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Media
Various methods for communicating information
User generated content
Content created by the general public for distribution by digital media
Fair use
Limited use of copyrighted material without permission.
Mainstream media
Traditional media outlets such as television, radio, and newspapers that reach large audiences and are widely accessible.
Digital tracking
The process of collecting data on users’ online behavior, often for the purpose of targeted advertising and content personalisation.
Media literacy
The ability to access, analyze, evaluate, create, and act using all forms of communication.
Conventions
A widely accepted custom, rule, or method of behavior followed by a society or group.
Creative commons
A kind of copyright that makes it easier for people to copy, share, and build on your creative work, as long as they give you credit for it.
Niche media
Channels are more focused and generally used to reach narrower segments, often with unique demographic characteristics or interests.
Data
A collection of facts, figures, or observations recorded and processed to provide insights or generate information.
Media sector
A dynamic industry comprising businesses focused on the creation, production, and distribution of information, entertainment, and news content across traditional (print, TV, radio) and digital platforms.
Personalisation
The process of tailoring content, recommendations, and advertising to individual users based on their behaviors, demographics, and preferences.
Piracy
The unauthorized use or reproduction of another's work.
Independent media
Any form of media, such as radio, television, newspapers or the Internet, that is free of influence by government or corporate interests. The term has varied applications.
Surveillance
The focused, systematic, and routine attention to personal details—or the monitoring of activity and communication—by state, corporate, or peer actors through digital platforms, technologies, and mass companies.
Digital
Any content, information, or communication formatted for digital technology, often using binary code, and distributed over the internet.
Independent variable
The factor, content, or exposure that is manipulated or categorized by the researcher to determine its effect on an audience or outcome.
Active audiences
A term used to characterize audience members as active participants in "reading" or constructing the meaning of the media they consume.
Echo chamber
A metaphorical description of a situation in which information, ideas, or beliefs are reinforced and other viewpoints are not shown.
Analogue
Refers to non-digital technology that records, stores, or transmits information using continuous, physical signals rather than binary code. (E.g: Vinyl records, cassette tapes, VHS, film photography, analog television, and FM radio.)
Digital citizenship
Navigating the digital world safely, responsibly, and ethically.
Target audience
The group of people at whom advertisements are aimed towards.
Passive audiences
Consumers who receive and absorb media messages without active engagement, questioning, or critical analysis. they don't question if the media they are consuming is valid or biased.
Algorithm
A set of automated rules and signals used by platforms (like Facebook, TikTok, Instagram) to filter, rank, and recommend content. Instead of a purely chronological feed, these algorithms analyze user behavior as in likes, shares, watch time, and interactions to prioritize content they predict the user will find most engaging.
Producer
The primary overseer of a production—film, television, radio, or digital—responsible for managing the project from conception to completion.
Digital footprint
The collected information about an individual across multiple websites on the Internet.
Demographic
The statistical, quantifiable characteristics of an audience used to categorize, analyze, and target them. (e.g: age, gender, class, race, interest)
Uses & gratification theory
Media users are active participants who deliberately select and consume specific media to satisfy personal needs and goals.
Filter bubbles
Are algorithms used on the internet to selectively guess what information a user would like to see based on information available about that user.
Consumer
Are individuals or groups who engage with, interpret, and use content from traditional (TV, radio, print) and digital platforms (streaming, social media, apps).
Intellectual property
Refers to the legal rights protecting intangible, creative works and brand identities produced for distribution, such as films, music, literature, digital content, and character designs.
Primary and secondary audiences
The main, intended recipients of a media message, directly targeted for action or engagement. The other recipients are indirect groups—such as influencers, stakeholders, or a wider demographic—who may also consume the content, influence the primary audience, or be affected by the message, but are not the primary targets.
Addiction
A behavioral addiction characterized by an obsessive, compulsive, and excessive need to use social media platforms.
Interactive
Digital or electronic platforms where user input directly influences the content, enabling a two-way flow of information rather than passive consumption. (e.g: games, VR, etc)
Copyright
The exclusive legal right, given to an originator or an assignee to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same.
Social media
Electronic media that allows people with similar interests to participate in a social network, or communicate with one another.
Dopamine loop
A neurological feedback cycle where the brain is continuously motivated to engage with digital content—like social media feeds, notifications, or short-form videos—by receiving small, unpredictable, and rapid rewards.