AICE MEDIA KEY TERMS

Media Contexts:

The context in which media is created includes:

  • The people and institutions that are responsible for the media we consume on a daily basis

  • The environment in which media is developed– this has a major effect on media products and consumption

Key Terms

Production- the process of making a media product. 

Marketing- the process of promoting and selling a product.

  • Be familiar with old marketing practices vs. new marketing practices (pre-digital age, pre-social media vs. current climate).

  • Cross-media Convergence- the collaboration of different media forms.

    • Example: When a new TV show is released on a streaming service, it is advertised through:

      • Previews on that service

      • Print advertisements in popular magazines

      • Short teasers or trailers on social media

      • Audio excerpts shared on podcasts

      • Sometimes, even a video game or app focusing on a main character or plot point.

  • Synergy- a term used to represent the practice of two or more media companies or institutions working together to combine their efforts and ultimately (they hope) gain more than they would alone.

    • Example:

      • Toys (Hotwheels partners w/ Barbie to make the car from the Barbie movie)

      • Merchandise

      • Collaboration w/ another company (Avatar 2 partners w/ the Weeknd for soundtrack for film)

      • Happy Meals

      • Fortnite (video game) is a great example of synergy– partnerships w/ a multitude of other companies/brands w/ great financial success

      • Sony x Disney collaborations for Spiderman films

Distribution - the process of making a media product available for consumption.

  • Example: Cinema release, digital release, physical distribution of copies, streaming services, broadcast on TV.

Consumption - The process of using or receiving something (media) from another source.

Technological Convergence- the merging and integration of independent technologies to one device.

  • Be aware of how media institutions take advantage of technological convergence for their benefit. (We all have access to a phone at any time, therefore media institutions have access to us at all times).

  • Example: Smartphone and tablets, online radio, e-books.






Institution- large national or global corporations that are related to media development and/or distribution. 

Media Conglomerate - a global institution that owns multiple companies that operate across different areas of the mass media industries.areas of the mass media industries. Their ultimate goal is to generate profit and gain power– the ability to push the owners agenda and gain political influence. This is done via vertical and horizontal integration.

  • Example: Disney, Time Warner, Comcast, Sony, Newscorp, National Amusements (Paramount Global)

Monopoly- One company dominates an industry. These are rare, and in some countries illegal.

Oligopoly- A few companies dominate an industry. A good example is the video games industry which is dominated by Sony, Nintendo, and Microsoft. In film, this is the “Big Six” (Comcast, Disney, NewsCorp, National Amusements (Paramount Global) , Time Warner, Sony).

Vertical Integration- A media company which owns two or more firms in the stages of production, distribution and exchange.

  • This helps the company minimize overheads and avoid outsourcing work to other companies, thereby maximizing profits. 

  • Disney is a good example. It owns companies to produce the film, other companies to distribute the film, and also Disney Plus where audiences can consume the film.

Horizontal Integration- A media company acquiring, taking over, or merging with firms at the same level.

  • This enhances companies revenue streams and increases their power and influence by reducing competition. 

  • Disney is also an example of horizontal integration: the company owns Disney Pictures, Lucas Films, Pixar, and Marvel (to name a few).


Media form- references the specific form used to communicate meaning.

  • Print Media, Film & Television, Radio & Podcasts, Video Games, Music

    • One of the earliest media forms is print. After technological advances, media forms such as radio, film and TV joined print in helping to inform and entertain the masses.

    • Some contemporary media forms, like video games or podcasts, derive from earlier media forms.

Media Platforms -  the chosen method of distribution for a media form.

  • Physical, Digital, Online, Social Media


Audiences

Active Media Consumption- the process of choosing and interaction with media in a deliberate and engaged way

Passive Media Consumption- little to no intention or engagement involved in the use of media