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BTEC CREATIVE
DIGITAL MEDIA
PRODUCTION
UNIT 1
DIGITAL SECTORS
AND AUDIENCES
REVISION
GUIDE
AREAS OF REVISION
A
1
A
1
A
2
A
3
A
3
A
3
A
3
B1
B2
B3
Synergy
Media Sectors
Digital Media platforms and devices
Convergence
Digital technology Advantages and Disadvantages
C1 Communication of Meaning
C1 Genres
C1 Codes and Conventions
EXAMPLES OF DIGITAL
PRODUCTS
CDs - Compact Discs
DVDs - Digital Video Discs
Apps
Websites / e-publications
Digital games
Podcasts
EXAMPLES OF DIGITAL
DEVICES
Sky boxes
DVD players
CD players
MP3 players including Smart
phones, tablets, iPads
PCs and laptops
Games consoles (Nintendo, Wii,
Xbox)
Digital radio
A1 - Media Sectors
There are 5 media sectors - GWAMP
Sector
1
GAMES
WEBSITE
S
AUDIO
MOVING
IMAGE
Film/Vid
eo
TV
PUBLISHI
NG
A1 Synergy
Synergy is where different media sectors work together to promote
and distribute a product
An advert in a magazine to promote a
newly
released film
A tv advert for the a new Xbox game
A2 - Process
Process
What it
means
Preproductio
n
PLANNING,
RESEARCHIN
G AND
PREPARING
THE
PRODUCT
Productio
n
SHOOTING
OR
CONSTRUCTI
NG THE
ELEMENTS
OF THE
PRODUCT
Examples
Film
Writing a
script for a
film
Creating a
story board
Creating a
Shooting
schedule
Designing
costumes
Photographin
g locations
Collecting
props
Filming
footage
Recording
dialogue
Audio
Writing a
script for a
radio play
Writing the
music and
lyrics for a
song
Publishing
Taking
photos
Planning
layout
Holding
interview
s
Writing
text for
articles
Digital Games
Sketching
ideas for
characters
Finding
sound
effects
Recording
the play in a
studio
Recording
the track
using
recording
equipment
in your shed
Postproductio
n
Distributi
on
BRING ALL
THE
ELEMENTS
FROM
PRODUCTION
TOGETHER
TO
COMPLETE
THE
PRODUCT
MAKING THE
PRODUCT
AVAILABLE
Adding in
voice overs
Editing the
pieces of
footage
Creating
posters for
display at bus
Editing
sound clips
together
Mixing
instrument
tracks using
Garage
Band
software
Get a music
blogger to
write a
Pasting
text into
a
Microsoft
Publisher
page
Taking
photos for
the
magazine
Videoing
interview
s
Cropping
and
pasting
photos
onto the
page
Creating
a link to
the
videoed
interview
s
Get a
celebrity
to
Using
scratch
software to
create
game
levels
Creating
the
animated
characters
using CAD
Adding
sound
effects to
the game
sequence
Creating a
pop-up
advert on a
TO
AUDIENCES
THROUGH
ADVERTISING
AND
PROMOTION
Exhibitio
n/
consump
tion
VIEWING OR
INTERACTING
WITH THE
FINISHED
PRODUCT
stops
Creating a
trailer
Use a TV
show to film
the red
carpet
premier
event
Watching the
film at the
cinema or on
a DVD or on
pay-per-view
(Sky Box
Office)
review of
the album
Actors from
the radio
play are
interviewed
on TV about
their roles
Broadcast
on Radio
channel
Website
with link to
a podcast
Releasing a
CD
endorse
the
magazine
in a TV
advert
Hand out
first issue
free
copies at
a gig
Download
emagazine
onto an
iPad
Buy a
hard copy
of a
magazine
in a store
website
that
reviews
games
Creating an
advert to
appear in a
magazine
about
gaming
Playing the
game as an
app
Playing the
game on
Xbox
PLATFORMS
DEVICES
TV broadcast
Pay-per-view (eg: Sky
Box Office)
Cinema release
Digital download ( eg: On
demand, iTunes, podcasts)
Apps
Radio broadcast
DVD
CD
Online content (webpages,
streaming)
Mobile phones
PCs,
Laptops,
Mp3 players,
Mp4 players,
Games consoles
Handheld devices
Radio
Tablets (iPads etc.)
