How does technological convergence impact advertising and distribution?
Technological convergence is the idea that technologies have begun coming together in order to create more sophisticated technology that will be able to achieve multiple purposes. Following the ideas presented in this theory it is clear that the biggest example of technological convergence would be the world wide web which is the main effect that technological convergence has had on advertising and distribution.
The fact that nearly everybody that any production company could possibly make would likely have an account on a social network makes the prosses of Above the line advertising easy for many companies to find their target audience and advertise to them. In order to show this i have included the first three advertisements that were on my own facebook timeline. As it can be seen the three things advertised to me (a 17 year old ABC1 male who lives in an urban area) was an upcoming film which seemingly has a target audience that would include me.
This shows that clearly facebook is able to gain information on it's users (done via "cookies" which track you and your friends usage of the website and sell the acquired data to companies to help them better know their target audience) as that i have been advertised products that should appeal to someone in my demographic. It can also be seen in the case of the post promoting Baby Driver that the company has tagged it so that users searching for "Hot Fuzz" or "Edgar wright" will find the advert as well. This makes sense as that anybody searching for either of these things would likely be interested in an new film produced by Wright (Who is most acclaimed for his film "Hot Fuzz" This type of advertising is consistent across most social networks.
Social media also allows smaller companies to advertise their products to their audience however they are not able to do so in the same way like the huge company I have shown above however they can use the same techniques of tagging their posts to have them noticed by the audience as that this is free to do. however the use off cookies to target their audience would be far more effective as that appeals to someones interests specifically.
Compared to using traditional methods of advertisements such as Billboards, television advertisements and posters.
Technological convergence has also massively affected the ways that companies can distribute their products to their audiences. Before the advent of Web 2.0 (o' Riley 2004) companies would have to pay distribution/ broadcasting companies to have their products reach their target audience however now that the Internet is interactive that means that practically anyone with an Internet connection, computer and web cam can produce low cost content and share it with the world. As well as this the beginning of the Web 2.0 era brought with it low cost distribution for large companies who could now sell products on platforms such as Google play or ITunes rather than paying to produce physical copies. Another side effect of this was the beginning of websites such as Netflix who started out as companies which would exclusively allow other companies to put their films and TV shows online for streaming in return for a subscription cost for users allowing both to make profit, however in more recent years Netflix and Amazon Prime has began creating their own content and have been very successful at doing so as can be seen in the list I have linked here:http://www.imdb.com/search/title?sort=moviemeter&title_type=tv_series&year=2016,2016 several of the most popular shows available are exclusive to an online subscription site such as "Preacher" and "Stranger Things."
While in the past it was a necessity if you wanted to watch television to watch together as that it was unlikely that a household would have more than one set available to the occupants now due to advancement of technology it is possible for every member of a family to be watching a different piece of media at one given time. This is known as Audience fragmentation and it has caused more companies to produce media products that will appeal to a more specific target audience leading a larger array of media being available for consumption by viewers.
Media products in the Web 2.0 era understand that it is harder than ever to keep an audiences attention and therefore make use of a technique called "Second screen viewing" wherein when an advertisement brake begins a twitter hashtag (or something else related to social media) will appear. This means that the audience will be focused on the product being displayed to them in more than one media sector. This keeps viewers interested and allows them to talk to other people who are following the same series as then. two examples of effective use of second screen viewing would be the use of a hashtag by the Television program "Love island" to get viewers involved in a dialogue regarding the events shown in the program. As well as this some copanies make use of "Symalcasting" which is where the audience can access the product on two different platforms at the same time. A good example of simulcasting would be the Mark Commode film review show on BBC radio which can be listened to on the radio and watched online simultaneously. This is effective because it allows the audience to access the product in a way that is convenient to them. as well as this modern coverage of formula one racing it is possible for viewers to watch pit stop brakes and other minor occurrences via the corresponding app.
Friday, 30 June 2017
LO1 Technological convergance and production techniques
Technological convergence and production
techniques:
As with
all new technologies the advent of technological convergence (as outlined in Jenkins’s
2008 theory) and the beginning of the Web 2.0 era has led to media products
being both easier to create and distribute to audiences. In this report I will
explain how technological convergence has impacted the three major stages of
production of a media product (these being pre- production, production and
post- production.)
Pre-
production:
Whereas
before interactive media was available to the producers of a product the
planning of the nature of the product that was to be produced would require a
meeting between everyone who was to play a leading role in its creation, new
media has allowed this prosses to be completed with members of the project all
around the country or even the globe.
