"Data storage devices" "Art media technology" "Print media technology" "Digital media technology" "Electronic media technology"
This subfield studies the impact of technological changes on media industries, including new forms of media and changes in production and distribution.
Media Industry Structure: Understanding how the media industry is structured, its sub-sectors, and the flow of goods and services within the industry.
Media Regulation: The rules and policies that govern the media industry, from content creation to distribution.
Media Ownership: Ownership trends in the media industry, such as concentration, cross-ownership, and vertical or horizontal integration.
Media Consumption Habits: Understanding how audiences consume media, their preferences and behaviour when it comes to media consumption, and how this is changing over time.
Business Models: Different strategies for generating revenue in the media industry, from advertising revenue to subscription models and microtransactions.
Media Demographics: Analysis of media consumption and buying behavior of different age groups and demographics.
Intellectual Property and Copyright: Ownership and protection of trademarks, patents, copyrights, and other intellectual property in the media industry.
Monetization: How businesses make money from media through advertising, licensing, direct sales or merchandising.
Network Effects: Understanding how the increasing number of media users can impact the value of media products and services.
Social Media: The use of social media in the industry, its impact on public opinion and the distribution of information.
Disruptive Technologies: New technologies that are changing the media industry, including virtual reality, augmented reality, blockchain, and artificial intelligence.
Content Creation: The process of creating media content, from ideation to post-production.
Content Distribution: The different channels through which media is distributed, including television, radio, print, and online platforms.
Audience Measurement: Methods for assessing the size and demographics of media audiences, including traditional ratings methods and newer social media analytics.
Media Ethics: The ethical issues that arise in the media industry, including accuracy, fairness, privacy, and bias.
Industry Trends and Forecasting: Predicting shifts in industry trends, and identifying opportunities and risks for media companies.
Intellectual Property and Fair Use: The use of other people’s work in order to create something new or while reporting news.
Invention and Innovation: Creation of new ideas, technologies, and concepts.
Creative Capitalism: Developing markets that can improve the lives of lower-income segments while also providing financial benefits to companies.
International Trade: Deals made between multinational entities in order to access potential revenue sources.
Broadcast Television: A type of media technology that delivers video content using a broadcasting system.
Social Media: Online platforms that facilitate social interaction among individuals or groups.
Live Streaming: Broadcasting real-time video content over the internet.
Podcasts: Audio recordings that can be downloaded and played on-demand.
Interactive Television: A technology that allows viewers to interact with television programs in real-time using remote controls or other devices.
Digital Signage: Displays that are used to promote or convey information.
Mobile Applications: Smartphone and tablet apps that allow users to access specific content or perform certain tasks.
Virtual and Augmented Reality: Technologies that enhance reality with digital information or images.
Blockchain Technology: A decentralized digital ledger that can be used to store and verify information.
Artificial Intelligence: A technology that enables computers to process data, learn from it, and make decisions.
Data Analytics: The practice of collecting, processing, and analyzing data to extract insights and inform decision-making.
Digital Marketing: Advertising and marketing efforts that use digital media to reach audiences.
Video-on-Demand: A media technology that allows users to watch videos whenever they want, without the need for traditional broadcasting or cable networks.
E-Commerce: Buying and selling goods or services online through websites or mobile apps.
"Category:Visual arts media"
"Category:Printing"
"Category:Digital media"
"Category:Digital media" "Category:Electronic publishing"
"Media technology university programmes"
"Media psychology"
[No direct quote, but implied in the description of media psychology]
"Data storage devices"
"Category:Visual arts media"
"Category:Printing"
"Category:Digital media"
"Category:Digital media" "Category:Electronic publishing"
"Media technology university programmes"
"Media psychology"
[No direct quote, but implied in the description of media psychology]
"Data storage devices"
"Category:Visual arts media"
"Category:Printing"
"Category:Digital media"