Monday 12 December 2016

Media Studies Glossary

The newspaper industry has a range of very specific key terms, which you can find by clicking here!

In component one section b, you will have to define at least one key word related to media industries. You can find a (sort of) complete list of media industry terminology by clicking here!


Here you will find definitions of many of the key terms and theories you will come across over your Media course. Please note the following things:


  • This is not an exhaustive list
  • You definitely do not need to know every term on this list, and definitely do not need to use anywhere near all of these terms in the exam
  • These are definitions, not explanations
  • All these terms relate to A Level Media Studies and may mean different things in different subjects. 'Paradigm', for example has a totally different meaning in science subjects


This glossary is always going to be a work in progress. If you think there's any glaring omissions, or if the definition given makes no sense, please let us know!





180-degree rule - A guideline which involves placing an 'invisible line' down the centre of the action that the camera cannot cross. Therefore characters will always remain on the same side of the screen in a shot/counter shot

Action code - a visual code or technical code within a media product which connotes to an audience that something is about to happen. Also known as a proairetic code. 

Active audience - The idea that an audience is proactive when consuming media products, choosing which products to consume and interpreting different meanings through a process of negotiation 

Advert/advertising - An advert is an audio-visual, audio or visual product that attempts to sell a product to a target audience.

Amplification
 - Where an issue is blown out of proportion due to being overrepresented in the mass media. Examples include the 'hoodie horror' panic of the early 2000's

Antagonist – The one who acts against the hero or protagonist in a narrative

Agenda - the ideological goals of a media product. Often a media product will attempt to change the ideology of an audience, for example in a party political broadcast

Allegory  - A story or narrative that appears to be about one thing, but is actually making reference to a wider issue, event or debate. For example, George Orwell’s Animal Farm may seem to be about talking pigs, but is actually allegorical of the Russian Revolution. Likewise, the zombie film Dawn Of The Dead (Romero, 1978) is widely viewed as an allegorical criticism of consumerism

Anchoring/anchorage - The use of various visual codes and technical codes to 'fix' a particular meaning, or ideology

Anthropomorphism - Where an animal, object or concept is given human qualities. Often used in nature documentaries.

Appeal - The ways in which a media product can attract or give pleasure to an audience, for example through the use of genre paradigms or celebrities

Arc of transformation - The changes a character goes through in a narrative. Along the way, characters may learn, and improve, leading to a transformation be the end of the story. Also known as a character arc

Arc shot - A very specific shot where the camera tracks around a static subject in a circle. Popular in music videos, and can be accompanied with a time lapse 

Archetype - A type of character that crops up time and time again in media products. In teen movies, we often have the nerd, jock, cheerleader and class clown archetypes. Archetypes can be used as a shortcut to help producers establish characters and generic conventions quickly

ASA - The Advertising Standards Agency, in charge of regulating the advertising industry in the UK.

Aspect ratio - The ratio between the width and height of a screen

Aspirational - Where a media product  encourages an audience to acquire more money and a better social standing

Attract - How a media product creates appeal to persuade audiences to consume media products

Audience - The group of people who consume a media product. Audiences can be small and specific, or big and more generalised

Audience categorisation - The different ways in which audiences are grouped by media producers. Examples of categorisation include by demographics, psychographics and/or by socio-economic class

Avatar - The image or graphic that represents a player's character in a videogame. Also known as a player character. Nobody has actually used this word outside of a media textbook since about 1996

Back light - Where a light is placed behind a subject.

BBFC - The British Board of Film Certification is a non-government affiliated organisation the awards age certificates to almost all films commercially released in the United Kingdom. It is a legal obligation for a film to have a BBFC age certificate before screened in a public place. If a film is denied a BBFC certificate, it is effectively banned in the United Kingdom.

Berliner - A format of newspaper, somewhere between the size of a tabloid and a broadsheet. An example of a UK paper which now uses the Berliner format is the former broadsheet The Guardian

Bias/media bias - Where the producers of a media product demonstrate a prejudice towards a certain group, or favouritism towards another. A one-sided perspective.

