• Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

To what extent do media technologies deliver new experiences for audiences?

Extracts from this document...

Introduction

To what extent do media technologies deliver new experiences for audiences? In the 21st century, media technologies have become a vital element of life for many people. With the development of different systems and operations, audiences have had both a bigger choice of media and a life which media technologies has made easier. Unique selling points of media mediums allow audiences to develop they media equipment and the way they use them. The Internet has arguably been the most influential medium of media in the last 10 years. The Internet was introduced to the world as a link to information. But today, its communication sectors are the most popular. E-mail has become the most popular communication method within business and personal worlds. E-commerce has also been introduced in past years with the use of the Internet. Today, many businesses rely solely on the Internet to sell their products and collect revenue. This kind of business hasn't been seen since the introduction of telesales in business. This flexible selling style gives the audience of Internet shopping a easy way of purchasing goods from their home where they used to have to go out and get in from shops and other establishments. Advertising has also been a big part of business on the net. ...read more.

Middle

Being able to communicate with different people in a 'real time' situation is the selling point of the Internet. Audiences are now able to do what people have wished for many years. To be able to do tasks such as shopping, paying bills and handling finances without having to go and deal with people. This aspect has produced an experience that many people thought impossible into further in time. Computer games rely on a niche marketing strategy. The whole point of computer games and consoles is selling products with short lifecycles for high prices. This means that the market is very fast moving and continuous. As one console is released the same company are in the final stages of developing their new console. Computer games are very different and yet very similar. The genre of games can range from fantasy platform to imitation sports to Role playing games. The whole point of this is the niche market. The games are all different and are aimed at different age groups and genders. For example, a spice girls spin off game is aimed at girls aged 14 and under whereas FIFA 2002 is aimed at men aged 15 to 25. The whole point is to let the audience experience what they want and enjoy the type of situation they feel they would like. ...read more.

Conclusion

Like the telephone, you can talk to someone as if you were speaking to them face to face, only you can be on the move while using them. The interactivity of mobiles is the main aspect. Audiences like to be able to use the devices and for them to react in split-second time. Synergy has been a big part of the mobile phone system. With the introduction of SMS messaging, many poll and television shows now offer text number as well as telephone number to vote for things. Text alerts from film and television guides also allows companies to build a bond between different medias like mobile phone technologies. In recent months, convergence of mobile phones has been evident with video technologies. A new company called '3' used guerrilla advertising to promote their new system. Around the UK, the '3' logo was placed around London with nothing but a website. As the months passed a new television ad came out which explained that '3' was a new phone company and that they will be the first phone network in the UK to offer phone conferencing. This kind of system has only previously been seen on the Internet and now it can be done portably, it has built up a lot of interest with audiences. This new experience for audiences will make them want the product so they can try it out and experience this new phenomenon for themselves. Asher Burrell 28/04/2007 Miss Dignum ...read more.

The above preview is unformatted text

This student written piece of work is one of many that can be found in our AS and A Level Internet section.

Found what you're looking for?

  • Start learning 29% faster today
  • 150,000+ documents available
  • Just £6.99 a month

Not the one? Search for your essay title...
  • Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

See related essaysSee related essays

Related AS and A Level Internet essays

  1. Write an essay describing how new media technologies affect you, your family and friends ...

    This can mean young people can meet and talk to people of their own age group and interests and exchange thoughts and ideas. Obviously as you cannot see the person you are communicating with, you cannot be sure that they are telling the truth about their age, gender etc which

  2. To what extent do new media technologies deliver new experiences for audiences?

    Because I have broadband it only took 5 seconds for a video clip to download to my Windows Media Player. The site also had a search engine which made it easy for me to find anything that I wanted. Additionally the site has a list of songs which you can

  1. In assessing the competitive position of a large online trader, we would use the ...

    So it would limit Amazon's choice of financing and ability to expand the business. No Touching Experience Although Amazon would provide distinct searching and shopping experience to internet users, it prohibited the touching experience. Unlike retail shop, Amazon's customers would have no physical touch with the products so they could not trial or test them before making purchase decision.

  2. Evaluation of Two Commercial Multimedia products. oth products are professional animations which have ...

    This buttons are very useful as it allows the user to skip the scene or start the story again if they have missed any scene. I will also make that I use buttons on my animation so that user have some flexibility and can navigate easily.

  1. The Computer and Video Game Environment

    Also the information is there. Websites can list products months before they will be available. You can pre-order and be sure you are going to get it. I think it is online that is really pushing the market along. * I think online is taking a larger percentage of sales from stores because online is more convenient.

  2. Interactive Media Strategies

    and hold his thoughts, the user is bound to return again and again to the site. Further, Berger (1995) suggests that several scholars have also supported that the use and gratification model is based on consumer sharing experience with different members, find distraction and diversion and gain information about the world.

  1. CRITICAL EVALUATION OF A2 MEDIA PRODUCTION COURSEWORK (website)

    To apply feminist critique I gave some consideration to gender representation in the music industry before I selected the photographs and colours to be used. The music industry and many Internet organisations are patriarchal in nature, managed and designed by men who control the ways in which women are portrayed.

  2. Video Games and Consoles

    given an 18 rating, but if it was aimed at children and had such things as cartoon characters and learning experiences it would be given a 3+ rating. In similar manner when a title is published it is copyrighted by the developer, so people cannot copy what is in the game or produce copies of the game.

  • Over 160,000 pieces
    of student written work
  • Annotated by
    experienced teachers
  • Ideas and feedback to
    improve your own work