Media Studies Exam Prep - Weeks 9-11

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Questions and Answers

What is one characteristic that defines fandom?

  • Limited public display
  • High engagement (correct)
  • Isolation from social practices
  • Low engagement

What does the term 'must-see blackness' refer to in the context of black fandoms?

  • Promoting only white-favored narratives
  • Ignoring black contributions to fandom
  • Viewing black media as a form of entertainment only
  • Consumption as a civic duty to support blackness (correct)

How does online engagement impact fandom behavior?

  • It reduces interaction between fans
  • It facilitates info seeking and consumption (correct)
  • It limits cultural production
  • It makes engagement difficult

What aspect of cultural production allows fans to create new works?

<p>New technologies of production and distribution (B)</p> Signup and view all the answers

What is one way that critical media policy can impact societal norms?

<p>By exploring values, meanings, and systems of power (D)</p> Signup and view all the answers

How are fandom and consumption related according to Gwenllian Jones?

<p>Fandom is an industrial construct based on consumption (C)</p> Signup and view all the answers

Which of the following discourses does black fandom embody?

<p>Civic duty through consumption (C)</p> Signup and view all the answers

What role does social media play in fandoms according to the content?

<p>It provides backstage access and cultural production (A)</p> Signup and view all the answers

What does spatial convergence refer to?

<p>The merging of public and private spaces, as well as physical and virtual environments. (B)</p> Signup and view all the answers

Which of the following is NOT a form of place making as defined by Ito et al.?

<p>Community building (C)</p> Signup and view all the answers

What is planned obsolescence?

<p>The marketing strategy encouraging consumers to continuously upgrade to new versions. (A)</p> Signup and view all the answers

Which of the following technologies contributed to the idea that tech encourages people to go out?

<p>Mobile phones. (A)</p> Signup and view all the answers

What is the primary mobile kit?

<p>The essential devices always taken with oneself. (A)</p> Signup and view all the answers

What is a potential disadvantage of planned obsolescence?

<p>It results in added expenses and waste. (D)</p> Signup and view all the answers

What does 'ambient awareness' in mobile media imply?

<p>Common technologies connect users to maintain a sense of connection. (A)</p> Signup and view all the answers

Which concept describes the temporary use of public spaces for work?

<p>Camping (A)</p> Signup and view all the answers

What is the primary argument made by defenders of the free market regarding the media industry?

<p>Corporations must innovate to maintain market share. (A)</p> Signup and view all the answers

What does self-regulation in the media industry primarily aim to address?

<p>Maintaining competitive positions through external pressures. (D)</p> Signup and view all the answers

Which factor is NOT mentioned as contributing to the rise of media globalization?

<p>Increased globalization of film studios. (C)</p> Signup and view all the answers

Which of the following describes a challenge Hollywood faces in China?

<p>Strict import quotas imposed by the Chinese government. (A)</p> Signup and view all the answers

What is one of the '5 key relationships to manage' for media in China?

<p>Investing in the Chinese market to improve relations. (D)</p> Signup and view all the answers

Which of the following is a characteristic of media globalization?

<p>Instantaneous crossing of time and space. (C)</p> Signup and view all the answers

What does the term 'economies of scale' refer to in the context of globalization of film?

<p>Easier promotion and distribution of films. (B)</p> Signup and view all the answers

What impact does media globalization have on the production of films?

<p>It increases the number of films from small studios. (D)</p> Signup and view all the answers

What is the main goal of deregulation in the media industry?

<p>To enhance competition and lower costs (D)</p> Signup and view all the answers

What is meant by 'vertical integration' in media companies?

<p>Controlling production, distribution, and exhibition within a single division (D)</p> Signup and view all the answers

What is 'synergy' in the context of media conglomerates?

<p>The coordinated effort across divisions to enhance overall profitability (D)</p> Signup and view all the answers

What is the primary concern of critics regarding conglomerate power in media?

<p>It creates oligopolies that limit competition (B)</p> Signup and view all the answers

What kind of integration involves owning various media sectors to spread risk?

