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ACTION CODE
Something that happens in the narrative that tells the audience that some action will follow, for example in a scene from a soap opera, a couple are intimate in a bedroom and the camera shows the audience the husband's car pulling up at the front of the house.
ACTIVE AUDIENCE
Audiences actively engage in selecting media products to consume and interpreting their meanings.
ANCHORAGE
The words that accompany an image (still or moving) contribute to the meaning associated with that image. If the caption or voice-over is changed then so may the way in which the audience interprets the image.
APPEAL
The way in which products attract and interest an audience, e.g. through the use of stars, familiar genre conventions etc.
ARC OF TRANSFORMATION
The emotional changes a character goes through in the process of the narrative. The events in the story mean that they will 'transform' by the end of the story.
ASPIRATIONAL
In terms of a media text, one that encourages the audience to want more money, up-market consumer items and a higher social position.
ATTRACT
How media producers create appeal to audiences to encourage them to consume the product.
AUDIENCE CATEGORISATION
How media producers group audiences (e.g. by age, gender ethnicity) to target their products.
AUDIENCE CONSUMPTION
The way in which audiences engage with media products (e.g. viewing a TV programme, playing a video game, reading a blog or magazine). Methods of consumption have changed significantly due to the development of digital technologies.
AUDIENCE INTERPRETATION
The way in which audiences 'read' the meanings in, and make sense of, media products.
AUDIENCE POSITIONING
The way in which media products place audiences (literally or metaphorically) in relation to a particular point of view.
AUDIENCE RESPONSE
How audiences react to media products e.g. by accepting the intended meanings (preferred reading).
AUDIENCE SEGMENTATION
Where a target audience is divided up due to the diversity and range of programmes and channels.
AUDIO
How sound is used to communicate meaning - voice-over, dialogue, music, SFX, etc.
AVATAR
A player's representation of themselves within a game.
BACK STORY
Part of a narrative which may be the experiences of a character or the circumstances of an event that occur before the action or narrative of a media text.
BINARY OPPOSITES
Where texts incorporate examples of opposite values; for example, good versus evil, villain versus hero.
BRAND IDENTITY
The association the audience make with the brand, for example Chanel or Nike, built up over time and reinforced by the advertising campaigns and their placement.
BROADSHEET
A larger newspaper that publishes more serious news, for example The Daily Telegraph has maintained its broadsheet format.
CAMERA ANGLES
The angle of the camera in relation to the subject.
CAMERA SHOTS
The type of shot and framing in relation to the subject, for example, close-up shots are often used to express emotion.
CAPTION
Words that accompany an image that help to explain its meaning.
CHANNEL IDENTITY
That which makes the channel recognisable to audiences and different from any other channel.
CIRCULATION
The dissemination of media products to audiences/users - the method will depend on the media form e.g. circulation of print magazines, broadcast of television programmes etc.
CONNOTATION
The suggested meanings attached to a sign, e.g., the red car in the advert suggests speed and power.
CONVENTIONS
What the audience expects to see in a particular media text, for example the conventions of science fiction films may include: aliens, scientists, other worlds, gadgets, representations of good and evil, etc.
CONVERGENCE
The coming together of previously separate media industries and/or platforms; often the result of advances in technology whereby one device or platform contains a range of different features.
COVER LINES
These suggest the content to the reader and often contain teasers and rhetorical questions. These relate to the genre of the magazine.
CROSS-PLATFORM MARKETING
In media terms, a text that is distributed and exhibited across a range of media formats or platforms. This may include film, television, print, radio and the Internet.
CULTURAL CAPITAL
The media tastes and preferences of an audience, traditionally linked to social class/background.
DEMOGRAPHIC CATEGORY
A group in which consumers are placed according to their age, sex, income, profession, etc. The categories range from A to E where categories A and B are the wealthiest and most influential members of society.
DENOTATION
The literal meaning of a sign, e.g. the car in the advert is red.
DIEGETIC SOUND
Sound that comes from the fictional world, for example the sound of a gun firing, the cereal being poured into the bowl in an advert, etc.
DISCOURSE
The topics, language and meanings or values behind them within a media text.
DISTRIBUTION
The methods by which media products are delivered to audiences, including the marketing campaign.
DIVERSIFICATION
Where media organisations who have specialised in producing media products in one form move into producing content across a range of forms.
EDITING
The way in which the shots move from one to the other (transitions), e.g. fade, cut, etc.
ENCODING AND DECODING
Media producers encode messages and meanings in products that are decoded, or interpreted, by audiences.
ENIGMA CODE
A narrative device which increases tension and audience interest by only releasing bits of information.
EQUILIBRIUM
In relation to narrative, a state of balance or stability (in Todorov's theory the equilibrium is disrupted and ultimately restored).
ETHNOCENTRIC
A belief in the superiority of one's own ethnic group or culture.
ETHOS
The beliefs, values and customs of, for example, media organisations.
FAN
An enthusiast or aficionado of a particular media form or product.
FEATURE
In magazine terms, the main, or one of the main, stories in an edition.
FLEXI NARRATIVE
A more complex narrative structure with layers of interweaving storylines.
FOUR CS
This stands for Cross Cultural Consumer Characteristics and was a way of categorising consumers into groups through their motivational needs.
FOUR CS
Cross Cultural Consumer Characteristics; a way of categorising consumers into groups through their motivational needs.
FRANCHISE
An entire series of, for example, a film including the original film and all those that follow.
GATE KEEPERS
The people responsible for deciding the most appropriate stories to appear in newspapers, such as owners, editors, or senior journalists.
GENRE
Media texts can often be grouped into genres that all share similar conventions.
GLOBAL
Worldwide; e.g. a media product with global reach is a product that is distributed around the world.
