Thursday, 30 September 2021

LO2: Distribution in the online age - Terms

1. Download - to download is to copy data from the internet to your computer, this data can make up films or TV shows so that you can watch them offline. Creates a physical copy on your device.

2. Stream - When you stream data you are downloading it and watching it in real time as you download it, this data can be pre-recorded / edited, e.g a live TV show, or actively being produced, e.g streaming a game on twitch. Accessing it so you can watch it live, requires constant internet access. E.g. Youtube, Netflix, Twitch, Amazon Prime, Spotify 

3.Simulcast -  Simultaneous Broadcast - When a show is simulcast it is being broadcasted on multiple channels or services simultaneously, these streams may differ slightly, for example at a different bitrate. E.G Formula One, F1 TV allows for custom feeds off specific drivers whist the main stream is on Sky Sports or sometimes ITV and BBC. Also there is other broadcasts that differ slightly such as commentary in different languages, most of the stream is identical in terms of on screen informational elements.

4. VOD -  (Video On Demand) when viewers can choose what they want to watch, when they want to watch it using the internet. This differs to traditional cable TV where shows where on at specific times.

Ala Carte -> Choice

5. Time Shifting - When you record a live show to a storage medium such as a hard drive, to view later on. Allows you to pause, fast forward, series link a broadcast. Can be viewed multiple times. 

6. Debate - "Fragmented audiences" Livingstone 2002

because we can watch in so many different ways at any time, this means we don't consume media together. Traditional TV is a group activity and with the rise of options such as Netflix or similar we are more "fragmented'  




TV: 

40 years ago: Entirely cable TV, would pay for a TV licence

Now: Can still be viewed on cable TV but also satellite TV, or viewed on VOD services like Netflix or iplayer, all paid for on a subscription based system. Some services like amazon prime you can pay on off for a a TV show.

Film

Mostly viewed at cinemas where you would pay a one off fee to watch the film, also viewed on cable TV with a TV licence. 

Now: Can still be viewed on cable TV and satellite TV, or viewed on VOD services like Netflix or iplayer, all paid for on a subscription based system. Some services like amazon prime you can pay on off for a a TV show. Can also still be viewed at cinemas 

Video Games:

40 years ago: Physical Copies of games, Bought at shops such as Gamestop, Arcades where you would go to play the games

Now: Mostly bought digital copies online e.g Steam, Can still buy physical copies such as CDs 


Magazines:

40 Years ago: Entirely physical and bought at shops

Now: Still mostly physical copies but they can be ordered online, also there is a rise in online magazines viewed on blackbox devices


Radio:

40 years ago: Listen to on actual radios, free

Now: Primarily listened to on the internet on blackbox devices with services such as BBC sounds, still listened to with actual radios


Music:

40 years ago: Mostly listen to with physical copies like vinyl or CDs, bought at physical shops

Now: Mostly listened to with music streaming services such as Spotify or Apple Music, can be downloaded or streamed. Physical copies such as vinyl is making a comeback as well.



KT4: Impact of technological convergence essay: Technological convergence has affected Music, Video games and TV in particular greatly. For example, music has been affected because it has mostly moved online and into subscription based payment. This makes music more accessible but there is a growing number of people who are reverting back to the traditional methods of physical copies such as vinyl. This technological convergence has also allowed more people to create music so it is more accessible as a form of media. It has also affected Video games because they used to be always bought as physical copies but now they are mostly bought as digital copies. There are advantages to this such as less waste with no physical copies being produced and it makes games more accessible as people can buy nearly any game they want as opposed to what is available at the shop. There are also disadvantages such as games not being physical gives less power to the consumer and more to the producers and they don't need to fit games onto cartridges means that game developers are more lazy about compressing their games, this means that games use more space on a hard drive which limits the size of peoples libraries and takes longer to download which is especially bad for people with low speed internet. Digital games can also be sold for less due to the lack of physical production costs which means with good deals games can cost as little as a couple of pounds.  TV has also been affected as well because it moved much more online onto streaming services which means that there are more shows available than ever before which is of advantage to the consumer but they need a constant internet connection in order to watch content, this is limiting for people who live in rural area and have patchy internet. 





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