~Interactivity~ (phone calls, video games, siri, music, red button, internet, on demand, voice functions, phone in / voting)
~personalisation~ wall paper, folders, password, name / details, apps, fonts, playlists, login, recordings.
~Individual consumption~ media platforms and devices that can be enjoyed by one person who engages with them alone (smartphone, PC's, Laptop, MP3 Player, Handheld Devices etc)
~group consumption~ Devices that can be enjoyed by a group of people at the same time and engage with others ( cinema release, website, radio broadcasting, gam console, radio etc.)
~Primary Audience~ the audience that the company are aiming to attract their attention. for example, spongebob squarepants is made for kids to watch however, adults watch the show due to its hidden adult humour.
~Secondary Audience~ viewers that are considered to be the outside the primary target audience. so for example anyone that is watching a tv show that is not in the group that the makers expected.
~Active media~ aurdience interaction and engagement in order to acquire full meaning or messagege embedded within the product ( adverts, red button, youtube videos, games, tv programmes and series)
Passive media media that requires observation rather than an active response and the questioning of media text ( books, music, films, tv shows, radio broadcasting, media, series, dvds's )
Uses/Gratification - The theory that audiences use media texts in order to fulfil pleasures and basic needs.
Hypodermic needle model - The theory that proposes that media messages can be 'injected' into the audience and can influence people to act in a particular way.
Quantitative research - Research that has already been conducted by someone else and can be found in books, journals and internet research ( wikipedia)
Qualitative Research - methods such as questionaires, surveys, interviews like phone calls, face to face conversations, focus groups, vox pops and product analysis
Audience statistics - describes research based on attitudes, thoughts and opinions rather than facts and figures.
preferred reading - understanding the message to where you can say you are 110 percent sure you know what it means
negotiated reading - similar opinion but also adding another opinion other than theirs into the situation
oppositional reading - you understand the meaning of what it being said however you believe the complete opposite
aberrant - understands the message but in a completely different way
Uses/Gratification - The theory that audiences use media texts in order to fulfil pleasures and basic needs.
Hypodermic needle model - The theory that proposes that media messages can be 'injected' into the audience and can influence people to act in a particular way.
Quantitative research - Research that has already been conducted by someone else and can be found in books, journals and internet research ( wikipedia)
Qualitative Research - methods such as questionaires, surveys, interviews like phone calls, face to face conversations, focus groups, vox pops and product analysis
Audience statistics - describes research based on attitudes, thoughts and opinions rather than facts and figures.
preferred reading - understanding the message to where you can say you are 110 percent sure you know what it means
negotiated reading - similar opinion but also adding another opinion other than theirs into the situation
oppositional reading - you understand the meaning of what it being said however you believe the complete opposite
aberrant - understands the message but in a completely different way
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