REFERENCE FOR VIDEO GAMES
definition of a tablet
why are screen resolution, frames per second, pixel counts important for digital games.
playing games on mobile phones
social niche definition corrections
Mobile phone
opportunities: on a mobile phone you can play entertaining, addictive games like tempalrun.
contraints: the screen is to small play games and the games can not entertain people for a long period of time. also the graphics are not the best on a mobile phone compare to a game on a console.
Friday, 11 December 2015
Tuesday, 3 November 2015
revision file (Rebecca)
Device: The technology that the media creates. For example, phone
Platform: where media is distributed through. For example, Facebook, netflix or youtube.
Analogue: Devices which record data linearly from one point to another. Analogue devices read the media, such as tapes or records, by scanning the physical data off the media.
technology convergence: Existing technology merging into new forms.
Analogue
vunyl records
Magnetic
Film strip
Magazine
Linear Editing
Analogue radio broadcast
Eight track tapes
Terrestrial TV Broadcast
SLR photography
Cross media synergy creates awareness of a media product and enables companies to utilise each other's skills to allow for wider distribution and to become easily recognised by the audience.
Media sector: media sector is the different parts of the creative industry.
Media product: media product is the product that the media produces. For example the printing industry produces newspapers.
Technology convergence: existing technology that merges together to create more options.
Interactivity: voting on a TV programme. For instance, x factor, big brother.
Individual consumption: using a media product by yourself. For example, using your phone by yourself.
Primary audience: the audience that is specifically targeted.
Secondary audience: The audience that is not specifically targeted but you can still watch it.
Active media: when your fully engaged in the media. For example, playing a game.
Passive media: Not 100 percent focused on the media. For example, listening to music while doing your homework.
Regulatory bodies: ASA, BBFC, OFCOM, ISPO, PEGI
Primary research: research that is collected by yourself, For example, interviewing people.
Secondary research: Research that you find from somewhere else. For example, articles.
Qualitative research: research based on feelings.
Quantitative research: research that is all about data.
Subjective question: suggesting what answer they want to hear. For example, do you think I look good today.
Reliable question: Asking a wide range of people so it question reliable information.
Valid question: everyone is inputing there opinion.
Objective question: A open question; asking for there opinion.
Audience demographics: information about your audience: age, gender, religion, dislikes, likes.
Audience profile: comparing statistics of which products sold more. For example 60% of people who bought the product were 45+.
Preferred reading: The meaning the media wants to put out and the other person understands; they agree.
Negotiated: Interpreting media by there believes, attitudes, values and personal experiences.
Oppositional reading: when the audience disagree.
Aberrant reading: When the audience interprets the media differently.
Connotations: what a phase or word suggests or implies.
Denotation: the literal meaning of the word or phase.
Ideology: a system of believes, ideas and values that are common to a specific group of people.
Technology convergence advantages key words:
access
connectivity
convenience
immediate
portable
personalisation
Digital publishing product: e magazine
Open ending (cliffhanger)
Closed ending (all problems are resolved)
Linear structure: tells the store as it happens; story goes in straight line
Non linear structure: story not straight forward (flashbacks)
Mode of address: the way the audience is addressed. First person: I third person: outside person talking about someone
Characterisation: different character personalities
Platform: where media is distributed through. For example, Facebook, netflix or youtube.
Analogue: Devices which record data linearly from one point to another. Analogue devices read the media, such as tapes or records, by scanning the physical data off the media.
technology convergence: Existing technology merging into new forms.
Analogue
vunyl records
Magnetic
Film strip
Magazine
Linear Editing
Analogue radio broadcast
Eight track tapes
Terrestrial TV Broadcast
SLR photography
Cross media synergy creates awareness of a media product and enables companies to utilise each other's skills to allow for wider distribution and to become easily recognised by the audience.
Media sector: media sector is the different parts of the creative industry.
Media product: media product is the product that the media produces. For example the printing industry produces newspapers.
Technology convergence: existing technology that merges together to create more options.
Interactivity: voting on a TV programme. For instance, x factor, big brother.
Individual consumption: using a media product by yourself. For example, using your phone by yourself.
