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 worlds that accompany an image (still or moving) contribute to the meaning association with that image. If the caption or voice-over is changed then so may the way in which the audience interprets the image. An image with an anchor is a closed text; the audience are given a preferred reading. A text without an anchor is an open text as the audience can interpret it as they wish.
The same image of a school in a local newspaper could include a negative or positive headline, which may change the way in which the same image is viewed by the reader.
Appeal
The way in which products attract and interest an audience, e.g.m 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 products
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. For example, audiences may be positioned with a articular character or positioned to adopt a specific ideological perspective
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. This makes it difficult for one programme to attract a large target audience
Audio
How sound is used to communicate meaning - voice-over, dialogue, music, SFX, etc
Avatar
A player’s represntation of themselves within a game
Back Story
Part of the 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. It is a device that gives the audience more information and makes the main story more credible
Binary Opposites
Where texts incorporate examples of opposite values, for example, good vs evil, villain vs hero. These can be apparent in the characters, narrative, or themes
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. For example, a high angle shot (shot of a character from above) may make them appear more vulnerable
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. Presents, stars, programme genres, and specific programmes all contribute to a channels identity
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: alien, scientists, other worlds, gadgets, representations or good and evil, etc. Useful headings to discuss conventions are: characters, setting, iconography, narrative, technical codes, and representation
Convergence
The coming together or 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. The mobile phone, for example, allows the user to download and listen to music, view videos, tweet artists, etc. All this can be done through one portable device
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 inked to social class/background
Demographic category
A group in which consumers are places according to their age, sex, income, profession, etc. The categories range from A to E where categories A and B are the wealthiest and more 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 being them within a media text. The discourse of lifestyle magazines, for example, tends to revolve around body image and narcissism
Distribution
The methods by which media products are delivered to audiences, including the marketing campaign. These methods will depend upon the product (for example, distribution companies in the film industry organise the release of the films, as well as heir promotion)
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. Fast cutting may increase the pace and therefore the tension of the text, for example
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, for example, teasers in a film trailer or narrative strands that are set up at the beginning of a drama/film that make the audience ask questions; part of a restricted narrative
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. For example, a newspaper will be more concerned to cover stories that are closely related to the reader and their concerns. Tabloid and local papers only tend to cover international news stories if they can relate them specifically to their readers
Ethos
The beliefs, values, and customs or, for example media organisations. In television, for example, what the channel believes in and what it sees as its role. The ethos is usually set out in the channel’s charter
Fan
An enthusiast of aficionado of a particular media form or product
Feature
In magazine terms, the main, or one of the main, stories in an edition. Features are generally located in the middle of the magazine, and cover more than one or two pages
Flexi narrative
A more complex narrative structure with layers of interweaving story lines. This challenges the audience and keeps them watching
Four Cs
This stands for Cross Cultural Consumer Characteristic and was a way of categorising consumers into groups through their motivational needs. The main groups were Mainstreamers, Aspiresers, Explorers, Succeeders, and Reformers
Franchise
An entire series of, for example, a film including the origional film and all those that follow
Gate keepers
The people responsible for deciding the most appropriate stories to appear in newspapers. They may be the owner, editor, or senior journalists. They will only let the stories most appropriate for the ideology of the paper ‘through the gate’
Genre
Media texts can often be grouped into genres that all share similar conventions. Science fiction is a genre, as are teenage magazines, etc
Global
Worldwide - e.g., a media product with global reach is a product that is distributed around the world
Hegemony
This derives from the theory of cultural hegemony by Antonio Gramsci. Hegemony is the dominance of one group over another, often supported by legitimating norms and ideas. For example, the dominant social position in society is taken by men and the subordinate one by women
Horizontal integration
Where a media conglomerate is made up of different companies that produce and sell similar products, often as a result of mergers. For example, a company with interests in film, TV, magazines, newspapers, etc
House style
The aspects that make a magazine recognisable to its readers every issue. The house style is established through the choice of colour, he layout and design, the font style, the content, and the general ‘look’ of the publication
Hybrid genre
Media texts that incorporate elements of more than one genre and are therefore more difficult to classify are genre hybrids. Dr Who, for example, is a science fiction/fantasy television drama
Hypodermic needle model
Generally acknowledged to be an out of date media effects theory which suggests that an audience will have a mass response to a media text. The idea is that the media product injects an idea into the mind of an audience who are assumed to be passible and as a result will all respond the same way
Iconography
The props, costumes, objects, and backgrounds associated with a particular genre; for example, in a police series you would expect to see, uniforms, blue flashing lights, scene of crime tape, and police radios
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. A truly independent film will be privately conceived and funded. However, few films made are really ‘independent’. This more commonly refers to a film that is made by a smaller film company on a low budget
Independent record label
A record label that operates without the funding of, and that is not necessarily liked 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. These rights cover such intangible assets as music, literary, and artistic woks; discoveries and inventions; and words, phrases, symbols, and designs
Interactive audience
The ways in which audiences can become actively involved with a product, for example by posting a response to a blog or live tweeting during a television progreamme
Intertextual
Where one media text makes reference to aspects of another text within it. For example, referencing a scene from a film in a television advertisement. Audiences enjoy recognising intertextual references
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. This includes the font styles used, the positioning of text and images, and the use of colour
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. These can change according to sociological and cultural variations
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 of 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 media text ‘speaks to’ its target audience. For example, teenage magazine 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 of 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 dictional 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 through 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 he messages the producers communicate
Patriarchal culture
A society or culture that is male dominated
Pick and mix theory
Suggested by British sociologist and media theory. 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 that this and will select aspects of the media texts that best suit their needs and ignore the rest
Plurality
In 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 suitable and implicit or explicit as in the case f 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 b 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 of 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 on any other aspect of their character or personality
Sign/code
Something which communicates meaning, e.g., colours, sounds. The meaning of the sign changes according to the context, e.g., the colour red can mean passion, love, danger, or speed depending on how and where it is used