Binary opposition - Where two people, concepts, objects or ideologies are presented as the complete opposite of one another. Often creates conflict within the narrative, and one side of the binary is generally presented as being less desirable than the other

Blog - Abbreviation of 'web log'. A collection of articles, often by one producer, and often taking the form of a diary or informal news source. You're currently reading one. Unless you’re reading the printed version of this glossary. In which case you are not

Brand - A collection of elements that identify one product from another product. The Apple brand is, in part defined by the iconography of a half-eaten apple

Brand identity - The identity or the 'personality' that is constructed through the branding of a product. For example, while they are fast food restaurants, Five Guys, McDonalds and Byron Burger all have radically different brand identities, and target completely different audiences

Bricolage - Where a media product is constructed with iconography and conventions from many other texts, creating entirely new meanings. Often used when discussing postmodern media product s. An example of a media product  that uses bricolage is a 'mashup'. For an excellent example of bricolage, check out Quentin Tarrantino’s Kill Bill (2003)

Broadcast - Where a media product is distributed to a mass audience using mass communication techniques. A good example of broadcast media is television. As we move towards total digital convergence, audience fragmentation has lead to a decline in broadcasting. The opposite of broadcasting is narrowcasting. 

Broadsheet - Large format newspaper, typically targeted at more affluent, middle class audiences

Canted angle - Where the camera is tilted on its axis, creating a skewed image. Often used to disorientate or confuse the audience

Capitalism - a social system which puts value on competition, the exploitation of labour and an emphasis on profit

Celebrity - "The attribution of glamorous or notorious status to somebody in the public sphere" (Rojec, cited in Abercrombie & Longhurst, 2007:54)

Censorship - The control over the content of media products. Where elements of a media product are removed that are considered obscene, harmful to the state, or harmful to the audience. Different countries have radically different censorship laws.

Character arc - The 'journey' a particular character goes through in a narrative. See also story arc and arc of transformation

Chronological - In the order of time

Circulation - a count of how many copies of a media product are distributed. This can include physical distribution and digitally distributed products

Cinematography - Everything to do with the camera

Class - A way of identifying audiences based on their 'place within society'. For example middle class or working class

Closed narrative - A closed narrative has a definite conclusion. The vast majority of films have closed narrative

Close up - Where the camera is positioned very close to the subject. This shot can be used to connote intimacy or even aggression

Code - any aspect within a product that creates meaning for the audience. For example "the high key lighting codifies the intense relationship between the protagonist and her lover".

Connotation - the deeper meaning of a word, visual code or technical code

Construction - The ways in which meaning is created for the audience through the process of making a media product. For example, the consistent representation of women in a subservient role may construct a representation of women as being inferior to men

Consumption 
- how an audience uses or engages with a media product. This varies wildly depending on the product. Additionally, digital technologies have allowed audiences completely new ways of consuming media products

Commodity - A product which is bought or sold

Commodity fetishism - Where an object is prized for its monetary value rather than it's quality. An example could be a luxury clothes brand like Gucci, whose products function in the same way as other items of clothing, but cost many times more. Wearing a Gucci dress may therefore give an individual cultural capital

Commodification - Where an object, person of product is turned in to something that is bought and sold. Some may argue this removes any artistic value

Conglomeration - The process of two or more businesses that joining together,  of completely different industries, for the purpose of power and profit

Continuity editing - Where a media product is edited to give the illusion of the flow of movement and time

Connotation - The deeper meaning of a word. A 'rose' is simply a plant, but when it is given as a present, it holds many deeper meanings

Consumerism – An ideology based on basing one’s self-worth from the acquiring of consumer products. For Marx, one particular symptom of consumerism is commodity fetishism

Contrapuntal sound - The deliberately use of sound which does not fit with the current visuals. Often used to disorientate the audience, or for comedy