This is achieved
via interactive media utilised by the people taking part within such meetings
these applications include (however, are not limited to) sites such as Google
docs, which allows different members of a production team to write their ideas
on a form and be credited for their input. This is very helpful to anyone in a
leading role over a project as that if they are interested in an idea put into
this form it is easy for them to discuss it further with the team member who thought
of it as that their name will be given within the document on the section they
composed. This is also a technology which doesn’t require the whole production
team to meet in one location as they once would have as this is such an
advantage as that it means that members of a production team can potentially
take part in the planning for more than one product at any given time as that
it no longer requires their complete focus to plan one that means that this convenience
can directly lead to the audience gaining more media in a shorter amount of
time due to the added convenience to the creators. Another tool which gives
added convenience within the planning stage of media would be the ability to
create planning documents (Ie: Mind maps and Mood boards) online via websites
such as Canva mood board creator [https://www.canva.com/create/mood-boards/]
and Mindmapfree.com mind map creator[http://mindmapfree.com/] These are both low-cost
tools to use which allow you to create professional planning documents on the
internet and share them easily with other members of the team. This could be to
share ideas for a narrative (on a mind map) or a particular stylistic quality
(in the form of a mood board.)
Production:
Much like pre- production it has
become very easy to use low cost tools to produce a media product using pieces
of equipment which are becoming more available to the average person. There are
hundreds of examples of production software that is now available to anyone who
can afford what is becoming a smaller price. For example certain parts Adobe
creative suite allows the production of professional products across multiple
media sectors such as Photoshop and InDesign for print products as
well as Animator for film. This large collection of professional
software being affordable has been very beneficial in the independent media
world as that it allows smaller creators to create products which can compete with those created by much larger creators.
Another example of this increased access to production technology would be the decreasing cost of camera equipment. For example it is now possible for a creator to by a 4K Sony camera (ultra HD) for under £1000 meaning that for one investment they can create great looking video products.
Post - production:
In terms of post production technological convergence has again provided equipment and software which has made the process far easier for anyone to perform. Good examples of this would be Adobe premier which is a program for video and audio editing and Lightroom for image editing.
Pre- production is such an easy thing to do now that there are even multiple smartphone apps that seek to make video editing easy for a user to do anywhere. The most popular example of this would be Magisto.
Whereas before interactive media was available to the producers of a product the planning of the nature of the product that was to be produced would require a meeting between everyone who was to play a leading role in its creation, new media has allowed this prosses to be completed with members of the project all around the country or even the globe.
Another example of this increased access to production technology would be the decreasing cost of camera equipment. For example it is now possible for a creator to by a 4K Sony camera (ultra HD) for under £1000 meaning that for one investment they can create great looking video products.
Post - production:
In terms of post production technological convergence has again provided equipment and software which has made the process far easier for anyone to perform. Good examples of this would be Adobe premier which is a program for video and audio editing and Lightroom for image editing.
Pre- production is such an easy thing to do now that there are even multiple smartphone apps that seek to make video editing easy for a user to do anywhere. The most popular example of this would be Magisto.
LO1 Task one finished no images
Media Products in the
Audio Visual Industry
Ownership:
There
are several different types of media ownership. These all serve to produce
different types of products for different audiences
Ownership structure
one: Conglomerate structure.
A
conglomerate company is one which is made up of a series of companies
(called subsidiary) which are all owned by one larger business
(called the parent company.) This structure of ownership provides several
advantages to the company when producing media products. To provide examples of
these advantages I will use the film Suicide Squad which was produced by Warner
Bros (The main film subsidiary owned by Warner Brothers.) This film took
advantage of a system know as horizontal integration within its production.
Horizontal integration is where a conglomerate uses its existing assets in
order to create equity within its products. In this case this is most easily
observed with the soundtrack of the film that was mainly made up of music owned
by the Warner Publishing group. The use of this music helps the companies
profits in two ways firstly, it means that they do not have to pay to use the
music of other conglomerates in their project and secondly it means that the
music from the film (such as the track “Heathens" by the band "Twenty
One Pilots" in Suicide Squad) will gain more traction because it will be
heard by more people which results in more people purchasing it.
As well as Horizontal
integration Conglomerate companies can use vertical integration which is wen a
company owns the means of producing as well as marketing and distribution of
their films. This means that they don't need to spend time negotiating with
companies which socialise in this as that they can just use their own.