Primary audience: the audience that is specifically targeted.
Secondary audience: The audience that is not specifically targeted but you can still watch it.
Active media: when your fully engaged in the media. For example, playing a game.
Passive media: Not 100 percent focused on the media. For example, listening to music while doing your homework.
Regulatory bodies: ASA, BBFC, OFCOM, ISPO, PEGI
Primary research: research that is collected by yourself, For example, interviewing people.
Secondary research: Research that you find from somewhere else. For example, articles.
Qualitative research: research based on feelings.
Quantitative research: research that is all about data.
Subjective question: suggesting what answer they want to hear. For example, do you think I look good today.
Reliable question: Asking a wide range of people so it question reliable information.
Valid question: everyone is inputing there opinion.
Objective question: A open question; asking for there opinion.
Audience demographics: information about your audience: age, gender, religion, dislikes, likes.
Audience profile: comparing statistics of which products sold more. For example 60% of people who bought the product were 45+.
Preferred reading: The meaning the media wants to put out and the other person understands; they agree.
Negotiated: Interpreting media by there believes, attitudes, values and personal experiences.
Oppositional reading: when the audience disagree.
Aberrant reading: When the audience interprets the media differently.
Connotations: what a phase or word suggests or implies.
Denotation: the literal meaning of the word or phase.
Ideology: a system of believes, ideas and values that are common to a specific group of people.
Technology convergence advantages key words:
access
connectivity
convenience
immediate
portable
personalisation
Digital publishing product: e magazine
Open ending (cliffhanger)
Closed ending (all problems are resolved)
Linear structure: tells the store as it happens; story goes in straight line
Non linear structure: story not straight forward (flashbacks)
Mode of address: the way the audience is addressed. First person: I third person: outside person talking about someone
Characterisation: different character personalities
Wednesday, 14 October 2015
definitions homework 2
Primary research: this is research carried out to answer a specific questions. It can involve questionnaires, surveys or interviews with individuals or small groups.
Secondary research: Secondary research makes use of information previously researched for other purposes and publicly available.
Qualitative research: this is based on opinions, attitudes, beliefs and intentions. This kind of research deals with questions such as why, Would, or How.
Quantitative research: This is research based on larger samples. Using more statistics valid. Quantitative research is concerned with data and addresses question such as how many, how often who when and where.
Objective questions: a question that is meant to trigger a certain response.
Subjective questions: Subjective questions are questions that are asked in a way to extract a certain response. For example a subjective question would be, "Do you think David Cameron is doing a good job?" As opposed to and objective question like "What do you think of David Cameron performance?"
Reliable questions: questions that can be trusted.
Valid questions: A valid question that is based on sensible reasoning.
Secondary research: Secondary research makes use of information previously researched for other purposes and publicly available.
Qualitative research: this is based on opinions, attitudes, beliefs and intentions. This kind of research deals with questions such as why, Would, or How.
Quantitative research: This is research based on larger samples. Using more statistics valid. Quantitative research is concerned with data and addresses question such as how many, how often who when and where.
Objective questions: a question that is meant to trigger a certain response.
Subjective questions: Subjective questions are questions that are asked in a way to extract a certain response. For example a subjective question would be, "Do you think David Cameron is doing a good job?" As opposed to and objective question like "What do you think of David Cameron performance?"
Reliable questions: questions that can be trusted.
Valid questions: A valid question that is based on sensible reasoning.
Monday, 12 October 2015
Regulatory bodies
Regulatory Bodies in media is organizations that help to make media safe. One regulatory body is the ASA. They are a UK independent regulator of advertising across all media sectors. One example of what ASA do is the Barnando's advert in 2008. This advert was designed to raise awareness about domestic child abuse; it featured repeated scenes of violence towards a younger child and drug taking. The ASA said the aim of the advert justified the use of its strong imagery. Another Regulatory Body is BBFC who are responsible for giving films their censorship classification, e.g. U, PG, 12A, 12, 15, 18 and some video games content. The audience has to respect the rating that BBFC give. The producer has to make sure they include the correct content in films so they are suitable for an adult or for a child.
