Wednesday, October 12, 2011

Review Sheet #1 for Midterm

Review Sheet Exam #1

Intro to Media Industries

Fall 2011

Understanding Television System(s) in the United States

Why do the media exist in the United States?

How are the media in the U.S. different from media outlets from around the world?

Commercial broadcast network system

- networks

- affiliates

- studios

- syndicators

- advertisers

Cable/satellite television system

Public television system

Components of the broadcast system (networks, affiliates, studios, syndicators, advertisers)

How do the three different TV systems get money?

Nielsen media research

Ad rates for top shows of 2010 (AI, SNF, 2.5 Men, Grey’s Anatomy, Vampire Diaries)

Know the major networks and the parent companies of each

Time Kids Spend with Media

What’s driving kids’ media consumption?

Media use and parent rules

Media in the home

Media use and lower grades

How do most kids watch TV?

Selling a Screenplay

Spec script

Agent

Final Draft

Register with Writers’ Guild

Copyright Royalty Tribunal

Treatment

Synopsis

Communication: Mass and Other Forms

Elements in the communication process

-source

-encoding

-message

-channel

-decoding

-receiver

-feedback

-noise

The major mass media

Intrapersonal communication

Interpersonal communication

Small Group communication

Public communication

Mass communication

Common characteristics of traditional mass media outlets

-complex and formal

-multiple gatekeepers

-need vast cash to operate

-exist to make a profit

-highly competitive

Basic model of communication vs. Internet model of communication

Future of mass media (segmentation, convergence, disintermediation)

What’s the main point of Steven Pinker’s article (“Mind Over Mass Media”)?

Why did TV writers go on strike a few years ago?

Perspectives on Mass Communication

Functions of the mass media:

surveillance;

interpretation;

linkage;

transmission of values;

entertainment

Categories of the uses and gratifications approach:

cognition;

diversion;

social utility (conversational currency; parasocial relationships);

withdrawal

Historical and Cultural Context

Media time line (eight milestones in communication evolution—language, writing, printing, telegraph/telephone, photography/motion pictures, radio/TV, digital media/handheld devices

Importance of “writing” (alphabet, surface, social impact, etc.)

Printing (China, Germany)

Effects of the Gutenberg Revolution

Technological determinism

Significance of the telegraph to mass communication

Cultural impact of radio and TV

Digital media (mobile parenting, time softening)

Inside the Industry Info

Things you should know about how Hollywood operates:

Writers often don’t create the ideas (producers who don’t know about storytelling do)

Movies are simplified for the international market

Projects get squashed for odd reasons (development hell)

Whether a film lends itself to merchandising dictates if it gets made (often)

On paper, many blockbuster films lose money (so that studios don’t have to share profits)

Studios sometimes use “fake reviews” while promoting their films

Hollywood lobbies regularly to extend copyright laws so that popular properties don’t enter the public domain

Hollywood has a history of being accused of stealing scripts

Entertainment Everything

Definition of entertainment (product designed to stimulate a mass audience in an agreeable way in exchange for money)

Entertainment can be a product (tickets, TV shows, movies, video games, etc.) , a service (tours, attractions, activities, etc.), or an experience (skydiving, dude ranch, etc.).

Entertainment is not (necessarily):

Art

Ordinary Life

Truth

Intellectual Thought

Moral

Notion of play: voluntary, set apart from reality, limited in terms of time (beginning and end), governed by rules, symbolic secrecy, sacred/profound activity (it involves rituals, ceremonies, venue for symbolic representation)

Convergence Culture

Principles of convergence (technologies, industries, media)

Key concepts of convergence relationships (participatory culture, experiential marketing, transmedia entertainment)

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