Showing posts with label HA10 Task 1 - Glossary. Show all posts
Showing posts with label HA10 Task 1 - Glossary. Show all posts

Monday, 11 January 2016

HA10 Task 1 - Glossary

Media Text

The media text is any media product we wish to examine. Every description or representation of the world, fictional or otherwise, is an attempt to describe or define reality, and is in some way a construct of reality, a text. A text is any media product we wish to examine, whether it is a television program, a book, a poster, a popular song, the latest fashion, etc. We can discuss with students what the type of text is—cartoon, rock video, fairy tale, police drama, etc.—and how it differs from other types of text. We can identify its denotative meaning and discuss such features as narrative structure, how meanings are communicated, values implicit in the text, and connections with other texts. 
From my understanding a media text is knowledge which is consumable through different types of media like movies, games etc.

Semiotics

Semiotics (also called semiotic studies; not to be confused with the Saussurean tradition called semiology which is a part of semiotics) is the study of meaning-making, the study of sign processes and meaningful communication.
From my understanding Semiotics is where people study symbols and give different interpretations of them. This is useful because it allows the consumer to have multiple interpretations of one symbol.

Genre

A genre is a specific type of music, film, or writing. Your favorite literary genre might be science fiction, and your favorite film genre might be horror flicks about cheerleaders. Go figure. In music, genre refers to musical style such as jazz, salsa or rock.
From what I know Genre is a type of categorization of similar products for example games and movies. Genre is used to tell the consumer what type of game or movie is about from just one word or phase. Examples of these are Horror, Action, Adventure, Crime, Fantasy and etc. There is also sub genres where first person shooters and 3rd person shooters are under.

Selection of content

Selection of content is where the developer of the game makes decisions on the content of their product including colours, design, game case etc. This is all important because these decisions can drastically impact the product an example of this would be a bad looking case for a game wouldn't attract customers to look at the game but a case which had a wide range of colours would attract a customers eye and could lead a purchase.

Construction of content

From my understanding the construction of content is where the content is structured and created including all the components with the content interior and exterior.

Codes and conventions

Codes and conventions. What are codes? Codes are systems of signs, which create meaning. Codes can be divided into two categories – technical and symbolic. Technical codes are all the ways in which equipment is used to tell the story in a media text, for example the camera work in a film.
I've found out that codes and convention are a system of signs, which are used to show meanings of things. Ways of showing this that each genre will have different codes and conventions.

Modes of address

A genre is a semiotic code within which we are 'positioned' as 'ideal readers' through the use of particular 'modes of address'. Modes of address can be defined as the ways in which relations between addresser and addressee are constructed in a text.
Modes of address is a way of media that is shown and represented depending on the audience it is being displayed for. Examples of this is the appeal of a game case you want it to look good to address your audience and make them want to buy it.