Friday, 9 October 2015
exploring platforms (constraints and opportunities)
Platforms
Consoles: (Constraints) A console is a machine where you can play games on. You can play Fifa on a playstation on a big TV and it will be outstanding. It won't be as good as playing Fifa on a mobile phone. The screen will be to small to be able to experience how good Fifa actually is.
(Opportunities) You can do several things on a console. For example you can go on the internet, listen to music, watch catch up TV and watch videos. The main thing for a console is to play games; all games are entertaining in different ways. When playing on a console, you will be amazed by the terrific graphics because they look incredibly real. For example, the graphics on fifa 16 are so realistic that you might actually get confused that your watching a television broadcast.
PC: (Opportunities) A PC is a personal computer. You can do several things on a PC. For instance, you can go on the internet to browse millions of pages to find out information about anything. Furthermore, you can complete work on your PC using Microsoft word, PowerPoint etc. Also you can make movies or music on a PC which is great because you don't have be a professional to try creative things.
(Constraints) PC's can catch viruses that will damage your computer and make the PC slow. As a result, you would not be able to use the PC to its full capability. Furthermore, a PC is not portable so you can not take it somewhere and use it.
Handheld devices: (Opportunities) A handheld device is a device that can conveniently be stored in a pocket (of sufficient size) and used while you're holding it. Handheld devices can be taken anywhere to be used at any time which is very beneficial to people. You can check social media, bus times, football scores and many more by using handheld devices.
(Constraints) Handheld devices are small so if your eyesight is not the best, you would not be able to see the information on the screen. Also if you stare at the screen for long then your eyesight would get effected.
Mobile: (Opportunities) A mobile phone is a telephone with access to a cellular radio system so it can be used over a wide area, without a physical connection to a network. On a mobile, you can call people at any time you want, go on the internet to browse. Also on a mobile you can listen to music; you can download hundreds of songs. Another thing you can do is take pictures and videos which will be close to you. On a mobile you will always stay connected with friends and family which is great.
(Constraints) Most mobile phones these days are very fragile; they can get damaged as soon as you drop it. Sometimes mobile phones are to small for people to see so you have to wear glasses or squint your eyes.
Tablets: (Opportunities) A tablet is a flat slab of stone, clay, or wood, used especially for an inscription. On a tablet you can do everything a mobile phone can do except call or text people. A tablet is a good family device because it is not specifically made was for one person. Furthermore, unlike handheld devices the screen is big so you won't struggle to read from the tablet because it will be clearer to see.
(Constraints) A tablet can be difficult to write essays and blogs on because the keyboards are not as good as a real keyboard that we use for a computer. When playing games or using the internet on a tablet, the battery life dies really quickly; tablets are not as powerful as a console or mobile phone. In addition, playing games like fifa on a tablet is not fun.
A platform is how you want to sell your product/game on. For example, Tablets, Console, PC, mobile and Handheld devices. It is is important to pick the most suitable platform for your target audience so your product can be used at its best.
Iphone 5c
iPhone 5 display resolution is 1136 x 640 pixels. The size of an iphone 5c is 124.4 mm (4.90 in) H; 59.2 mm (2.33 in) W; 8.97 mm (0.353 in)
PS4
PS4 output games at 1080p; PS4 has a extremely clear display resolution. As a result, you can see great realistic graphics when you are playing games on the console. PS4 can put out 30 or 60 frames per second which is amazing.
Defining the audience
Console: Fifa 16
Fifa 16 is a very popular game that attracts the world's attention. People play fifa 16 all around the world because it is such a fun realistic game that emulates real football.
Multiplayer or single player: the game is a single and multiplayer game. It is not a turn base game.
Console: Grand theft auto
Grand theft auto is arguably the most popular video game in the world. The game is full of action and violence. The game has fantastic graphics and a storyline that gets you on the edge of your seat.
Multiplayer or single player: grand theft auto is a single player game.
PC: (Opportunities) A PC is a personal computer. You can do several things on a PC. For instance, you can go on the internet to browse millions of pages to find out information about anything. Furthermore, you can complete work on your PC using Microsoft word, PowerPoint etc. Also you can make movies or music on a PC which is great because you don't have be a professional to try creative things.
