, and functioning of human society.

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Video game addiction

Problematic, compulsive use of video games resulting in significant impairment in various life domains