<p>Horizontal integration (C)</p> Signup and view all the answers

What does the term 'illusion of diversity' refer to in media contexts?

<p>Increased choice does not lead to a wider range of voices (C)</p> Signup and view all the answers

How has media merger activity changed competition among companies?

<p>It tends to reduce competition by fostering larger conglomerates (C)</p> Signup and view all the answers

What does the concept of 'power is knowledge' signify in media regulation discussions?

<p>Control over idea circulation is a form of power (A)</p> Signup and view all the answers

What is the primary goal of broadcasting?

<p>Reach the largest audience possible (D)</p> Signup and view all the answers

Which of the following best describes narrowcasting?

<p>Producing content aimed at niche audiences (A)</p> Signup and view all the answers

What are the four forms of audience segmentation?

<p>Demographic, Psychographic, Geographic, Lifestyle (A)</p> Signup and view all the answers

What is first-party data?

<p>Information collected from users by platforms (C)</p> Signup and view all the answers

What does interactive microtargeting utilize for advertising?

<p>Algorithms to buy ad space based on user profiles (B)</p> Signup and view all the answers

Why are children considered a desirable demographic for media producers?

<p>They foster early brand loyalty and have a consumerist mentality. (D)</p> Signup and view all the answers

What is lookalike modeling in interactive microtargeting?

<p>A method for aggregating data from converters to target new prospects (B)</p> Signup and view all the answers

What characterizes the 'least objectionable programming' logic in broadcasting?

<p>Appealing to the largest number of viewers with minimal conflict (B)</p> Signup and view all the answers

What characterizes viral videos in relation to traditional media?

<p>They can both mimic traditional media and step outside of it. (D)</p> Signup and view all the answers

Which statement accurately reflects the nature of participatory culture in digital environments?

<p>It fosters a diverse range of perspectives while commercial interests often exploit it. (C)</p> Signup and view all the answers

What is a defining feature of influencers in the context of web 2.0 technology?

<p>They often achieve success with limited resources and foster close connections with their audience. (D)</p> Signup and view all the answers

What are 'hooks' in viral videos understood to symbolize?

<p>Factors that explain why viewers are compelled to share the content. (A)</p> Signup and view all the answers

How do Multi-Channel Networks (MCNs) contribute to YouTube's content landscape?

<p>They normalize and professionalize genres that are easily monetized. (D)</p> Signup and view all the answers

Which of the following best describes the costs associated with Web 2.0 participatory culture?

<p>Users often provide labor that is unrecognized in terms of profit and licensing. (A)</p> Signup and view all the answers

What can be inferred about the relationship between user-generated content and corporate platforms?

<p>Corporations can convert user attention and content into profit, limiting user power. (B)</p> Signup and view all the answers

Influencers have a unique position in media because they are often seen as what?

<p>Relatable microcelebrities who portray an intimate and DIY aesthetic. (B)</p> Signup and view all the answers

Flashcards

Broadcasting

A media strategy focused on reaching the largest possible audience.

Narrowcasting

A media strategy targeted at specific, smaller groups of people with shared interests.

Audience Segmentation

Dividing people into groups based on their characteristics, e.g., age, gender, interests.

User Profile

Information collected about individuals, used for targeted advertising and marketing.

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First-Party Data

Data gathered by the site/platform where you're browsing.

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Third-Party Data

Data purchased from data brokers, containing information about many users.

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Programmatic Media Buying

Algorithms that automatically buy ad space based on your data.

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Converting

When a user takes a desired action after seeing an ad, like making a purchase.

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Media Policy

Formal and informal rules that influence the production, distribution, and consumption of media.

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Media Regulation

Government oversight of media to prevent anti-competitive practices.

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Media Deregulation

Removal of ownership rules in the media industry.

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Media Conglomerate

A company that owns numerous media divisions under a single corporation.

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Vertical Integration

When a media company controls production, distribution, and exhibition within a single division.

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Horizontal Integration

When a media company owns several different media divisions.

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Synergy

When different media divisions coordinate to enhance the overall value of a product.