(Constraints) PC's can catch viruses that will damage your computer and make the PC slow. As a result, you would not be able to use the PC to its full capability. Furthermore, a PC is not portable so you can not take it somewhere and use it.
Handheld devices: (Opportunities) A handheld device is a device that can conveniently be stored in a pocket (of sufficient size) and used while you're holding it. Handheld devices can be taken anywhere to be used at any time which is very beneficial to people. You can check social media, bus times, football scores and many more by using handheld devices.
(Constraints) Handheld devices are small so if your eyesight is not the best, you would not be able to see the information on the screen. Also if you stare at the screen for long then your eyesight would get effected.
Mobile: (Opportunities) A mobile phone is a telephone with access to a cellular radio system so it can be used over a wide area, without a physical connection to a network. On a mobile, you can call people at any time you want, go on the internet to browse. Also on a mobile you can listen to music; you can download hundreds of songs. Another thing you can do is take pictures and videos which will be close to you. On a mobile you will always stay connected with friends and family which is great.
(Constraints) Most mobile phones these days are very fragile; they can get damaged as soon as you drop it. Sometimes mobile phones are to small for people to see so you have to wear glasses or squint your eyes.
Tablets: (Opportunities) A tablet is a flat slab of stone, clay, or wood, used especially for an inscription. On a tablet you can do everything a mobile phone can do except call or text people. A tablet is a good family device because it is not specifically made was for one person. Furthermore, unlike handheld devices the screen is big so you won't struggle to read from the tablet because it will be clearer to see.
(Constraints) A tablet can be difficult to write essays and blogs on because the keyboards are not as good as a real keyboard that we use for a computer. When playing games or using the internet on a tablet, the battery life dies really quickly; tablets are not as powerful as a console or mobile phone. In addition, playing games like fifa on a tablet is not fun.
A platform is how you want to sell your product/game on. For example, Tablets, Console, PC, mobile and Handheld devices. It is is important to pick the most suitable platform for your target audience so your product can be used at its best.
Iphone 5c
iPhone 5 display resolution is 1136 x 640 pixels. The size of an iphone 5c is 124.4 mm (4.90 in) H; 59.2 mm (2.33 in) W; 8.97 mm (0.353 in)
PS4
PS4 output games at 1080p; PS4 has a extremely clear display resolution. As a result, you can see great realistic graphics when you are playing games on the console. PS4 can put out 30 or 60 frames per second which is amazing.
Defining the audience
Console: Fifa 16
Fifa 16 is a very popular game that attracts the world's attention. People play fifa 16 all around the world because it is such a fun realistic game that emulates real football.
Platform: Fifa 16 is played on a games console. For example, playstation, xbox. The audience is for people who like football and they have to be at the age of 3+ or over.
Multiplayer or single player: the game is a single and multiplayer game. It is not a turn base game.
The game is a cooperative game; you can play with at least 6 players at a time. In addition, you can play people around the world using online/internet.
Console: Grand theft auto
Grand theft auto is arguably the most popular video game in the world. The game is full of action and violence. The game has fantastic graphics and a storyline that gets you on the edge of your seat.
Platform: grand theft auto is played on a games console. For instance, xbox, playstation. To play grand theft auto, you need to be 18+ and mature.
Multiplayer or single player: grand theft auto is a single player game.
The game is not a cooperage game; only one player can play the game.
Monday, 5 October 2015
Definitions homework
Media platform: this is where the media is distributed through.
Media device: the technology that media make e.g. mobile phone.
Media sector: different industries in media.
Media product: The media product can be a sales product, e.g. when a subscription is taken out or a series is purchased.
Analogue: something that you can record, measure or reproduce.
Digital: Digital media are any media that are encoded in a machine-readable format. Digital media can be created, viewed, distributed, modified and preserved on computers.
cross-media synergy: Synergy is the coming together or cross promotion between more than one industry for a mutual benefit.
Individual audience consumption: Media that is used by one person.
Group audience consumption: Media that is used at once by a group of people.