Convention/conventional - A visual code or technical code that is typical of a certain genre or style. A conventional spots broadcast would include on screen graphics, slow motion replays and middle aged men discussing the sport in a studio. See also paradigm. If a product does not use the conventions expected, it is unconventional

Convergence - The coming together of previously separate industries, for example film, television, music etc. The widespread use of digital technology means we often access many different media on the same device. This process is called digital convergence

Cultural capital - Monetary capital refers to how much money somebody has. Cultural capital refers to the things which are not money that give us social mobility. Examples include knowledge of classical music, fine dining, world cinema and ways of dressing

Cultural imperialism - The domination of one culture over another culture. For example, the music charts in the UK are generally dominated by US music, despite the geographical distance between the two countries. This is a form of hegemony 

Deep focus - A shot where both the foreground and background is in focus

Demographic - A simple way of categorising an audience, based on, for example, gender, race, nationality, age, or other easily quantifiable aspects

Diegesis - The world of the narrative

Diegetic sound - Sound which occurs within the world of the narrative, for example footsteps, dialogue, and music created by an on-screen source

Digital convergence - The coming together of previously separate industries thanks to digital technologies. For example, the film, videogame and news industries can now all be accessed readily from discrete mobile devices (ie your phone)

Digital distribution - the process of distributing or making available a media product using digital technologies. Examples include accessing/streaming a video using YouTube or Dailymotion

Digital technology - Any technology that is encoded in a digital format, for example media products which are accessed online or created using digital means such as Premiere Pro. Most media technologies now are digital

Disequilibrium/disruption of equilibrium - The stage in a narrative where the equilibrium or balance is broken by the main events of the narrative media product . For example, in the Disney film Aladdin, the equilibrium is disrupted by the homeless, poverty stricken protagonist of the narrative finding a life changing magic lamp

Distribution - the process of making a media product available to audiences so that they can consume it, which includes aspects of marketing such as creating an advertising campaign. Examples include an album being sold on CD in a shop or digitally distributed online

Dolly - A device, often mounted on rails that a camera can be attached to. Allows for smooth tracking shots 

Dominant ideology - The set of ideas or culture that is most common in society. For example, football is the UK's most popular sport, and the back page of most newspapers is totally devoted to it

Dominant reading - Where the audience agrees with the ideology of the text. See also negotiated, oppositional and aberrant reading

Dutch tilt - See canted angle

Equilibrium - The state of balance that occurs in a narrative, which is promptly disrupted 

Gaze - The way in which an audience looks at subjects within a media product. Different audiences will be anchored by media producers to look at media products in different ways

Effects model/hypodermic needle model - A theoretical framework, devised by German Marxists, which suggests that media products have an immediate and obvious effect on their audiences. There are many issues with this theory

Encoding/decoding - The idea that a producer will 'build in' their ideologies and bias into a media product. For example, a news broadcast may show a politician pulling a stupid face, encoding the ideology that they are stupid and not to be trusted. However an audience may interpret this as the politician being funny and approachable. Audiences can therefore decode media products in many different ways

Enigma code - A visual code or technical code which connotes mystery to the audience. For example a gloved hand covering a man's face, followed by a shock cut to the film's title, leaves the audience unaware of the identity of the killer, with an expectation the mystery will be 'solved' by the end of the film. Also known as a hermeneutic code.

Equilibrium - A state of balance in the narrative. Usually occurs at the start or even directly before a narrative begins, and is almost always disrupted by a disequilibrium

Establishing shot - A shot, usually at the start of a scene, which demonstrates to the audience the setting where the scene is occurring. Very often a long shot or extreme long shot

Extreme close up/ECU - Where the camera is positioned very close to the subject. For example, an eye may fill the entire screen

Extreme long shot - Where the camera is positioned a very long way from the subject. For example, a person may be a dot on the horizon in an ECU

Feminism - An ideology that works towards equality between women and men

Fetishisation – The process of holding something in particularly high regard, often to an obsessive level. Fetishisation is often sexual in nature, but anything can be fetishised, including wealth and power. See also commodity fetishism

Flashback - Where a narrative moves back in time to a previous event. Generally it is essential to signal to the audience that this has occurred, through the use of a filter or warp, for example.

