Summary

This document provides an overview of the recording industry and its evolution. It covers topics such as audio recording, revolutions per minute, compact discs, digital music, Internet radio, and key issues facing the industry. The document also discusses the radio industry, including streaming audio, radio as a form of communication, and various aspects of radio industry formats.

Full Transcript

**MPI 2** **Recording industry** Audio recording as a forom of communication developed as a result of social and legal responses to the technology during different periods Revolutions per minute RPM The recording industry developed and changed as a result of struggles to control audio recordings...

**MPI 2** **Recording industry** Audio recording as a forom of communication developed as a result of social and legal responses to the technology during different periods Revolutions per minute RPM The recording industry developed and changed as a result of struggles to control audio recordings and their relations to audiences Compact disk CD 3 things about recording industry\ -ownership is international\ -production is dispersed\ -distribution is concentrated Digital music\ -downloading\ -streaming\ -ringtones Internet radio= pre chosen music streams based on certain genres, provided free and paid for by commercial advertisers Label= division of a recording firm that releases a certain type of music Person for signing new artist= A&R artist and repertoire Performance royalties= paid to composers, their publishers and record labels when material is used Mechanical royalties= collected as a result of a sale of physical media AFM= union for musicians Producer= obtaining copyright clearance, lining up session, staying on budget, creating quality Payola= payment of a promotion executive to a station to ensure the music is in the playlist illegal now VEVO= music videos Key issues\ -digital vs analog\ the value gap biggest threat to the future of music industry\ -dispersion of production\ digital distribution and lower production costs, home studios\ -globalization of the industry Two fold dilemma= 1 permission copyright issues 2 video platform don't hold hold the responsibility to pay copyright holders for illegal content The pan alley -- New York= collection of NYC publishers + musicians who were integral in developing an industry around popular music 1990's apex of record sales\ 2000's rise of music pirating\ 2010's rise of streaming Dispersed production= the digital distribution and lower production costs, home studios allowed for small firms to produce and distribute without signing by the majors Concentration of distribution= major recording companies still hold immense power in the marketplace through acces to radio stations, stores, media outlets, marketing budgets **Radio industry** Streaming audio= the flow of sounds to listeners in such a way that the sounds are meant to disappear after they are heard Radio as a form of communication developed as a result of social, legal and organizational responses to the technology during different periods Patent trust= company owned by a number of firms that is formed to share their patents to prevent other firms from entering their industry RCA US broke this monopoly\ 3 consequences\ -advertising as means to support radio\ -creation of networks to spread advertiser sponsored programming around the country\ -creation of federal regulatory body to decide which firms best serve public interest Radio industry developed and changed as a result of struggles to control audio channels and their relation to audiences FM radio= frequency modulation superior to AM= amplitude modulation Terms of funding 2 types\ -commercial\ -non-commercial Commercial= advertising, majority\ non-commercial= verly left of fm reserved by government Billboards= mention of a sponsors name or product at the start or end of an aired program Format= personality of a station designed to attract a particular audience segment Music radio station format governed by\ -music style\ -music time period\ -music activity level\ -music sophistication Music time period= the time of the musics release\ music activity level= measure of the musics dynamic impact\ Music sophistication= simplicity/complexity of musical structure Format consultations analyze competition and choose format to attract audience Narrowcasting= going after specific slices of the audience that are especially attractive to advertisers Listening patterns= peoples habits of radio use On air talent= on air personality Dead air= silence, big taboo Burn music test= playing many of the playlists songs for the people to see if it is still popular Fringe listeners= fall within target audience but rarely listen to particular station Core audience= people who spend a lot of time listening to particular station Format clock= circular chart that divides one hour of radio stations format into different timed program elements Drive time= when people drive to/ from work Network provides regular schedule of programming materials\ syndicator makes licensing deal for 1 show at a time Format networks= programming firms that provide subscribing radio stations with all the. Programming for 24 hours 7 days a week Barter= syndicator provides program but keeps number of minutes for sale of commericals 4 kinds of advertising\ -local advertising bought from local station by local advertisers\ -nation spot advertising local time is bought by national advertisers or their representatives (ford)\ -network advertising sponsors purchase airtime not from the station but from the network that serves the station\ -digital advertising all revenue coming from radio website or app Call of air revenue= revenue generated from businesses in the physical world that radio stations have been building Portable people meter= for tracking radio listening both at home and on the street Streaming audio measurement= brings together data it collects from peoples apps or web players 1 rating point= 1% of population in the market Radio promotion= content or event in which prices are given out Online radio better called audio streaming **Internet industry** Internet= global system of interconnective private, public, academic business and government