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Conglomerate Power

The tendency for media conglomerates to create oligopolies that limit competition.

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Media Self-regulation

The idea that media corporations are self-regulating in order to avoid government intervention.

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Free Market Defenders

A view that sees the media industry as dynamic and driven by market forces. It emphasizes competition, growth, and innovation as essential parts of the media landscape.

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Media Globalization

The rapid spread of media across borders, creating a interconnected global network.

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Hollywood's Obstacles in China

The obstacles faced by Hollywood in China, including import quotas, censorship review, limited promotional time, and mandatory co-production with local distributors.

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Globalization of Film

The process of making media products that appeal to a global audience, often through increased budget, visual spectacle, and the inclusion of diverse cultural elements.

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Blockbuster Strategy

The tendency of large media companies to focus on high-budget productions that maximize profits, often resulting in a smaller number of films, but greater cultural impact.

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Self-Regulation and Capitalism

The argument that media corporations self-regulate to maintain their competitive position due to pressure from lawmakers, audiences, advertisers, and critics.

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China's Film Market

The increasing importance of the Chinese film market, which presents both opportunities and challenges for global film studios.

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Open Media

Openness in media refers to content easily accessed, shared, and visible for everyone.

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Productivity Practices of Consumption

Productivity practices of consumption in fandom involve interpreting, speculating, projecting, and discussing media.

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Defining Fandom

Fandom is defined by high engagement with a media text, close scrutiny, social practices, public displays, and heightened versions of typical fan behaviors and pleasures.

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Black Fandoms' Role

Black fandoms are often overlooked in academic discussions, which primarily focus on white fandoms. Black fandoms challenge this norm by showcasing the diverse experiences and perspectives of black fans.

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Black Fandom Discourses

Black fandoms are characterized by three discourses: 1. Must-see blackness (consumptive duty), 2. Economic consumption, and 3. Pedagogical properties.

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Fandom Online

The internet facilitates fan engagement through information seeking, consumption, backstage access, social media participation, and cultural production.

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Cultural Production by Fans

Fans creatively transform and build upon existing media texts through art, crafts, and other creative work.

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Critical Media Policy

Critical media policy analyzes how values, meanings, economic powers, and systems of power influence policy decisions related to media and culture.

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Viral Video

Content that spreads rapidly through user-driven networks, often with a 'hook' that encourages sharing and creating replicas.

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Influencers

Individuals who create consistently popular content online, gaining influence over their audience and often impacting purchasing decisions.

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Democratization of Authorship

The idea that the internet empowers everyone to create and share information, breaking down traditional media barriers.

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Participatory Culture

A cultural environment where users actively participate in creating, sharing, and consuming content.

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Multi-Channel Networks (MCNs)

Companies that provide support and resources to YouTube creators, often shaping the platform's content landscape.

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Costs of Web 2.0

The idea that users, while actively participating in online platforms, may not have true power or control over their data or content.

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Viral Video Hooks

Elements within viral videos that encourage sharing and replication, such as humor, relatability, or shocking content.

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User-Generated Content (UGC) Exploitation

The process by which user-generated content can be exploited for profit by corporations, raising questions about ownership and fair compensation.

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Invisible Technology

The gradual integration of technology into our lives, making it seem less remarkable and more ordinary. This occurs as new technologies become familiar and accepted.

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Mobile Kits

The idea that mobile devices are a key part of our lives and often carry a set of tools and items that we use to fill our time and needs. These items can be divided into primary items (always carried) and secondary items (used in specific contexts).

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Spatial Convergence

A theory that explains how technology can influence the way we move through and experience different places. Mobile devices and location-aware apps allow us to blur the boundaries between our physical environment and our digital experiences.

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Planned Obsolescence

A strategy used by companies to design products with a limited lifespan, encouraging consumers to purchase newer versions. This approach incentivizes innovation, but it also creates environmental waste and financial strain.

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Forms of Placemaking

The way in which mobile devices and technology create new ways for people to use and interact with physical spaces. These forms of placemaking can be characterized as "cocooning" (recreating private space), "camping" (setting up temporary workspaces), and "footprinting" (creating a relationship with a location).

