1/24
Vocabulary flashcards covering key concepts from the course introduction and scope.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Mass communication
The process of sending and exchanging information to a large audience using mass media technologies.
Mass media
The infrastructure and platforms that enable mass communication (print, broadcast, online) and connect producers with audiences.
Mass culture
Cultural products mass-produced for broad consumption and shared by many, usually produced by powerful institutions and aimed at profit.
Public sphere
A space open to the public where information is accessible and people discuss values, ideologies, and media-related issues.
Popular culture
Culturally significant media products (film, TV, music, games) circulated widely, produced by institutions, and used to reflect or shape social values.
Producer
A person or entity that oversees the creation, financing, and distribution of a media product, coordinating labor and resources.
Monetization
The ways media products generate revenue, such as advertising, ticket sales, subscriptions, or licensing.
Distribution networks
The channels through which media products reach audiences (theaters, networks, streaming platforms, bookstores).
Regulation and ethics
Rules, standards, and ethical considerations guiding content and industry practices across countries.
Marvel rights and studio strategy
Historically, Marvel sold rights to characters to various studios; later pursued a multimedia strategy to unify its universe and profits.
Two halves of the course
First half covers fundamentals and business practices; second half dives into specific industries and their operations.
Midterm and final exams
Open-book assessments with midterm = 10% and final = 25% of the grade, emphasizing note-taking and reading.
News presentation assignment
A 10-minute group presentation each week on recent media industry news (not celebrity gossip), with a partner.
Pitch assignment
An end-of-course project to propose and pitch a media product, including a written proposal and a pitch to executives.
Textbooks
Book 1: Understanding the Industries (required/paid); Book 2: Understanding the Culture (open-source/free).
North American focus
The primary focus is on US and Canadian media landscapes, with some European context.
Public broadcasting
Publicly funded broadcasting found in some regions (e.g., Canada); contrasts with US funding models.
Intellectual property and rights
Copyrights, licensing, and rights ownership for characters and content across media industries.
Decentralization of audiences
Audiences fragment into niche groups due to digital platforms and streaming, changing production/marketing strategies.
Entertainment industries
Main focus areas include film, television, social media, video games, and music.
Open book testing
Tests that allow reference materials; require preparation and crib sheets; emphasize understanding over memorization.
Advertising-based monetization
Revenue model where content is funded by advertising, often used for free-to-view media.
Sydney Sweeney ad controversy
A jeans advertisement controversy that sparked debates about representation, ideology, and corporate responsibility in popular culture.
Genres and innovation in music
The music industry continually creates new genres to attract and expand audiences.
Piracy and abstract nature of media products
Media products are intangible and easily pirated, affecting monetization and the perceived value compared to physical goods.