Wednesday, 28 March 2012

Terminology - Question 2

Aesthetic - Visual appearance.

Association - An advertising technique whereby products are linked to people, values and lifestyles depicted in adverts.

Audience - Recipient of information.

Avatar - An onscreen representation  of a player in a video game.

BBFC - Britist Board of Film Classification

Bollywood - Popular Indian cinema.

Brand Extension - Applying a brand name to other products.

Brand Equity - Money earned by a brand name.

Broadband - High speed internet, allowing quicker downloading of images, music, videos, games, etc.

Catharsis - Releasing emotions in order to 'cleanse'. Linked to violence in video games, which some argue are cathartic, as they allow the release of frustration.

Censorship - The 'cutting' or preventing access to media material.

Classification - Restricting access to media material on the grounds of age.

Commodity - A thing that has value when sold.

Compression - Transferring data into less space and sending it from one place to another.

Convergence - Hardware and software coming together, companies coming together. Blurs the distinction between different types of media.

Copyright - The ownership of ideas as creative or intellectual property.

Cut Scene - Cinematic, predetermined parts of video games which render players passive by taking away their control.

Demographics - Common characteristics used for population segmentations (e.g. age, gender).

Digital - Information broken down into binary (a language of 0's and 1's).

Discourse - A way of speaking, thinking and understanding that becomes powerful and appears natural. Michel Foucault is a key thinker in the area.

Download - Recieveing information from the internet/computer.

Effects - The idea that the media has influence over the pubic and can play a role in changing peoples behaivour.

Ethnography - Detailed research with a particular social group in its situated contexts.

Fad - A custom, style, etc. that becomes very popular for a short time.

Feminism - The idea that men and women should be equal. Feminists object to media texts with little, poor, or no representation of women. Linked to Mulvey's 'Male Gaze' theory.

Form - The basic shape or structure of a text or product.

Gatekeeping - A role played by producers, editors, owners and regulators in opening and closing the flow of media information, through selecting which information to provide and which information to withhold.

Globalisation - The distribution of media across the world.

Identity - The complex way that one has a representative sense of oneself. David Gauntlett is a key thinker in this area.

Immersion - Commonly used in analysis of video games. The senses are dominated (perceptual) and the player is drawn to the game in their imagination (psychological).

Interactive - Media texts which offer audiences the oppurtunity to choose, respond to or shape the text in some way.

Interpellation Althusser's idea that media products lead us to a false recognition of ourselves so that we get lost in an ideal image of ourselves that will never be possible.

Long Tail - Chris Anderson's idea that the large amount of niche markets are now worth as much as the smaller amount of big markets.

Male Gaze - Mulvey's analysis of media images which suggests that the camera represents a male perspective and, as such, casts men as subjects and women as objects.

Market Forces - This idea likens the 'natural' flow of competition, leading to consumer choice and selection and hence the survival of the fittest, to the laws of nature.

Marxist - All theory derived from the works of Marx, founded on a belief that the ruling classes at any time and place maintain their economic and systematic power through controlling not only the means of production, but also culture and ideology, including the media.

Media Access - The degree of ease with which citizens can be seen and/or heard in the media, and can respond to the media and be provided with a dialogue with institutions, and the amount of opputunities evident for people to produce media texts themselves and for them to be distributed.

Media Language - An umbrella term to describe the ways in which audiences read media texts through understanding formal and conventional structures (e.g. the grammar of film editing). Media literacy describes our ability to read and write in this extended sense of language.

Mediasphere - John Hartley describeed this as a 360-degree environment for media consumption in 2009. He says this fundamentally changes how we need to think about media audiences.

Meme - An idea or creative item passed virally from person to person, to the point where it becomes well-known.

Metalanguage - Stepping outside of language to analyse meaning rather than just using langauage to make meaning. An adavanced form of literacy.

MMORPG - Massively multiplayer online role-playing game (e.g. World of Warcraft).

Moral Panic - Exaggerated media response to something (often behaviour of individuals or groups). Coined by Stanley Cohen in 1972, this refers to overstated reactions to 'deviant' aspects of pop culture, usually mobilised by the mass media. Certain video games have been subject to this.

Multimedia - A cultural product produced using a variety of media (e.g. an iPhone is multimedia).

Myth - Roland Barthes' idea that dominant ideas in a culture take on the status of myth, thus appearing natural and neutral. In semiotics, symbols and signs combine to creates a system of myths.

News Values - The idea that editors choose and construct news within a framework influenced by corporate, cultural, political and commercial objectives.

Ofcom - Regulator of UK broadcasting and telecommunications industries.

Online Video - Televison, films or other such content viewed on the internet.

Paraphrase - When you make use of someone else's ideas without quoting them directly.