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Components of Mobile Gaming

The idea that mobile gaming offers unique features that draw people in, including accessible gameplay mechanics, broad software availability, daily usage opportunities, and flexible monetization strategies.

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Changing Discourses on Mobile Media

The shift in how we use media, especially mobile media, from primarily using media at home or work, to using it on the move and in various locations. This change has been fueled by the rise of mobile devices and wireless internet.

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Domestication

The process of adapting wild plants and animals for human use through selective breeding or cultivation. This involves changes in morphology, physiology, and behavior.

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Study Notes

Media Studies Exam Prep - Weeks 9-11

  • Broadcasting vs. Narrowcasting:
    • Broadcasting focuses on mass audiences, aiming for the largest possible audience. The goal is broad appeal, often using "least objectionable programming."
    • Narrowcasting focuses on niche audiences, targeting specific demographics. The goal is to reach a specific audience for advertisers to promote products targeted toward that niche.
  • Audience Segmentation:
    • Different groups of people are targeted through audience segmentation, as media producers want to reach the segments likely to value and spend money on their products.
    • 4 Forms of Segmentation:
      • Geographic (not as useful for national brands)
      • Demographic (characteristics like gender, age, education)
      • Lifestyle (interests and hobbies)
      • Psychographic (personality characteristics)
  • Data Collection:
    • Consumer profiles are built from data (data points) accumulated from online user activity.
    • Data Sources:
      • First-party data collected by the site/platform
      • Third-party data bought from data brokers
      • Data collection is used for microtargeting (e.g., Einstein).

Two Understandings of the Child Audience

  • Media Industry: (Producers, distributors, advertisers, marketers, app creators)
    • Children are a desirable and lucrative demographic because they're high-frequent consumers.
    • Kids learn brand loyalty early. Media creates conditioning toward brands.
  • Protectionist: (Parents, watchdogs, educators, regulators)
    • Children are viewed as vulnerable and needing protection from potentially harmful media.
    • Consumption of media is often seen as a passive activity, lacking critical decision-making skills.
    • Considers how messages are presented and consumed

Children and Television (Why?)

  • Consumption is passive: Children passively consume TV rather than actively engaging with it.
  • TV as a window to the world: TV is a source for them to learn about the world and others.
  • TV as a teaching tool: Programs can facilitate learning (math, words, behaviours).

Productivity Practices of Consumption

  • Interpretation
  • Speculation
  • Projection
  • Discussion

Defining Fandom

  • High engagement
  • Close scrutiny
  • Social practice
  • Public display of fandom (e.g., posters, clothing)

Black Fandoms

  • Interventionist approach in examining black fandoms by focusing on how they deviate from mainstream, white fandoms.
  • Interlocking discourses within black fandoms:
    • Must-see blackness (consuming as civic duty)
    • Economic consumption (monetary support)
    • Pedagogical properties (teaching tools and role models)

Fandom Online

  • The internet facilitates fan engagement and behavior
  • Info seeking, consumption, backstage access, social media, and community through online networks are key aspects of fandom online

Cultural Production

  • Fans build upon/transform texts.
  • Creativity in media and art can be inspired by fandom.

Industrial Utility of Fandom (Gwenllian Jones)

  • Fandom is a product of industrial processes, not just a social community
  • Consumption, not critique, is the basis of fandom.
  • Consumers are also brand advocates.

Critical Media Policy

  • A tool to analyze media, power, and society.
  • Policy analysis often considers the “values, meanings, and systems of power” which influence policy.

Media Policy (Kirkpatrick)

  • Defines formal and informal rules, regulations: How do these shape production, distribution, and consumption of media?

Media Conglomerate/ Vertical Integration

  • Media companies merge to create large corporations that control production from start to finish across multiple media platforms.
  • Companies controlling multiple formats and stages of production can reduce costs and improve profits.

Horizontal Integration

  • Owning many different media divisions within a company.
  • Helps reduce risk in one division and increase diversity of platforms while avoiding putting all eggs in one basket.