Foley - Specially recorded sounds which fill in for footsteps, clothes rustling, doors opening, and other sounds which the microphone tends to not record during principal photography

Fill light - A weaker light which is used alongside a key light to avoid excessive shadows being cast on a subject

Gender - A particularly contested term, often used in Media to refer to how an individual identifies as, for example male, female, trans, agender etc.

Gender binary - The idea that there is a clear distinction between what makes a 'man' and what makes a 'woman'

Gender performativity - Idea attributed Judith Butler. The ways in which an individual 'acts out' their chosen gender. Some acts are seen as being typically male or female. For example, getting into fights, wearing trousers and sexual promiscuity are often seen as being typically 'masculine' acts, and may even be socially acceptable. However there are many men who do not live up to this gender role, and conversely many women that do. Therefore, Butler argues that the representation of gender is a social construct as well as a biological one

Hegemony - The influence of power over one group over another

Hermeneutic code - A visual code or technical code which connotes mystery to the audience. For example a gloved hand covering a man's face, followed by a shock cut to the film's title, leaves the audience unaware of the identity of the killer, with an expectation the mystery will be 'solved' by the end of the film. Also known as an enigma code

Hyperlink – An indexed point on a website, for example a word or image, that allows access to other data through clicking on it. Hyperlinks allow users to jump from webpage to webpage, and are a perfect example of hypermodality

Hypermodality – Where a media product, most notably an online media product goes beyond traditional modality through the use of hyperlinks. This allows audiences new and exciting ways of exploring and interacting with media products, but it can also lead to users falling down internet rabbit holes.

Hyperreferentiality – Where a media product only makes sense through a system of complex intertextual knowledge. While many media products make use of intertextuality, hyperreferential products only possibly make sense to those who are aware of the references it makes.

Hyperreality – A representation of nothing. A representation of something that does not exist. Through the use of hyperreal imagery, audiences now confuse the signs of the real for the real. And in many cases, the hyperreal is far more attractive than reality itself!

Ident - A very short film which demonstrates the ideology of an institution

Ideology - A system of beliefs and values. Every media product has an ideology, even if it's very simple!

Internal diegetic sound - The sound heard in a character's head, often demonstrating the 'inner thoughts' of the character

Intertextuality - Where a media product or text makes reference to another media product or text.

Institution - An organisation which distributes media products and is recognised by audiences as a respected, trustworthy and/or noteworthy organisation. Institutions typically have their own ideologies. Long Road is an institution, with ideologies that differentiate it from other sixth form colleges in Cambridge

Jump cut - an edit which cuts between the same subject in the same framing, creating a jarring 'jump' effect. Almost always a mistake, but can be used to create a disorientating atmosphere

Key light - A big, powerful light that typically provides the majority of light in a given shot. Usually balanced out with a fill light and back lights

Lighting - The act of providing artificial light or manipulating natural lighting. Cameras generally need lots of light to create a compelling image

Linear narrative - A narrative which progresses in a chronological, straightforward line

Long shot - A shot where the camera is positioned a long way from the subject. Often used to connote isolation

Long take - A shot which is uninterrupted by cuts for a long time. While there's no hard and fast rule, it's unusual for a shot to last for more than 20 seconds. Some films, for example Birdman, are a single extreme long take.

Majors - A producer, for example a film producer, that creates a significant amount of media products and is a market leader in their field,. Examples of major film studios include 20th Century Fox, Warner Bros. and Disney.

