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Single Media Goods
marketed on the "distinctive merits" of each product
Continuous Media Goods
steady slow of regularly refreshed content
Development Costs
The costs sustained from planning a project (i.e. purchasing a script)
Production Costs
costs associated with the actual making of the media project (i.e. actors and directors)
Marketing/ Distribution Costs
money paid to advertise/promote a media product
Plus, the costs to copy and ship different products
Overhead Costs
The costs required to maintain media institutions that manage and finance the product
Independent media
Funded by "financiers"
Get paid back with a portion of the earnings
Video Game funding
Funded by the publishers
TV show
financed by a network and operate in Deficit financing
Sales of video games
Video game console manufacturers don't make their money for their consoles but from this..
propriety systems
games for a specific console are not able to be played on another type of console
$20 million
The average cost to produce a video game (non-tentpole)
Tentpole game
The closest thing to a surefire success in the video game industry which often costs a lot more than a regular video game
Licensing fees
A tentpole game costs much more than a typical video game because of...
Deficit Financing
the producers of a TV show wont make money for a while after the creation of the show and it operates in this type of funding...
Secondary markets
Studios typically make up their costs by selling the rights to a show to these...
Examples:
Local TV stations, Cable channels, DVDs, streaming services
Deficit Spending
Studios keep in mind what both national and international markets may find entertaining
Operates in a "cost-plus" system
The "real" audiences
the audience that actually show up to the theatres
The "constructed" audience
The target market that the media creators make up
Direct Pay
the method of purchasing a single media good
Dual revenue streams
making money from selling both ad space and subscriptions
Practices
the roles of individual workers in the media industry
Can be creative or craft/noncreative
Studio System
A type of vertical integration where the studio would own the writers, actors, film sets, and in some cases theatres
Star System
Actors, actresses, and directors were indispensable and became freelance agents
Gave rise to the role of talent agents
Creators
Those who are responsible for the vision or content
Success
This key factor gives more power to the creator from the studio executives
Creative Work
The ones who have the vision
Above-the-line
Creative workers are paid this way, also known as a fixed cost
Craft Workers
Workers who assist in the execution of the vision
Below-the-line
Craft workers are paid this way, also known as variable costs
Industry Executives
Are responsible for institutional support
They regulate the standards and practices of the corporate culture
Have the ultimate say in the creation of the media project
Neilson Family
Families chosen to be subject to market research for TV viewing habits
College Kids
Neilson media research lacked in this demographic
Market research
Any form of research conducted by a media industry before or during a product's development
Industry Lore
using formulaic methods to make a project, based off what has worked in the past
Crowdfunding
collecting funding from method such as Kickstarter
Allows artists to exclude industry executives and reach a more niche audience
Casualization
Workers are hired for a single project and once the project is finished, they are let go
Distributors
The 'middlemen'
They buy from the producer and distribute to the aggregator
Little contact with the consumer
Large companies have their own division
Make-goods
making up the revenue for an underperforming show/movie
Aggregation
The range of activities that bring together media content and consumers
Examples:
TV stations
YouTube
Netflix
Hulu
Movie theatres
Selection
Choosing what media products to carry and are their limited by physical space or costs
Benefits of Selection
1. Selling is more predictable, therefore more profitable
2. Helps consumers make easier choiuces in a crowded media marketplace
Wholesale Model
Publishers sell large amounts at a low price point (typically 50% of MSRP)
Retailers than charge whatever they like
Online Agency Model
Publisher determines the retail price for a product
Aggregator typically makes an agreement to keep certain percentages
Predictable Distribution Markets
distributors have more control over what media an audience can choose
Complex Distribution Markets
Audience has more control over the media material they consume
The Surrogate Consumer
Aggregators make decisions for selection and display on what they believe the consumer will want
Centralized selection
Online aggregators can reach niche audiences with this method....
Overstocking
producers create a large number of products knowing only a few will achieve success
Differential Promotion
Distributors put more money into marketing a few products
Payola Scandals
Several record companies bribed radio station DJs with money and drugs to play and promote their records
Windowing
releasing new procuts on a staggered schedule
Platform Release
A form of windowing when a movie becomes popular, it will be promoted to larger theatres and more cities
Benefits of windowing
1. Builds word of mouth and excitement
2. Allows distributors to milk as much money out of a product as possible
Upstream Windows
the earlier way to view a media text
Large theaters, where the public will pay the most money to see a product
Downstream windows
Later in the distribution process, when consumers can pay next-to-nothing to watch a media product
Disaggregation
Allowing consumers to access any media product on any platform at any time
Piracy
Wolff argues YouTube did not get its kick off from home videos or other big success, but this instead...
The owner of the copyright
The 1998 Digital Millennium Copyright Act (DMCA) made it the responsibility of who to make sure pirated material was removed?
Technological Utopianism
technology will help bring about the ideal human society and existence on Earth
Technological Dystopianism
technology will create society where machines and computers have dominion over humans
Technological Determinism
The idea that technology controls the people and societies that use them, not the other way around
- Technologies have "strong, nearly omnipotent powers"
Cultural Determinism
People determine how a technology develops
Our 'cultural uses' determine the influence technology has over us
Technology as an "inert force" shaped by other more powerful forces
Paul du Gay
invented the model of The Circuit of Cultural Production
Representation
The attributes and characteristics of a product a company focuses on when trying to sell it
Identity
Attributes, characteristics, and purposes associated with a product
No matter what the manufacturer's original intent was
Production
The cultural impact of a product can be influenced by..
-where its made
-How its madfe
-Overall process of production
Consumption
How the consumers use the technology
Regulations
The regulations enforced by the government and the self-regulations by the company
Remediation
When newer media has an effect on the presentation of older media
The internet was a continuation of television
Michael Wolff argues that the internet was a continuation and that most media was already free
Better quality and more adult material
The reason that cable had reached critical mass and became so popular
Subscriptions
TV executives became less concerned with ads and became more concerned with ______ after the rise of cable
Bundling
Cable companies started advertising this where customers would get multiple services instead of just one
Fiber connections were too expensive
Wireless won the war against wired connections because...
Blockbuster
Netflix's main competition in the early days of streaming
Starz
In the early days of Netflix, they had a license with this company to stream movies
The differences between Netflix and TV
Netflix operated on IP and is subscription based instead of advertising based
Netflix is expanding television
Wolff's argument is that Netflix is not killing television but instead it is...