PCC - Press Complaints Commission.

Peer-to-Peer - Also known as p2p. The sharing of media material between two individuals/groups in an equal relationship.

Piracy - Distribution of media illegally (infringing copyright law).

Podcast - Uploading an MP3 file over the internet for others to access through subscription.

Popular Culture - Also known as pop culture. Texts which are consumed by a wide audience, rather than an 'elite', smaller audience. Often considered to have low cultural value.

Postmodern - An approach to culture which see all texts as intertextual and mediated rather than representative of a state of original reality. Jean Francois Lyotard and Jean Baudrillard are key thinkers in the area.

Promotion - An aspect of distribution that creates audience interest in a media product.

Regulation - The monitoring of media production and consumption - can lead to intervention.

Scheduling - The strategic positioning of media texts within broadcasting time. Digital television now offers the ability to record TV shows, along with catch up services, leading to a decline in the importance of scheduling.

Sociocultural - Considerations of how our experiences in society and cultural choices combine, and how meanings are constructed by audiences through experience as much as through any fixed, intended, preffered messages from producers' points of view.

Structuralism - The study of language and meaning as a system or network of meaning.

Synergy - Interconnected marketing and distribution of media products across a wide range of platforms and sectors.

Terrestrial - Analouge broadcasts from land-based transmitters as opposed to cable or satellite digital transmissions.

Transgressive - A practice transcending conventional approaches and either subverts these existing ways of working or challenges their value. Threatening the established 'order' of things.

Upload - Transferring material from a computer to an online network.

Viral - The spread of ideas from person to person.

We Media - Gilmor's idea. Ordinary people's desire and capability to create media through technologies such as blogging (e.g. Tumblr, Blogger) and video sites (e.g. YouTube).

Web 2.0 - Recognised as the second phase of the internet. The focus has shifted from people recieveing information and services via the internet to people creating and sharing original material. Arguably how Tim Berners-Lee originally envisaged. Examples are MySpace, YouTube, etc. This term is accredited to Tim O'Reilly.

State of the News Media 2012

New Devices, Platforms Spur More News Consumption

A mounting body of evidence finds that the spread of mobile technology is adding to news consumption, strengthening the appeal of traditional news brands and even boosting reading of long-form journalism. But the evidence also shows that technology companies are strengthening their grip on who profits, according to the 2012 State of the News Media report by Pew Research Center's Project for Excellence in Journalism.

The annual State of the News Media report is a comprehensive analysis of the health of journalism in America, which includes detailed analysis of eight different media sectors as well as an overview that identifies key trends and key findings of the essential statistics about news in the last year.
This year’s study also includes special reports on the impact of mobile technology and social media on news. Those reports, which feature new survey data, finds that rather than replacing media consumption on digital devices, people who go mobile are getting news on all their devices. They also appear to be getting it more often, and reading for longer periods of time. For example, about a third, 34%, of desktop/laptop news consumers now also get news on a smartphone. About a quarter, 27%, of smartphone news consumers also get news on a tablet. These digital news omnivores are also a large percentage of the smart phone/tablet population. And most of those individuals (78%) still get news on the desktop or laptop as well.

A PEJ survey of more than 3,000 adults also finds that the reputation or brand of a news organization, a very traditional idea, is the most important factor in determining where consumers go for news, and that is even truer on mobile devices than on laptops or desktops. Indeed, despite the explosion in social media use through the likes of Facebook and Twitter, recommendations from friends are not a major factor yet in steering news consumption.
Read the full report on the health of American journalism, which also includes findings on:
  • How mobile devices are affecting news consumption
  • The growing influence of technology giants on the future of news
  • How new devices may be helping magazines
  • The role of social media in news
  • Which media sectors experienced revenue growth last year
  • How a visually oriented year helped TV news in 2011
  • How Native American communities are turning to cellphones for news
Chapters of the report:
http://pewresearch.org/pubs/2222/news-media-network-television-cable-audioo-radio-digital-platforms-local-mobile-devices-tablets-smartphones-native-american-community-newspapers

Terminology - Question 1 a) and 1 b)

Antagonist - The character whose function is to oppose the protagonist. Straightforward hero journey stories may have the antagonist playing the role of villain, but in dramas, the antagonist may merely be someone who stands in the way of the protagonist and their goals.

Archetype - A universal type/model of character found in text and myths throughout the world (e.g. trickster, mentor, hero).

Audience - The recipients of a media text. People who are the intended target of a media text.

Binary Opposition - The contrast between two mutally exclusive things (e.g. good/evil, young/old). This creates conflict in media texts.

Censorship - Regulation and restriction of content in media texts.

CGI - Computer generated imagery used to enhance visual effects.