Marxism - A way of seeing the world first in part devised by Karl Marx. It assumes the working class and the ruling class are in constant conflict, and that the ruling class uses many methods, for example the mass media and hegemony to control the working class

Mass media - Media which reaches a particularly large audienceMarxist theorists are often worried over the effect that having such direct communication could have.

Media - The plural of 'medium'. A categories of products that disseminate some form of information, for example film, music, television and social media

Media panic – an alarmist and/or sensationalist reaction to the dangers of new media and digital technologies. Examples of media panics include the ‘Momo challenge’ and ‘happy slapping’. Closely related to moral panics

Media product - Anything which is studied within media studies, from a music video or newspaper to a TV programme or an advert. Anything which can be read. We also use the term text

Metanarrative - A system of beliefs that give a set of rules for people to live their life by. Examples include religionMarxismFeminism and so on

Middle class  - A class group who are between the working class and the upper class. In the United Kingdom, middle class people are often (yet not always defined) as having a university education, working in a professional role such as a manager, teacher or doctor, and certain other lifestyle choices. Middle class people will therefore have a certain degree of cultural capital

Mid shot - A shot between a long shot and a close up. In general, a mid shot will show most of the subject and also include the setting. Sometimes used interchangeably with two shot

Mode of address - The way in which a media product 'speaks' to its audience

Montage - Where a series of shots are edited in such a way as to create meaning

Moral panic – where a particularly strong fear about a certain thing is spread rapidly through society on a massive scale. Examples include rap music, punk music, rock music, witch hunts (historical and unfortunately modern), Dungeons & Dragons, violent videogames like Doom, knife crime, ‘hoodies’, and ‘the Momo challenge’. Often these fears are quickly shared using digital media, which transforms in to a media panic

Multimodality – Where a media product uses many forms or modes. For example, a music video is multimodal through combining sound, vision and often dance. A magazine is multimodal because in combines image and text. The audience is then able to make sense of the product through the combination of these modes. See also hypermodality.

Multi strand narrative - A narrative with many different stories or strands. Many sitcoms will have at least two simultaneous stories being told

MPAA - The Motion Picture Authority of America, in charge of the certification of cinema within the US

Narrative - The way in which a story is told

Negotiation/negotiated reading - The process of 'give and take' between an audience and producer, where the audience decides which of the producer's ideological perspectives to accept or reject. A negotiated reading involves the audience partially agreeing with the dominant reading of the media product

News agenda - See agenda

Non diegetic sound - Sound which occurs outside of the world of the narrative. Examples include score music and voiceovers

Non-linear narrative - A narrative that does not occur in chronological order. Non-linear narratives often make use of flashbacks and flash-forwards.

Objectification - Where a person is represented as an object, with no thoughts, feelings or power

Omniscient narrative- narrative where the audience is aware of what every character knows. Omniscient narratives are pretty rare, as they lack enigma. They are popular in soap operas, which follow a large ensemble of characters

Open narrative 
A narrative with no ending in sight. Examples typically include soap operas and long running TV series. Open narratives generally still have story arcs and narrative conclusions

Oppositional reading - Where the audience goes against the dominant ideology of a media product. An audience reading that contradicts the preferred reading of the producer

Othering – The process of viewing someone or something who is not the same as different and threatening. Someone who is not ‘the same’ but is represented or perceived as being ‘different. Since from a hegemonic perspective many media products assume the audience to be white, straight men, examples of groups who are routinely othered include young people, black people, gay people, and women. Horror films in particular often play off the threat of the other, and the antagonist will often be an allegorical representation of a marginalised group.

Paradigm/paradigmatic - A visual code or technical code that shows the audience what genre something is. For example, pouring blood, screaming and a night time setting are all paradigmatic of the horror genre. The word paradigm can be used interchangeably with the word convention.

Patriarchy - A male dominated society

Player character - The character that the player controls in a videogame. See also avatar. 

