1. Production : The production process refers to the stages (phases) required to complete a media product, from the idea to the final master copy. The process can apply to any type of media production including film, video, television and audio recording. The stages in each medium vary; for example, there is obviously no storyboard in an audio recording. However the same general concepts work for any medium.
The three main stages of production are:
- Pre-production: Planning, scripting & story boarding, etc.
- Production: The actual shooting/recording.
- Post-production: Everything between production and creating the final master copy.
2. Distribution : the means of communication that reach large numbers of people, such as television, newspapers, and radio. distributors also create the marketing campaign for films producing posters, trailers, websites, organised free previews, press packs, television interviews with the "talent", sign contracts for promotions, competitions, etc. Distributors use their know-how and size to ensure that DVDs of the film end up in stores and on supermarket shelves. Distributors also obtain the BBFC certificate, and try to get films released as the most favorable times of the year for their genre, etc.
3. Marketing : A media market, is a region where the population can receive the same (or similar) television and radio station offerings, and may also include other types of media including newspapers and Internet content. They can coincide or overlap with 1 or more metropolitan areas, though rural regions with few significant population centers can also be designated as markets.
4. Exhibition : showing films in cinemas or on DVD. Media attention through opening nights and premieres How the audience can see the film: in cinemas, at home, on DVD, through downloads, through television, including premieres, the box office take in the opening weeks; audience reviews which includes those of the film critics, ordinary people, cinemas runs; awards in festivals, The Oscars, BAFTAS, etc.
5. Audience : An individual or collective group of people who read or consume any media text. Examples include Radio listeners, Television viewers, Newspaper and magazine readers, Web traffic on web sites.
6. Institutions : A media conglomerate, media group or media institution is a company that owns large numbers of companies in various mass media such as television, radio, publishing, movies, and the Internet.
7. Ownership : Media ownership is a source of comment, debate, interest group lobbying and government review in most developed countries around the world. Surprisingly however there is little real research, academic review or agreed measurements of concentration and diversity.
8. Convergence : Convergence of media occurs when multiple products come together to form one product with the advantages of all of them. The growing interactive use of digital technology in the film industry and media which enables people to share, consume and produce media that was difficult or impossible just a few years earlier, this is termed as Technological Convergence.
9. Synergy : The interaction of two or more agents (institutions/companies) to ensure a larger effect than if they acted independently. This is beneficial for each company through efficiency in expertise and costs.
10. New Technology :New media most commonly refers to content available on-demand through the Internet, accessible on any digital device, usually containing interactive user feedback and creative participation. Common examples of new media include websites such as online newspapers, blogs, or wikis, video games, and social media. A defining characteristic of new media is dialogue. New Media transmit content through connection and conversation. It enables people around the world to share, comment on, and discuss a wide variety of topics. Unlike any of past technologies, New Media is grounded on an interactive community.
Most technologies described as "new media" are digital, often having characteristics of being manipulated, net-workable, dense, compressible, and interactive. Some examples may be the Internet, websites, computer multimedia, video games, augmented reality, CD-ROMS, and DVDs. New media does not include television programs (only analog broadcast), feature films, magazines, books, or paper-based publications – unless they contain technologies that enable digital interactivity.
11. Hardware : In information technology, hardware is the physical aspect of computers, telecommunications,
and other devices.Hardware implies permanence and invariability. Hardware includes not only the computer proper but also the cables, connectors, power supply units, and peripheral devices such as the keyboard, mouse, audio speakers, and printers.
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