Ownership structure
two: Independent ownership
Independent
media ownership is when a company works on it's own without owning any
subsidiaries or being the subsidiary of a larger parent company. Naturally this
structure means that the company cannot perform horizontal or vertical integration.
This is a large disadvantage for independent companies and it mans that they
must sometimes work with conglomerates (in what is called a joint venture
project) to bring their products to fruition.

However the smaller
nature of an independent company means that they can make products that are
more catered towards a specific audience. A good example of this would be the
film "Four Lions" which was produced by warp films. This film was
targeted at the rather niche audience of people who live in Sheffield and are
familiar with local culture (as that this is the focus of many of the jokes
within the piece.) This film was produced as a joint venture between Warp Films
and film four (which is a subsidiary of channel 4, a public service television
corporation)
Adaption in relation
to different structures of ownership:
Many media products are adapted from earlier
works in order to increase the interest of
the target audience in the property. A good example of an
adaption would be the 2009 film of Alan Moore's classic comic book miniseries
"Watchmen" which was originally published between September 1986 and
October 1987. The film was so successful in raising interest in the
source material that DC comics produced 900,000 copies to feed the exes demand
for the original comic book.


Adaption is very
benefits for large conglomerate companies which can simply adapt popular
franchises and be guaranteed an audience who are interested in the
previously established narrative and characters. This is seen in
the $107,509,799 total gross that the film pulled in by
being faithful to the target audience.
A very successful
example of an adaption of a text into a film would be the novel "Fight
Club" by Chuck Palahniuk that was adapted into the 1999 film which
grossed $100,853,753 and has become a cult classic. A conglomerate company
produced both of these adaptions however and therefore had hug budgets, which
meant that they could feature, sophisticated special effects and large teams of
people that would not be available to independent companies such as Warp.
Despite not being
able to fund huge projects like fight club or Watchmen, independent companies
can still create adaptions of source material in a way which benefits both the
company which adapted it as well as the original producers of the source
material. An example of this would be Al Gore's "An Inconvenient
Truth" which was a documentary adapted from a slide show Gore was famous
for giving regarding Global Warming activism.
This film pulled in
49.8 million dollars despite being made on the relatively small budget of 1.5
million and as of writing this price (June 2017) is the top-grossing
documentary of all time despite being created by Rodale, Inc. A company, which
produces exclusively environmental films.
Brands:
Many different
companies use brands to make their assets more appealing to different groups of
people this can be seen below:
Brand one: Marvel
Marvel
uses several different types of media to appeal to different audiences
Firstly the Marvel
cinematic universe is meant to be aimed towards younger viewers while still
being accessible to older viewer as well however the company also makes several
animated shows such as "Marvel's Guardians of the galaxy,"
"Marvel's Avengers: Ultron Revolution" and "Marvel's
Ultimate Spider-Man Vs. The Sinister 6" all of which exclusively target
younger audiences. This can be seen in the bright colours and lack of elements
that could be seen as inappropriate for younger audiences such as Drug use,
nudity and strong bloody violence (despite violence being prevalence.)
In
contrast to this Marvel work in a joint venture with Netflix to produce several
different series, which portray their characters in a more grounded and
realistic way. These series are far grittier and show far more mature topics
than the animated shows such as Jessica Jones, which has nudity, explicit
scenes, alcoholism and strong bloody violence.
It is therefore clear
that these programmes are produced for a far different audience allowing a
creator with a darker vision of the characters (and brand) to produce
content for a different audience.
The advantages of having
such a wide audience (due to having so much content targeted at many different
people) becomes clear when I is seen that Marvel has made
$10,916,958,583 from its cinematic universe alone.
This revenue is
likely highly influenced by Marvel's ability to keep its audiences engaged with
the media products they produce. For example with application of Rick Altman’s
"audience pleasures" theory it can be seen that the series Daredevil
appeals to Emotional, visceral and intellectual pleasures. This is done by
using characters who the audience is made to feel sympathetic for via
development and that the audience are already familiar with from the source
material they were taken from (that being Marvel comics) to create intricate
puzzles and scenarios which the viewer is made to work out by gaining more
information (the only way of doing this is to watch more of the series)
On this subject it is
also important to remember that the success of a show trying to make viewers
feel Emotional towards the characters means that they have to be relatable. This
is likely why all of the cast (disregarding the Villain) are very young and in
the ABC1 class section.