Technological convergence: Technological convergence is the tendency that as technology changes, different technological systems sometimes evolve toward performing similar tasks. For example, a phone can play music now.
explore 2 games from different genre
Fifa 16 and grand theft auto
Fifa 16:
Fifa 16 is a very popular game that attracts the world's attention. People play fifa 16 all around the world because it is such a fun realistic game that emulates real football.
Fifa 16 is a very popular game that attracts the world's attention. People play fifa 16 all around the world because it is such a fun realistic game that emulates real football.
Platform: Fifa 16 is played on a games console. For example, playstation, xbox. The audience is for people who like football and they have to be at the age of 3+ or over.
Multiplayer or single player: the game is a single and multiplayer game. It is not a turn base game.
The game is a cooperative game; you can play with at least 6 players at a time.
Grand theft auto:
Grand theft auto is arguably the most popular video game in the world. The game is full of action and violence. The game has fantastic graphics and a storyline that gets you on the edge of your seat.
Platform: grand theft auto is played on a games console. For instance, xbox, playstation. To play grand theft auto, you need to be 18+ and mature.
Multiplayer or single player: grand theft auto is a single player game.
The game is not a cooperage game; only one player can play the game.
essay digital media technology change
Essay
How has access to digital media technology changed the way in which the audience consumes media?
Media has developed enormously over the
last 30 years; it has now become so popular that we use media every day. One
reason for the rise of media is due to the easy access people have. We can
easily go our phone, TV etc. for access of media. Social media is a huge reason
in way which the audience consumes media because social media has become a
great source of information because millions of people are sharing news that
they have heard about. This is beneficial for audiences, who live in limited areas,
and whose access is minor; the spread in this new media technology has allowed
people to use new media technology as a relevant source of information.
Furthermore, applications like SKY GO has changed the way people consume media technology because people can watch TV when they are out and about. Also if you miss a show, you can catch up on services like on demand so you will never miss soap dramas like Eastenders ever again. This is very effective because you can watch another TV show and miss another because you know you can catch up easily or if you don't have time to sit at home and watch TV, you can easily catch up.
Another way access of digital media technology has changed the way in which the audience consumes media is that they use media to entertain people by creating videos. The biggest example of making free videos to entertain people is YouTube. Successful YouTube's think of creative ideas so they can make thousands of videos to entertain their audience. Most successful YouTube's make videos to do with the following: gaming, vlogging, makeup/fashion and pranks. My favourite YouTube channel is called epic5TV because they do funny pranks that make my day much more better. YouTube has become so popular, its like a second sky. This is due to how easy it is to access it (media)
Tuesday, 29 September 2015
Group/individual media consumption
Group/individual media consumption
I prefer to use group media consumption rather than individual media consumption for several reasons. One reason why I prefer group media consumption is that you can socialize with friends while enjoying the media you are using. For example, when your playing a games console against your friends it is really fun because you are enjoying the media and you are socializing with friends. Furthermore, when you go to the cinema with friends it is a really fun day out as you and a group of friends can watch the movie while sharing jokes. In addition, social media is another popular collective media consumption that I really like to use. You can connect with friends and family; you will always stay in touch with them which is fantastic.
Individual media consumption has its advantages and disadvantage but I prefer group media consumption because when you use individual media you cant connect with friends; it is just you using the media. As a result, when using media you won't enjoy it as much as if you were with friends in my opinion.
Monday, 28 September 2015
Media convergence
Media convergence
The definition of media convergence is technology that merges into a new form. For example, we used to listen to music on the radio but now we listen to music on your phone. We used to use computers to go on the internet but now we use our phones. Finally, we used to use an alarm clock, but now we have alarms on our phones. Phones in the present moment can do everything.
Tuesday, 22 September 2015
WHAT I LEARNT IN MEDIA
What I have learnt in media so far
Digital median platforms:
Films
Gaming
Music
Artwork
Digital media devices:
DVD
IPod
Digital
cameras
Digital TV
Analogue: something that you can record, measure or
reproduce
Creative media sector:
different parts of
media. For example, advertising.
Devices: a thing
made or adapted for a particular purpose, especially a piece of mechanical or
electronic equipment.
Platform: Where media is distributed through.
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