Sunday, 19 August 2012

Unit 1: G322 - Key Media Concepts Section B

G322 Key Media Concepts Section B





Section B: Institutions and Audiences
One compulsory question to be answered by candidates based upon a case study of the video games industry.
Through specific case studies of the centre’s choice, candidates should be prepared to demonstrate understanding of contemporary institutional processes of production, distribution, marketing and exchange/exhibition at a local, national or international level as well as British audiences’ reception and consumption. There should also be some emphasis on the students’ own experiences of being audiences of a particular medium.


Section B: Institutions and Audiences
andidates should be prepared to understand and discuss the processes of production, distribution, marketing and exchange as they relate to contemporary media institutions, as well as the nature of audience consumption and the relationships between audiences and institutions. In addition, candidates should be familiar with:
  • the issues raised by media ownership in contemporary media practice;
  • the importance of cross media convergence and synergy in production, distribution and marketing;
  • the technologies that have been introduced in recent years at the levels of production, distribution, marketing and exchange;
  • the significance of proliferation in hardware and content for institutions and audiences;
  • the importance of technological convergence for institutions and audiences;
  • the issues raised in the targeting of national and local audiences (specifically, British) by international or global institutions;
  • the ways in which the candidates’ own experiences of media consumption illustrate wider patterns and trends of audience behaviour.
This unit should be approached through contemporary examples in the form of case studies based upon one of the specified media areas. Examples may include the following:
A study of the production, distribution and marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences. This should be accompanied by study of the impact of next generation capabilities (HD, Blu-Ray, online services etc) on the production, distribution, marketing and consumption of games.

The above list is not intended to be exhaustive. It is acknowledged that most media industries are characterised by cross-media strategies, production and promotion; candidates will be expected to focus on a particular medium but should make reference to related media where relevant.

No comments:

Post a Comment