Brand
two: Star Wars
Much like Marvel the
Star Wars brand uses its prevalence to promote many different media products as
well as merchandise to create revenue. As of June 2017 there are 9 films
available (as well as 4 being produced), 3 animated television programmes for
children as well as dozens of Videogames and books. For audiences to enjoy. All
of these products are made to appeal to their target audiences, which is why
they can be seen to use certain features. One example of this would be Disney
working in a joint venture with Electronic Arts to create 2015's Star wars
battlefront video game, which combined elements of the star wars universe with
the gameplay attributes of EA’s other successful first person shooter, that
being the battlefield series. The ownership of one sector of production in
relation to a specific brand (for example: EA owning the rights to produce Star
Wars video games) is called cross media ownership.
The use of a joint
venture in order to produce this video game shows that Disney had a particular
audience in mind when planning the game. This target audience is likely teenage
and older men.
In contrast to this
Disney is also responsible for the creation of a television series called Star
Wars forces of destiny which is an animated series focused on the female
characters of the saga which is likely to make young girls more interested in the
brand and more likely to buy is corresponding merchandise.
Brand 3: Teenage
Mutant Ninja Turtles
It can be seen here
that conglomerates typically make several products with brands they have the
permissions for in order to reach the largest possible market available.
This differs a great deal
from the methods usually devised by independent companies when given a chance
to create a film for an already established brand. This can be seen very
clearly in the 1990 film adaptation of Teenage Mutant Ninja Turtles produced by
5 separate independent film companies and working with a sixth for distribution
In a joint venture project. The brand for this film was not changed by the
production companies in order to reach a larger audience but was instead
focused on the same young male target audience demographic that the cartoon
series already catered to.
Brands also use elements of
Mcquails “Uses and Gratifications” theory which states that media products keep
audiences engaged by providing them with surveillance (information on people
and events,) Building of personal relationships (ie. Giving people something to
talk about,) Building of personal identity (showing people a way to live their
own life or escapism which relates to allowing the audience to disengage from
real life and have the product shown to them and being able to understand it
without a large level of intellectual engagement. These themes can be seen clearly among the
media products which I have studied for example the Star Wars films provide
building personal identities, developing personal relationships and providing
escapism. This is because they are films that are very engrained in popular
culture and therefore are regularly discussed by people as well as this the
simplistic plot and characters make the films easy to understand without having
to have the plot explained to you. The mode of address of the star wars films
is very much peer to peer as that the characters as well as the opening
narrative crawl are written in such a way that it does not make an audience
member feel talked down to.
Friday, 23 June 2017
Bibliography
Post one (LO1 Task one)
https://en.wikipedia.org/wiki/Suicide_Squad_(film)
https://en.wikipedia.org/wiki/Suicide_Squad_(soundtrack)
http://herocomplex.latimes.com/uncategorized/watchmen-sales/
http://www.boxofficemojo.com/movies/?id=watchmen.htm
https://marvel.com/tv/all
https://www.zacks.com/stock/news/259774/youll-never-guess-how-much-money-the-marvel-universe-has-grossed
https://en.wikipedia.org/wiki/Star_Wars
https://en.wikipedia.org/wiki/Suicide_Squad_(film)
https://en.wikipedia.org/wiki/Suicide_Squad_(soundtrack)
http://herocomplex.latimes.com/uncategorized/watchmen-sales/
http://www.boxofficemojo.com/movies/?id=watchmen.htm
https://marvel.com/tv/all
https://www.zacks.com/stock/news/259774/youll-never-guess-how-much-money-the-marvel-universe-has-grossed
https://en.wikipedia.org/wiki/Star_Wars
LO1 Task One: Media Products in the Audio Visual Industry
Media Products in the Audio Visual Industry
Ownership:
There are several different types of media ownership. These all serve to produce different types of products for different audiencesOwnership structure one: Conglomerate structure.