computer networks that use a standard set of commands to link millions of users worldwide Packets= segments of messages that contain digital instructions that allow them to reassemble properly at the same time\] Hyperlinks= highlighted words/pictures when clicked connects user to particular file Hypertext markup language HTML= computer language system allowed people to access a system of interlinked documents through the internet User generated content UGC= creative products such as videos and music generated by people on apps Internet service provider=company that sells internet acces Wifi= radio technology to provide secure reliable fast wireless connectivity 4 types of wifi b, g, n, ac\ each provides a faster connection Net neutrality= proposition that LSP's should treat all traffic on the internet equally Social media site= online location where people can interact Webspiders/webcrawlers= programs used by search engines that search the internet to retrieve and catalog the content of websites Natural/ organic results= website based on a search engines algorithm without any influence from advertisers Social search= carried out to find out what people in a persons social circle say about an item Keyword advertising= software uses words in search box to send that person ads that are related to the topic Contextual advertising= software determines what a person is reading and sends the person ads for products advertisers consider related Profiling= creating description of someone based on data Cookie= information a website puts on your computer hard drive so it can remember something about you Clickstream= used to describe user movement through websites Behavioral targeting= following people's behavior and send them material tailored to what was learned about them Data mining= gathering and storing information to be used in audience profiling and interactive marketing Big data= data about audiences that can be described by high levels of 3v's 3V's=volume, variety, velocity Ad network= collection of many websites that a company knits together in order to sell ads Ad exchanges= electronic auctions with various publishers and ad networks Personal identifiable information= name, address or other info that allows tracking a person General data protection regulation EU OPT in= markets can't collect data unless person explicitly says its okay OPT out= markets can collect personal data as long as they inform people what they do and give them option to refuse **Film industry** The movie industry developed and changed as a result of struggles to control its distribution channels to audiences Star systems= find and cultivate actors under long term contracts intention to make them famous stars A film= expensively produces films, glamourous high paid stars B film= more quickly, smaller budgets Paramount consent degree 1940 ended vertical integration Theatrical films= films created to be shown first in traditional movie theatres Box office receipts=sum of money taken in for admission Blockbuster=films that bring in more then 200 million The majors= 5 biggest companies associated with Hollywood\ Disney, Universal Pictures, Warner Bros., Columbia, and Paramount Film production firms= coming up with movie ideas finding scriptwriters hiring pesonnel Fil distribution firms= responsible for finding theatres and promoting the films Independent producers= production firms that are not owned by a distributor Scriptwriters= individuals who create plays for the movies with scenes and dialog Talent agents= individual who represent various creative personnel Treatment= detailed outline after pitch On spec= less established writers write whole scripts before getting paid Green light= when movie production firm thinks it will success Back end deal/percentage of the gross= when actor/director takes lower base salary but gets a percentage the film receives Guilds= unions established by writers, directors, actors Distribution rights= rights to circulate a particular movie in different parts of the world Line producer= individual who makes sure equipment and personnel are there when needed Completion bond companies= insurance companies that for a large fee pay any costs that exceed an agreed upon amount Day and date release= simultaneous release for movies in different countries 2 basic release patterns\ -wide release= most common, opening a film in more then 600 theatres simultaneously/ saturation release opening a film in more then 2000 theatres\ -limited release= fewer theatres, small numbers of areas when they feel film needs time for media reviews Block booking= when movie distributors force exhibitors to book blocks of their films Title testing\ previewing Tracking studies= research on the publics awareness of and interest in the film Negative costs= total costs of marketing+ editing movie Bookers= people who license movies from distributors to theatres Exhibition license= date, how many weeks, when, where competing theatres can show the fim, financial agreement Percentage above the nut approach= percentage above standard costs is what distributor gets Digital cinema package DCP= harddrive encrypted and shipped to the theatre that has the password Satellite cinema package SCP= theatre downloads movie from satellite and projects it Sell through outlets= stores in which consumers buy video rather than renting them\ rental outlets rents movie out Film piracy= unauthorized duplication of copyrighted films for profit Data locker= websites that rent secure password protected areas to store files Art films= movies created on small budget that do not fit in Hollywood stereotypes **Videogame industry** The videogame can be traced back to developments unrelated to the computer pinballmachine Entertainment arcades= commercial locations featuring coin operated machines The video game as a medium of communication developed as a result of social and legal responses to the technology during different periods Internet bulletin boards= many users could send messages to each other and share a game Multiuser dungeons= fantasy chatroom multiplayer games Predecessor of massively multiplayer online role playing games (world of warcraft) The videogame industry developed and changed as a result of struggles to