Podcast
Questions and Answers
What is one characteristic that defines fandom?
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?
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?
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?
What aspect of cultural production allows fans to create new works?
What is one way that critical media policy can impact societal norms?
What is one way that critical media policy can impact societal norms?
How are fandom and consumption related according to Gwenllian Jones?
How are fandom and consumption related according to Gwenllian Jones?
Which of the following discourses does black fandom embody?
Which of the following discourses does black fandom embody?
What role does social media play in fandoms according to the content?
What role does social media play in fandoms according to the content?
What does spatial convergence refer to?
What does spatial convergence refer to?
Which of the following is NOT a form of place making as defined by Ito et al.?
Which of the following is NOT a form of place making as defined by Ito et al.?
What is planned obsolescence?
What is planned obsolescence?
Which of the following technologies contributed to the idea that tech encourages people to go out?
Which of the following technologies contributed to the idea that tech encourages people to go out?
What is the primary mobile kit?
What is the primary mobile kit?
What is a potential disadvantage of planned obsolescence?
What is a potential disadvantage of planned obsolescence?
What does 'ambient awareness' in mobile media imply?
What does 'ambient awareness' in mobile media imply?
Which concept describes the temporary use of public spaces for work?
Which concept describes the temporary use of public spaces for work?
What is the primary argument made by defenders of the free market regarding the media industry?
What is the primary argument made by defenders of the free market regarding the media industry?
What does self-regulation in the media industry primarily aim to address?
What does self-regulation in the media industry primarily aim to address?
Which factor is NOT mentioned as contributing to the rise of media globalization?
Which factor is NOT mentioned as contributing to the rise of media globalization?
Which of the following describes a challenge Hollywood faces in China?
Which of the following describes a challenge Hollywood faces in China?
What is one of the '5 key relationships to manage' for media in China?
What is one of the '5 key relationships to manage' for media in China?
Which of the following is a characteristic of media globalization?
Which of the following is a characteristic of media globalization?
What does the term 'economies of scale' refer to in the context of globalization of film?
What does the term 'economies of scale' refer to in the context of globalization of film?
What impact does media globalization have on the production of films?
What impact does media globalization have on the production of films?
What is the main goal of deregulation in the media industry?
What is the main goal of deregulation in the media industry?
What is meant by 'vertical integration' in media companies?
What is meant by 'vertical integration' in media companies?
What is 'synergy' in the context of media conglomerates?
What is 'synergy' in the context of media conglomerates?
What is the primary concern of critics regarding conglomerate power in media?
What is the primary concern of critics regarding conglomerate power in media?
What kind of integration involves owning various media sectors to spread risk?
What kind of integration involves owning various media sectors to spread risk?
What does the term 'illusion of diversity' refer to in media contexts?
What does the term 'illusion of diversity' refer to in media contexts?
How has media merger activity changed competition among companies?
How has media merger activity changed competition among companies?
What does the concept of 'power is knowledge' signify in media regulation discussions?
What does the concept of 'power is knowledge' signify in media regulation discussions?
What is the primary goal of broadcasting?
What is the primary goal of broadcasting?
Which of the following best describes narrowcasting?
Which of the following best describes narrowcasting?
What are the four forms of audience segmentation?
What are the four forms of audience segmentation?
What is first-party data?
What is first-party data?
What does interactive microtargeting utilize for advertising?
What does interactive microtargeting utilize for advertising?
Why are children considered a desirable demographic for media producers?
Why are children considered a desirable demographic for media producers?
What is lookalike modeling in interactive microtargeting?
What is lookalike modeling in interactive microtargeting?
What characterizes the 'least objectionable programming' logic in broadcasting?
What characterizes the 'least objectionable programming' logic in broadcasting?
What characterizes viral videos in relation to traditional media?
What characterizes viral videos in relation to traditional media?
Which statement accurately reflects the nature of participatory culture in digital environments?
Which statement accurately reflects the nature of participatory culture in digital environments?
What is a defining feature of influencers in the context of web 2.0 technology?
What is a defining feature of influencers in the context of web 2.0 technology?
What are 'hooks' in viral videos understood to symbolize?
What are 'hooks' in viral videos understood to symbolize?
How do Multi-Channel Networks (MCNs) contribute to YouTube's content landscape?
How do Multi-Channel Networks (MCNs) contribute to YouTube's content landscape?
Which of the following best describes the costs associated with Web 2.0 participatory culture?
Which of the following best describes the costs associated with Web 2.0 participatory culture?
What can be inferred about the relationship between user-generated content and corporate platforms?
What can be inferred about the relationship between user-generated content and corporate platforms?
Influencers have a unique position in media because they are often seen as what?
Influencers have a unique position in media because they are often seen as what?
Flashcards
Broadcasting
Broadcasting
A media strategy focused on reaching the largest possible audience.
Narrowcasting
Narrowcasting
A media strategy targeted at specific, smaller groups of people with shared interests.
Audience Segmentation
Audience Segmentation
Dividing people into groups based on their characteristics, e.g., age, gender, interests.
User Profile
User Profile
Information collected about individuals, used for targeted advertising and marketing.
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First-Party Data
First-Party Data
Data gathered by the site/platform where you're browsing.
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Third-Party Data
Third-Party Data
Data purchased from data brokers, containing information about many users.
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Programmatic Media Buying
Programmatic Media Buying
Algorithms that automatically buy ad space based on your data.
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Converting
Converting
When a user takes a desired action after seeing an ad, like making a purchase.
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Media Policy
Media Policy
Formal and informal rules that influence the production, distribution, and consumption of media.
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Media Regulation
Media Regulation
Government oversight of media to prevent anti-competitive practices.
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Media Deregulation
Media Deregulation
Removal of ownership rules in the media industry.
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Media Conglomerate
Media Conglomerate
A company that owns numerous media divisions under a single corporation.
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Vertical Integration
Vertical Integration
When a media company controls production, distribution, and exhibition within a single division.
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Horizontal Integration
Horizontal Integration
When a media company owns several different media divisions.
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Synergy
Synergy
When different media divisions coordinate to enhance the overall value of a product.
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Conglomerate Power
Conglomerate Power
The tendency for media conglomerates to create oligopolies that limit competition.
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Media Self-regulation
Media Self-regulation
The idea that media corporations are self-regulating in order to avoid government intervention.
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Free Market Defenders
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
Media Globalization
The rapid spread of media across borders, creating a interconnected global network.
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Hollywood's Obstacles in China
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
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
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
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
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
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
Productivity practices of consumption in fandom involve interpreting, speculating, projecting, and discussing media.
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Defining Fandom
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' 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 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
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
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
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
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
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
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
Participatory Culture
A cultural environment where users actively participate in creating, sharing, and consuming content.
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Multi-Channel Networks (MCNs)
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
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
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
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
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
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
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
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
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
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
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
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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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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