HEGEMONY
The dominance of one group over another, often supported by legitimating norms and ideas.
HORIZONTAL INTEGRATION
Where a media conglomerate is made up of different companies that produce and sell similar products, often as a result of mergers.
HOUSE STYLE
The aspects that make a magazine recognisable to its readers every issue, established through colour, layout, design, font style, content, and general look.
HYBRID GENRE
Media texts that incorporate elements of more than one genre and are therefore more difficult to classify.
HYPODERMIC NEEDLE MODEL
An out of date media effects theory suggesting that an audience will have a mass response to a media text.
ICONOGRAPHY
The props, costumes, objects and backgrounds associated with a particular genre.
IDEOLOGY
A set of messages, values and beliefs that may be encoded into media products.
INDEPENDENT FILM
A film made outside of the financial and artistic control of a large mainstream film company.
INDEPENDENT RECORD LABEL
A record label that operates without the funding of, and that is not necessarily linked to, a major record label.
INTELLECTUAL PROPERTY
A legal concept which refers to creations of the mind for which the owner's rights are recognised.
INTERACTIVE AUDIENCE
The ways in which audiences can become actively involved with a product.
INTERTEXTUAL
Where one media text makes reference to aspects of another text within it.
INTERTEXTUALITY
Where one media product intertextually references another.
LAYOUT AND DESIGN
The way in which a page has been designed to attract the target audience.
LINEAR NARRATIVE
Where the narrative unfolds in chronological order from beginning to end.
LUDOLOGY
The study of games and those who play them, relevant to video games.
MASCULINITY
The perceived characteristics generally considered to define what it is to be a man.
MASS AUDIENCE
The traditional idea of the audience as one large, homogenous group.
MEDIA CONGLOMERATE
A company that owns other companies across a range of media platforms. This increases their domination of the market and their ability to distribute and exhibit their product.
MEDIA FORMS
Types of media products, for example television, newspapers, advertising.
MEDIA LANGUAGE
The specific elements of a media product that communicate meanings to audiences, e.g. visual codes, audio codes, technical codes, language.
MEDIA PLATFORM
The range of different ways of communicating with an audience, for example newspapers, the Internet, and television.
MEDIATION
The way in which a media text is constructed in order to represent a version of reality; constructed through selection, organisation and focus.
MISE-EN-SCENE
In analysis of moving image products, how the combination of images in the frame creates meaning; how individual shots in a film or photograph have been composed.
MISREPRESENTATION
Certain social groups (usually minority groups) may be represented in a way that is inappropriate and not based on reality.
MMORPG
Massively multi-player online role-playing game.
MODE OF ADDRESS
The way in which a media text 'speaks to' its target audience. For example, teenage magazines have a chatty informal mode of address; the news has a more formal mode of address.
NARRATIVE
The 'story' that is told by the media text. All media texts, not just fictional texts, have a narrative. For example, magazines have a clear beginning, middle and end. Most narratives are linear and follow a specific structure (see Todorov).
NEWS AGENDA
The list of stories that may appear in a particular paper. The items on the news agenda will reflect the style and ethos of the paper.
NICHE AUDIENCE
A relatively small audience with specialised interests, tastes, and backgrounds.
NON-DIEGETIC SOUND
Sound that comes from outside the fictional world, for example a voiceover, romantic mood music etc.
NON-LINEAR NARRATIVE
Here the narrative manipulates time and space. It may begin in the middle and then include flashbacks and other narrative devices.
OPEN WORLD
In an open world computer game the player can move freely though the virtual world and is not restricted by levels and other barriers to free roaming.
OPINION LEADERS
People in society who may affect the way in which others interpret a particular media text. With regard to advertising, this may be a celebrity or other endorser recommending a product.
PASSIVE AUDIENCE
The idea (now widely regarded as outdated) that audiences do not actively engage with media products, but passively consume and accept the messages that producers communicate.
PATRIARCHAL CULTURE
A society or culture that is male dominated.
PICK AND MIX THEORY
Suggested by British sociologist and media theorist, David Gauntlett. He asserted the autonomy of the audience and challenged the notion that audiences are immediately affected by what they read. He maintains that audiences are more sophisticated than this and will select aspects of the media texts that best suit their needs and ignore the rest.
PLURALITY
In a media context, this refers to a range of content to suit many people.
POLITICAL BIAS
Where a newspaper may show support for a political party through its choice of stories, style of coverage, cartoons, etc. It may be subtle and implicit or explicit as in the case of the tabloid newspapers on election day.
PRIVILEGED SPECTATOR POSITION
Where the camera places the audience in a superior position within the narrative. The audience can then anticipate what will follow.
PRODUCTION
The process by which media products are constructed.
PRODUCTS
Media texts, including television programmes, magazines, video games, newspapers etc. as well as online, social and participatory platforms.
PUBLIC SERVICE BROADCASTER
A radio and television broadcaster that is financed by public money (e.g. the licence fee in the UK) and is seen to offer a public service by catering for a range of audiences and providing information, as well as entertainment.
REALISM
A style of presentation that claims to portray 'real life' accurately and authentically.
REGULATOR
A person or body that supervises a particular industry.
REPERTOIRE OF ELEMENTS
Key features that distinguish one genre from another.
REPRESENTATION
The way in which key groups or aspects of society are presented by the media, e.g. gender, race, age, the family, etc. Literally, a re-representation or constructed version of that which is shown.
SELECTION AND COMBINATION
Media producers actively choose elements of media language and place them alongside others to create specific representations or versions of reality.
SEXUAL OBJECTIFICATION
The practice of regarding a person as an object to be viewed only in terms of their sexual appeal and with no consideration of any other aspect of their character or personality.