control its channels to audiences Average age men gamers 32 55% of population\ Average age female gamer 36 45% of population Hardware= devices on which videogames are played Nintendo, Microsoft (Xbox), Sony (playstation)\ contemporary gaming\ convergence streaming Netflix etc Casual gamer= plays games for free Handheld game devices= portable primarily designed for gameplay Freemium= free game but pay to get rid of ads, additional levels Social games= games through social networks Augmented reality= real time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real world objects Virtual reality= computer generated 3d environment that surrounds the user Video game publishers= coordinate production of video games Largest number of games are made by third party publishers= companies unaffiliated with hardware companies Game genres\ -action\ -shooter\ -competitive (1 on 1 combat)\ -platform (traveling running jumping super mario bros)\ -adventure (exploration and story rather then challenges)\ -casual\ -simulation\ -strategy\ -real time strategy\ -turn based strategy\ -sports\ -edutainment Rewarded ads= ask player to watch short ad in return for reward Google admob= marketplace by which firms can bid to advertise in games Dynamic in game advertising= change ads depending on criteria 22% women in gaming industry harassed Transactional databases= store and sort large quantities of data that reflect transactions Video game is a product of convergence and remediation= blending of old and new media forms Golden age video games 1972-1983 Playbor= dream job status used to excuse exploitation of laborers **Television industry** 1950's golden age of television Syndication= the licensing of mass media material to outlets on a market by market basis Code of good practices= regarding morality in content that in many words mirrored self regulated film industry code 1960's political and social problems, violence, idiotic entertainment Television program ratings= audits of people's viewing behaviors that gauge which shows households view and how many people are viewing TV 3 domains\ -television broadcasting\ -subscription cable or satellite services\ -online mobile playforms Commercial station= make money by selling time to advertisers\ non commercial station= viewer donations, private foundations and commercial films in exchange for billboards Billboards= mention of a sponsors name or products at the start or end of an program Underwriting= company pays to sponsor a program on a non commercial station Television network= organization that distributes television programs to all its affiliated stations Big 4 commercial networks= ABS, CBS, FOX, NBC\ owned and operated stations within= o&o Station not affiliated with big 4= independent broadcast station Retransmission fees= money television networks and local station charge cable & satellite firms for the right to carry their material Multichannel subscription video programming distributors= organization that delivers video programming services usually for subscription fee Cable television system= company that physically installs cable\ firms that own 2 or more cable systems= multiple system owner Lineup= menu of channels cable tv system offers potential subscriber License fees= the costs that particular networks charge exhibitors for carrying the networks lineups in the cable/satellite systems Tiering= charging different amounts for different levels of programming Pay per view= pay for an individual program (boxing match) Video on demand Head end= the systems regional delivery location Digital frequencies allow high frequency television Multichannel broadcasting= splitting digital signals in 1,2,3,4 separately programmed channels vMVDP's= virtual multiple program distributors, less linear television channels but lower price\ slim bundels= smaller channel collection cutting the cord= dropping cable telco or satellite cord savers=keep cable, telco satellite but drop tiers ratings= audits to determine where the moneey for programming and advertising should go people meter= small box, sample of US population, every meber of family special code gives watch information to Nielsen sweeps= survey tv viewing in February, may, august, November competition between programmers especially keen household ratings= number of households the channel was turned on compared with number of households in the channels universe people ratings= particular demographic categories of individuals within each household household share= number of households in which channel was turned on compared with number of tv owning households in the area channel could be viewed reach=percentage of entire target audience to which they circulate national rating point= measure of percentage of tv sets in US that are tuned to a specific show average commercial minute= determining rating and household viewing during commercials c3 rating= measuring rating of average commercial minute of a program within a 3 day window\ c7= 7 day window prime time= largest amount of people are viewing series= a set of programs that revolve around the same ideas or characters (house hunters) challenge is to maximize audience flow lead in= program what comes before and leads in to another program sampling= trying a new series lead out= program that follows a serie hammock= placing program between the right lead in and out counterprogramming= target another audience when you know an audience is watching another show treatment= multipage elaboration of an idea concept testing= reading 1 paragraph description to people who fit the profile, phone or in preview theatres pilot= sample script test program license= to air episodes barter= distributor provides a program to an exhibitor in exchange for the right to sell ad time to advertisers stripping= 5 day a week placement of a television show off network syndication= distributor takes program that has already been shown and rents episodes to tv stations for local airing (the big bang theory) out of home locations/captive audience locations= airline waiting aread and checkout lines social television= person using 1 screen. For viewing while he or she uses another screen for discussing it with others

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