Pleonastic - A sound which has been emphasised (usually by volume but can also be through bass etc), either for the excitement or expectation of the audience
Plurality -  Where a media product exhibits and gives voice to a wide range of ideological perspectives

Polysemy/polysemic - Where a media product holds many different meanings. Different audiences may therefore come up with completely different interpretations of what the meaning of the text is!

Positioning - Where an audience are placed within a media product. This affects which characters we identify with, which characters we hate, and how much of the ideology we accept. Producers can position audiences using lightingcamera anglesshot typessoundtrack and so on

Postcolonialism - The study of the impact that being under direct rule has had on former colonies. For example, despite being a tiny island, Britain colonised and declared ownership of many countries, including India and Australia. Check out Paul Gilroy for more information on this, and the ideological implications it can lead to

Postmodernism - A complex style of media which often breaks established rules (for example breaking the fourth wall), adopts a deliberately trashy aesthetic, blurs space and time, and favours style over substance

Preferred reading - Where the audience agrees with and accepts the ideology of the media product, as presented by the producer. See also dominant, aberrant and negotiated readings

Prime time - The period of time, usually in the late evening, where the most popular television shows are scheduled 

Proairetic code - a visual code or technical code within a media product which connotes to an audience that something is about to happen. Also known as an action code.

Producer - The maker of a media product. This term is always used, regardless of the official title of the producer

Product - The end result of a period of production, for example a television programme, a film, or a website

Production - The process in which a media product is made. There are completely different production processes for different media industries

Promotion - The use of advertising to increase the audience's awareness of a product

Propaganda - The use of the mass media by the dominant class to sway the opinions of the subject class

Punctum - A portion of a media product that causes an intense emotional response for the audience for reasons that cannot be defined by textual analysis. Literally the 'thing that pricks us' (!). A concept suggested by Roland Barthes

Negotiation - The process where an audience decides which ideologies they accept, and which they reject

Rabbit hole - Where the user of online media becomes lost in a distracting maze of hyperlinks and ends up somewhere completely unrelated to where they started. Media producers can use rabbit holes to manipulate vulnerable audiences. The term comes from the novel Alice in Wonderland by Lewis Carrol

Regulation - The rules and legal guidelines an industry has to follow when making media products. For example, when releasing a film in the UK, a producer must ensure their film complies with the guidelines of the BBFC

Repetition and difference - theory attributed to Steve Neale. Refers to how audiences seek media products which both repeat genre conventions, yet also offers something new in terms of genre. An example could be Shawn of the Dead, which contains the familiar, repeated features of the zombie subgenre and the comedy genre, yet gives audiences something fresh and different by combining them

Representation - The ways in which media products 're-present' a certain group of people, an event, an issue and so on. Representations are constructed from visual codes and technical codes and reveal the ideology of the producer. Representation often use stereotypes, and can affect the way the represented group is treated in society

Restricted narrative - A narrative where the audience is positioned with a single character or group of characters, and only knows what they know. The majority of narratives are restricted. The opposite is an omniscient narrative

Scheduling - The specific time when a TV programme is show. Many things can affect when a programme is shown, for example how popular it is and what explicit content it may contain

Score - Music which is composed specifically for a media product

Sex - A widely contested term, in Media, we often use this term to refer to the biological categorisation of an individual. See also gender and gender performativity

Shallow focus
/shallow depth of field - Where one or more parts of the shot will be out of focus

Shot - An uninterrupted sequence of film

Shot/reverse shot - Usually used to depict a conversation between two people, the editor will cut between one person talking to the other person who is off screen. Sot/reverse shot montages in particular need to follow the 180 degree rule

Shoulder mount - a device that allows a camera to be steadied by the shoulder of the camera operator. Makes tracking shots a lot smoother

Simulacra – A copy of a copy, a representation of a representation. Something that refers to something else, and not something ‘real’.  Jean Baudrillard argued that this copy of a copy is real in its own right…

Simulation An imitation of something real

Soap opera - A serial drama that typically continues for many years and features a large ensemble of characters. Soaps typically have linear, open and omniscient narratives