A.3 Convergence
Primary audience
target audience
the audience that the
product is aimed at
Group:
engages with a digital
media product with others
(cinema audience, TV
audience,
online gamers, radio
listeners, DVD viewers,
social networking)
collective enjoyment (social
interaction, competition,
belonging, sharing).
Secondary audience
substantial number of
viewers/consumers outside
the primary target audience
which can affect
consumption statistics if not
accounted for
Passive viewing
Active viewing:
Definiti
on
audience/viewer/consumer
that does not interact
physically with
The product or its content,
does not generate content
or influence the production
audience/viewer/consumer
that physically interacts with
the product.
Audience interactions
contribute and become part
of the production. The
audience has an element of
control over how they
interact with the product
Theory
advantages and
disadvantages
Exampl
es
Sector
Film
ASA
TV,
Audio,
Publishi
ng
PEGI
Games
PCC
Publishi
ng,
Website
s,
Name
British Board of Film
Classification
Advertising Standards
Authority
Pan
European
Game
Information
Press Complaints
Commission
OFCO All
M
Media
Office of
Communications
IPSO
Independent Press
Standards Organisation
Publishi
ng,
What it does
Creates certificates /age
ratings on films
Checks that all adverts
(TV, Radio and in
publishing meet
standards of fairness,
equality and decency
Creates classification,
age ratings for games
Checks that all
magazines and
newspapers meet
standards of fairness,
equality and decency
Checks that all media
meets standards of
fairness, equality and
decency
Checks that all
magazines and
Website
s,
newspapers meet
standards of fairness,
equality and decency
Primary research
Secondary research
examples
questionnaires
surveys
interviews in person
over the telephone
internet interviews
focus groups
vox pops
product analysis
Information obtainedfirst hand from the
audience
A range of sources can
be used e.g.
questionnaires,
surveys, interviews in
person, over the
telephone or internet
interviews, focus
groups, vox pops,
product analysis
You can ask further
questions of the
audience
Target issues are
addressed
Interpretation of data
is better
The information is upto-date
second-hand research
by using existing primary
research
information
internet research
library research
archive research
reading reports
advantage
s and
disadvanta
ges
Wider range of
sources
Greater amount of
information
Global, local and
national information
can be gathered
and compared
Information can be
gathered over a
longer time period
Trends/patterns can
be identified
Qualitative research
Quantitative
research
definition
measuring individual
opinions, attitudes,
behaviour and the
psychology behind the
choices people make
to measure responses
in quantifiable terms,
(how much,
how many), using
numerical data
How to
gather the
research
Advantage
s and
disadvanta
ges
questionnaires
surveys
interviews in person
over the telephone
internet interviews
focus groups
subjective
circulation, sales
downloads
readership figures
hits, likes/dislike
box office figures,
ratings
Games
Websites
Audio
Moving Image
Publishing
Media Sectors
Gamer
Surfer
Listener
Viewer
Reader
Consumer
Demographics
Media producers divide audiences into groups this called
demographics. Audiences from different groups will tend to choose
media products of different genres and using different technologies
The 7 categories are:
gender
age
socio-economic background/status ( see table)
race
occupation
income
education
Horror Movie
Documentary on Lions
in Africa
Cover of
Teenage
Girls
magazine
Warfare
themed
computer
game
Programme titles in
oranges and yellows to
represent the colours of an
African sunset
Pastel colours,
pinks and
purples
Dark colours
Extreme close
ups on faces to
show fear
Close up on lions
different activities eating,
hunting, with cubs
Medium shot
of a group of
happy girls
Points of view
shots down the
barrel of a gun
Handheld
camera shots to
create tension.
Colours
Camera
shots,
framing
and
angles
Camera
movement
Shades of
military greens
Direct address by
presenter to camera with
location of desert behind
Layout of
photo, centre
of magazine
but titled at
an angle
Photos of
teenage girls
jumping up
and smiling
dressed in
fashionableca
sual clothes
( jeans
Mise en
scne
Locations of dark
woods, old
abandoned
houses
Lighting
Back lighting to
create
silhouettes
Editing
Jump cuts to
make the
audience feel on
edge
Sound
Sound track of
hich pitched
violins for
Sound effects of
gunshots. Loud
volume.
tension
Narrative
Helicopter
sounds
Story of a pride of lions
through one year from
cubs born to being adults
REVISION CARDS
When making a radio play, what part of the
production process is it if you are writing the
script
Pre-production