Key Terms: Media language Flashcards Preview

A Level Media Studies - Mrs edmunds > Key Terms: Media language > Flashcards

Flashcards in Key Terms: Media language Deck (47):
1

Action Code

Something that happens in the narrative that tells the audience that some action will follow.

2

Anchorage

The words that accompany an image (still or moving) and contribute to the meaning of that image.

3

Arc of transformation

The emotional changes a character goes through in the process of the narrative. The events in the story mean they will ‘transform’/ have changed by the end of the narrative.

4

Audio

How sound is used to communicate meaning.
E.g - voice-over, dialogue, music etc

5

Avatar

A players representation of themselves within a game.

6

Back Story

The experiences of a character or the circumstances of an event ( of which happened before the narrative) explained in/ as part of the narrative.

7

Binary Opposites

Where texts incorporate examples of opposite values to move forward the narrative.
E.g - good versus evil

8

Broadsheet

A larger newspaper that publishes more serious news.

9

Camera angles

The angle of the camera in relation to the subject.

10

Camera shots

The type of shot and framing used in relation to the subject.

11

Caption

Words that accompany an image that help to explain its meaning.

12

Connotation

The suggest meanings attached to a sign.

13

Conventions (in media not generally)

What the audience expects to see in a particular media text.

14

Cover lines

These suggest the content to the reader and often contain teasers and rhetorical questions.

15

Denotation

The literal meaning of a sign.

16

Diegetic sound

Sound that comes from the fictional world/ from within the diegesis.
E.g - the sound of a gun firing, cereal being poured into a bowl.

17

Discourse

The topics, language and meanings or values behind them within a media text/ the thread of the conversation, text etc and how it changes.

18

Editing

The way in which the shots move from one to the other.

19

Encoding and Decoding

Media producers encode messages and meanings in products, that are decoded, or interpreted by audiences.

20

Enigma Code

A narrative device which increases tension and audience interest by only releasing bits of information.

21

Equilibrium

In relation to narrative, a state of balance or stability.

22

Ethos

The beliefs, values and customs of media organisations (in this case).
E.g - In television, what a channel believes in and what it sees as its role.
BBC = role is to educate etc

23

Feature

In magazine terms, the main/ one of the main articles in the magazine.

24

Flexi - Narrative

A more complex narrative structure with layers of interweaving storylines.

25

Genre

Media texts that all share the same conventions fit under one genre.

26

Hegemony

Hegemony is the dominance of one group over another.

27

House Style

The aspects of a magazine (in every issue) that makes that magazine recognisable to its readers.

28

Hybrid Genre

Media texts that incorporate elements of more than one genre.

29

Iconography

The props, costumes, objects and backgrounds associated with a particular genre.

30

Ideology

A set of messages, values and beliefs that may be encoded into media products.

31

Layout and Design

In which way a page has been designed to attract the target audience.

32

Linear Narrative

Where the narrative unfolds in chronological order from beginning to end.

33

Ludology

The study of games and those who play them.

34

Media Language

The specific elements of a media product that communicate meanings to audiences.

35

Mediation

The way in which a media text is constructed in order to represent a version of reality.

36

Mise-en-Scene

How the combination of images in the frame creates meaning.

37

Mode of Address

The way in which a media text ‘speaks’ to its target audience.

38

Narrative

The ‘story’ that is told by the media text.

39

News Agenda

The list of stories that may appear in a particular paper.

40

Non-diegetic sound

Sound that comes form outside the fictional world/diegesis.
Music, voice-over.

41

Non-linear Narrative

Where a narrative manipulates time and space.
It may begin in the middle for example.

42

Open World

In an open world computer game the player can move freely through the virtual world and is not restricted by levels and other barriers to free roaming.

43

Patriarchal culture

A society or culture that is Male dominated.

44

Privileged Spectator Position

Where the camera places the audience in a superior position within the narrative.

45

Production

The process by which media products are constructed.

46

Products

Media texts, such as tv programmes, magazines, video games, newspapers.

47

Realism

A style of presentation that claims to portray ‘real life’ accurately.