A conglomerate company is one which is made up of a series of companies (called subsidiary) which are all owned by one larger business (called the parent company.) This structure of ownership provides several advantages to the company when producing media products. To provide examples of these advantages I will use the film Suicide Squad which was produced by Warner Bros (The main film subsidiary owned by Warner Brothers.) This film took advantage of a system know as horizontal integration within its production. Horizontal integration is where a conglomerate uses its existing assets in order to create equity within its products. In this case this is most easily observed with the soundtrack of the film that was mainly made up of music owned by the Warner Publishing group. The use of this music helps the companies profits in two ways firstly, it means that they do not have to pay to use the music of other conglomerates in their project and secondly it means that the music from the film (such as the track"Heathens" by the band "Twenty One Pilots" in Suicide Squad) will gain more traction because it will be heard by more people which results in more people purchasing it.
As well as Horizontal integration Conglomerate companies can use vertical integration which is wen a company owns the means of producing as well as marketing and distribution of their films. This means that they don't need to spend time negotiating with companies which socialise in this as that they can just use their own.

Ownership structure two: Independent ownership
Independent media ownership is when a company works on it's own without owning any subsidiaries or being the subsidiary of a larger parent company. Naturally this structure means that the company cannot perform horizontal or vertical integration. This is a large disadvantage for independent companies and it mans that they must sometimes work with conglomerates (in what is called a joint venture project) to bring their products to fruition.

However the smaller nature of an independent company means that they can make products that are more catered towards a specific audience. A good example of this would be the film "Four Lions" which was produced by warp films. This film was targeted at the rather niche audience of people who live in sheffield and are familiar with local culture (as that this is the focus of many of the jokes within the piece.) This film was produced as a joint venture between Warp Films and film four (which is a subsidiary of channel 4, a public service television corporation)
Adaption:

Many media products are adapted from earlier works in order to increase the interest of the target audience in the property. A good example of an adaption would be the 2009 film of Alan Moore's classic comic book miniseries "Watchmen" which was originally published between September 1986 and October 1987. The film was so successful in raising interest in the source material that DC comics produced 900,000 copies to feed the exes demand for the original comic book.
Adaption is very benefits for large conglomerate companies which can simply adapt popular franchises and be guaranteed an audience who are interested in the previously established narrative and characters. This is seen in the $107,509,799 total gross that the film pulled in by being faithful to the target audience.
A very successful example of an adaption of a text into a film would be the novel "Fight Club" by Chuck Palahniuk which was adapted into the 1999 film which grossed $100,853,753 and has become a cult classic. Brands:
Many different companies use brands to make their assets more appealing to different groups of people this can be seen below:
Brand one: Marvel
Marvel uses several different types of media to appeal to different audiences

Firstly the Marvel cinematic universe is meant to be aimed towards younger viewers while still being accessible to older viewer as well however the company also makes several animated shows such as "Marvel's Guardians of the galaxy," "Marvel's Avengers: Ultron Revolution" and "Marvel's Ultimate Spider-Man Vs. The Sinister 6" all of which exclusively target younger audiences .This can be seen in the bright colours and lack of elements that could be seen as inappropriate for younger audiences such as Drug use, nudity and strong bloody violence (despite violence being prevalence.)
In contrast to this Marvel work in a joint venture with Netflix to produce several different series which portray their characters in a more grounded and realistic way . These series are far more gritty and show far more mature topics than the animated shows such as Jessica Jones which has nudity, explicit scenes, alcoholism and strong bloody violence.
It is therefore clear that these prgrames are produced for a far different audiance allowig a creao wih a darker vision of the characters (and brand) to produce content for a diffeent audiance.
The advantages of avin such a wide audiance (due to having so much content targeted a s man diffeent people) becomes clea when i is seen that Marvel has made $10,916,958,583 from its cinematic univese alone.
Brand two: Star Wars
Much like Marvel the Star Wars brand uses its prevlance to promote many different media products as well as mercandice to create revenue. As of June 2017 there are 9 films avaible (as well as 4 being produced), 3 animated telivision programes fo children as well as dozens of Videogames and books. for audiances to enjoy. All of theseproucts are made to appeal to their target audiaces which is why they can be seen to use certan features. One example of this would be Disney working in a joint venture with Electronic Arts to create 2015's Star wars battlefront video game which combined elements of the star wars universe with the gameplay atrobutes of EA's other sucessfull first person shooter that being the batlefeild series.
The use of a joint ventue in ode to produce this video game shows that Disey had a particualr audiance in mind when planning te game. This target audiance is likely teenage and older men.
In contrast to this Disney is also responcible for the creation of a telivision series called Star Wars forces of destiny whic is an animated series focused on the female characters of the saga which is likely to make young girls more interested inte brand and more likely to buy is coresponding merchendice.
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