Stereotype - A commonly held belief about a certain group of people. Often used in Media products to easily establish character archetypes to the audience

Story arc- narrative within a narrative that has a definite start and conclusion. Examples include Doctor Who, which often has narratives that are introduced and resolved over several episodes, though most episodes are self - contained narratives 

Streaming - where data is continually and sequentially accessed to allow for instant viewing or listening of media products. Examples of streaming services include Netflix and Spotify

Subcultural capital - If cultural capital is the knowledge that allows us to get on in 'high culture', then subcultural capital is the knowledge, clothing and mannerisms that allow us to get on in a subculture. Examples of things which will give you subcultural capital in the rock/metal music genre subculture include wearing black band t-shirts, studded leather, and knowing a lot about obscure metal bands

Subculture A smaller group within a larger cultural group that has different ideologies to the 'norm'. Examples could include punks, metal heads or squatters

Subgenre - A 'genre within a genre'. Think of it like this: if the genre is the heading, the subgenre is the sub heading. For example, within the crime genre, we have the sub genres detective, gangster, true crime, prison and so on

Subject - The actor, prop or setting that forms the focal point of a shot

Subjective sound - Sound which is either only heard by one character, or is heard more clearly by one character. See also internal diegetic sound

Symbolic code - Where symbolism is encoded into a media product. For example "the red wallpaper here functions as a symbolic code, suggesting that violence is inherent to the scene"

Synergy - Where two different media products are combined and work particularly well as a result. For example a music video, the combination of two previously separate industries, created an entirely new media form

Target Audience - The precise audience which a producer wishes to market a media product towards.

Targeting - The process where a producer makes a Media product relevant and accessible to its target audience

Technical code - The ways in which a product is made that creates meaning for the audience. Examples include camera angles, special effects and lighting.

Text - Anything which is studied within media studies, from a music video or newspaper to a TV programme or an advert. Anything which can be read. We also use the term media product

Time lapse
 - A long take which is sped up significantly in post-production editing to give the impression of time progressing quickly

Tracking shot - 
Where the camera follows the subject by being moved itself. This process is made easier and more stable by using a dolly or a shoulder mount

Transgression – The act of deliberately going beyond what is acceptable, often to make a point (or simply to shock the audience)

Transnational media - The ever increasing ways in which media products are produced by producers from different countries and targeted towards audiences from several different countries. 

Two shot - A shot wide enough to feature two characters. Often used interchangeably with mid shot

Unconventional - Something that goes against what is typical of a certain genre or representation

Uses and gratifications model - The ways in which an audience can make use of or take pleasure from a Media product. This could be as the producer intended, or it could be a completely unexpected response, for example writing fan fiction

USP - 'Unique Selling Point'. The aspect which makes a product different from all others.

Verisimilitude - The 'respective realism' of a media product . Each media product has its own sense of realism. For example, magic wands and flying cars are acceptable for the diegesis of Harry Potter, but foul language is not. Therefore, Harry swearing would break the verisimilitude of the media product 

Vertical integration - A practice where a producer owns the methods of production, distribution, as well as rights to the performers and producers

Visual code - Something the audience can see that creates meaning in a media product. Examples include gestures, mise-en-scene and the use of colour

Voyeurism - The pleasure taken from watching someone else where they are unaware of being watched. It's a bit creepy, but this is a pleasure we take every time we watch a film or TV programme

Watershed - A time at which it is considered acceptable for television channels to schedule more adult programming. On many UK channels, this is traditionally 9pm. Many satellite channels, for example Sky 1 have an effective watershed of 8pm

Working class A class group within society that falls between the middle class and the underclass. In the United Kingdom, the working class are often typified through working in manual labour, often without a university degree, and perhaps lacking in cultural capital

Zoom - A process where the lens of a camera is manipulated to make the subject appear closer. Can also be done in digital post production