Synergy

  • The benefits of consolidating (different) media divisions in the same company to enhance media visibility and efficiency.

Media Globalization

  • Instantaneous and interconnected global media communication and connections (across time and space)

Globalization of Film

  • Development of Small/major studio film production, and promotional and distribution mechanisms.

Hollywood in China

  • The challenges Hollywood faces in China, including import quotas, censorship, and needing to work with Chinese distributors and exhibitors,
  • To do well in China Hollywood films/content must prioritize cultural appropriation while appealing to audience preferences (content with some cultural specificity)

US TV Production Advantages and Challenges

  • US TV producers can have an advantage in international markets where their strategy, and quality produce high-performing content, potentially reducing costs and risk.
  • Faced with competition from other parts of the world

Co-production

  • Different companies sharing costs and creative input in productions, tailoring the content to particular markets, resulting in benefits across multiple platforms (tax incentives, lowered production costs, etc.)

Formatting

  • Companies adapting their ideas and products to local markets/formats/preferences. Companies improve success when they tailor their work for the specific audience/culture to which it's targeted.

Multiple Proximities

  • People's relationships with media and culture can be complex, as consumers can be connected to their own cultural spaces, but also more globally through media consumption.

Technological Determinism

  • Technologies have a profound impact on how people consume media, engaging with new forms of media and consuming them in new ways.

The Medium is the Message

  • The key element of the medium/style of media is more important/influential than the content/message itself

Development of New Technologies

  • Technical development is driven by human interest, but also by businesses and governments.
  • Innovation in technology creates new ways people distribute, create, and consume media content.

Discourses on Mobile Media

  • Mobile media use evolved from being primarily a home/work phenomenon to also including outside use cases.
  • Mobile technology has reshaped how people live and work, connecting them with others.

Spatial Convergence

  • Technology blurs the lines between public and private spaces and physical and virtual experiences, connecting people and businesses with each other

Planned Obsolecence

  • Companies design products with a limited lifetime (intended lifespan) in order to create demand for future upgrades.
  • Pro= increased efficiency, consumer demand, and product innovation.

Components of Mobile Gaming

  • Accessibility in software and gameplay
  • Everyday ubiquity of gaming
  • Variable monetization
  • Game space is separate from player space (real world interaction)

Video Game Spectatorship

  • Esports- professional gaming tournaments
  • The spectacle of gaming: how watching a gaming competition has elements of other entertainment media.

Web 2.0

  • Technology of platforms driving the interaction/sharing nature of participatory culture
  • Focus on shared creation, knowledge, and culture.

Viral Video

  • Viral videos are fueled by user-generated content distribution and networked practices
  • Videos are attractive because of “hooks”, or catchphrases/ideas that share common characteristics.

Costs of Web 2.0

  • Many corporations take advantage of user-generated content
  • Profits are often made from user engagement, not content-creation payment

Influencers

  • Top content producers who are popular.
  • Their presence in social spaces shapes consumer behaviour and preferences.

Intermediaries as Productive (Lobato)

  • Companies and platforms that support content producers, often influencing the types of content that become popular.

Definitions of Surveillance

  • Surveillance is the act of observing and monitoring without being seen/aware
  • Digital trails and data collected from users across many platforms create a complex system of surveillance.

Sensor Society (Andrejevic & Burdon)

  • Focuses on constant monitoring and data collection. Technologies are always active in tracking individuals.
  • Data is collected passively and in large quantities.

Cryptopticon

  • Describes the way corporate and governmental surveillance works together in modern society
  • Massive and precise data gathering, and the goals of this data collection.

State Surveillance

  • The intention of states to monitor and surveil citizens' interactions.
  • Uses methods to track, capture, process, and share information on individuals (direct and indirect).

Reputation Management

  • The process of maintaining and controlling one's online presence and reputation.
  • The process of controlling social media profiles to maintain social-media presence.

Managing Privacy (Social Contexts)

  • Controlling the extent of exposure on social media. This differs depending on the audience or context.

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