Code - A system of signs used to create meaning. Techinical codes (the way a text is constructed, e.g. camera angles), verbal codes (language, written or spoken) and symbolic codes (based in connotational meanings) are the vital areas to look at.

Connotation - Way in which meaning is created. Meaning by association, the deeper meaning (e.g. the red of the flower represents passion).

Demographic - Factual characteristics of a population sample (e.g. age, gender, nationality).

Denotation - Way in which meaning is created. The surface meaning (e.g. red is the colour of the flower).

Enigma - A question that is not immediately answered, thus drawing audiences in.

Genre - A way of categorising a media text according to form, style and content. This categorisation is useful for both producers and audiences.

Globalisation - Process by which cultures across the world have come to share the same media texts.

Ideology - A set of ideas or beliefs which are held to be acceptable by the creators of a media text. For example, if a text had a feminist ideology, it would promote the idea of gender equality.

Intertextuality - The influence media texts have on each other. Can be either direct cross referencing or indirect.

Narrative - The way a story, or sequence of events, is put together within a text. All media texts have some sort of narrative. The general summary of a narrative is: equilibrium - disequilibrium - new equilibrium.

POV (Point of View) - A first-person camera shot showing a scene from an individual character's view point.

Prefered Meaning - The meaning of a text which the producers intended. An aberrant reading is the opposite, such as when a person deliberately misinterprets a text to further their own agenda.

Protagonist - The character who drives the narrative forwards with their choices and actions.

Realism - The techniques by which a media text represents ideas and images that are held to have a true relationship with the actual world around us.

Representation - The way in which media texts represent the world through codes and signs.

Signs and Signification - A sign is a symbol understood to refer to or mean something other than itself. Signification is the process of reading signs.

Stereotype - A negative representation of a person or group based on preconcieved ideas.

Trope - A common or overused theme or device.

Source

Tuesday, 20 March 2012

Google Survey, Tablet Use - April 2011

Research finds that 84% of tablet owners are playing games, versus 51% who are consuming music and videos

A survey of more than 1,400 tablet owners in the US by Google's AdMob subsidiary has found that gaming is the most popular use for these devices, considerably ahead of music, video and ebooks.
According to the survey, 84% of tablet owners play games, ahead of even searching for information (78%), emailing (74%) and reading the news (61%). 56% of tablet owners use social networking services on their device, while 51% consume music and/or videos, and 46% read ebooks.
AdMob does not break out which tablets were owned by the users, but the survey was conducted in March this year, at a point when Apple's iPad accounted for the lion's share of the tablet market in the US – although Samsung's Galaxy Tab had also been available for a few months.
The survey found that 38% of respondents spend more than two hours a day using their tablets, while another 30% spend 1-2 hours. It appears that tablets are predominantly domestic devices, with 82% of people primarily using their tablets at home, versus 11% who say they are used primarily on the go, and 7% who said at work.
28% of respondents say their tablet is now their primary computer, while 43% say they spend more time using their tablet than they do their desktop or laptop computer.
It's the games stat that provides the biggest surprise though. It's not shocking that games are popular on tablets: the App Store charts for iPad apps make that crystal clear already. However, this is the first survey where games have come ahead of email as a usage for tablets.
What's missing from Google's survey, though, is data on time spent doing these various activities – for example, comparing the proportion of heavy tablet gamers with heavy emailers.


Tablet Games Set To Make £2bn Revenues In 2014

Juniper Research, an analyst firm, has published predictions for the global tablet games market. The firm claims that revenues in the market will rise from $491m (£310m) in 2011 to $3.1bn (just under £2bn) in 2014.

The larger screen size and improved graphics and processing capabilities are thought to be central to this growth, spurring more purchase of games and in-game currency and items.

The author of the report, Charlotte Miller, says: "The tablet device is perfect for playing mobile games... Tablet owners also tend to have a larger disposable income. Higher user satisfation with games and a bigger wallet mean that tablet games look to be highly lucrative."

Juniper also thinks that tablet games will account for a third of the mobile games market's revenue by 2016; spending on non-smartphone mobile games is expected to plummet as more people upgrade to new phone models.

Source

Americans get their news on muliple digital devices

The Pew Research Center's State of the News Media 2012 report reveals that more and more Americans are using mobile devices to get their digital news.
But while mobile is on the rise, it's not replacing desktop or laptop news consumption. Rather, Pew's study reveals, "digital devices appear to be an additive experience".
The number of consumers who get news on multiple digital devices is growing. Nearly a quarter of U.S. adults, 23%, now get news on at least two devices–a desktop/laptop computer and smartphone, a computer and a tablet, a tablet and a smartphone, or on all three.
http://www.guardian.co.uk/world/2012/mar/19/usa