Monday, 9 November 2015

Revision file :



Revision File 
Primary Research methods:


  • Questionnaires
  • Surveys 
  • interviews
  • focus groups 


Primary research is research that is collected by yourself.


Secondary Research: Research that is not collected by yourself collected by someone else

Research methods:
  • Internet
  • general library- books and magazines 
  • archive Research

Qualitative- Based on attitudes, thoughts and opinions rather than facts and figures 

Quantitative- Based on facts and figures that can be used to form numeral and statistical data 

Advantages 
  • ability to probe answers more deeply especially in focus groups or face to face interviews
  • Can be used to develop on audience profile 
  • finding out the likes and dislikes of the audience 
  • large amounts of information can be collected from a large number of people in a short period of time.
Disadvantages :
  • Biased questions and answers
  • Can be quite time consuming 
  • designing questions that will give only certain responses 
  • lack of detailed response 
Active media 
  • photo slideshows
  • virtual reality gaming 
  • game stimulation 
  • multi media 
  • interactive video on youtube 
  • flash websites
  • television programmes with phone- ins
Passive media :
  • adverts 
  • films 
  • magazines 
  • newspapers
  • broadcast radio
  • televisions eg: News 

Objective- facts 
Subjective-opinions 
Reliable- asking a large amount of people rather than a select amount
valid- Been taken into consideration 


individual consumptions: Media platforms and devices that can be enjoyed by one person.
  • Reading magazine articles 
  • Browsing the internet
  • Watching a DvD
  • playing an online game 
  • listening to the radio -
  • social networking.
Technological convergence: Existing technology emerges into new forms
Mobile phone could only call:
    NOW 
it can call, text, listen to music, take pictures etc (it has improved)


Media sector- Different parts of the media industry; e.g. film industry, music industry, tv, gaming, publishing, print industry 

Device- The technological product. Mobile, mp3 players, radios, laptops 

Platforms- What media products are distributed through: e.g.; Facebook, instagram, iTunes, DVDS Etc.

Media product- Type of media they produce e.g.: film industry produce films.


Digital:
  • non linear editing system 
  • ebooks
  • jpeg
  • Dvd
  • mp3 player
  • internet Radio
  • Music/film download
  • DAB radio
  • HD camcorder
Analogue :
  • Vinyl records
  • Magnetic top/cassettes 
  • Eight track tapes
  • linear editing systems
  • film strips
  • terrestrial tv broadcast
  • analogue radio broadcast 
  • sir photography 
media sectors coming together- this is known as synergy: for example;gaming and film industry 


Use/ Gratification Model
-The theory that audience use media text in order to fulfil pleasures and basic needs such as 
-Escapism
-surveillance
personal information
-Personal Relationship.

hypodermic needle
-The theory that proposes that media messages can be injected into audience and can influence people to act a particular way.

Regulatory bodies 
 BBFC- Age rating for films
ASA- The advertising standards authority 
PEGI- age rating for games 
PCC-press complaints commission 
OFCOM-communication industry

Demographics 
- A method of audience profiling which defines what the adults population do

Psychographics
- Audience profiling methods which looks at the populations behaviour.

Interactivity :

  • connects you to people
  • expanding brands
  • increase profits
  • helps their marketing
  • active audience
Disadvantages :
  • Unwanted content
  • more cost for consumers
  • losing interest if not working
  • some devices not compatible
Personalisation:
  • Aesthetic 
  • identification
  • makes users feel in control
  • Creativity
Disadvantages
  • Privacy invaded
  • expensive 
  • cost for product 
  • time consuming
  • takes up space and memory.


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