Products in the Media Industry 4

Over the previous three lessons we’ve looked at a wide range of different creative media products, including many traditional media formats such as video, audio, music & animation.

However, the growth of the new media sectors has lead to a rise in many newer forms of media product that we haven’t seen before. Many of these have become very popular in recent years and continue to grow in popularity.

In this lesson, we will learn about the types of products used in the media industry, including:

  1. Websites
  2. Multimedia
  3. eBooks
  4. VR/AR

1. Websites

A website is a series of interconnected web pages. These web pages are made using a language called HTML and combine text and images, usually with the goal of providing information.

Websites provide a platform for media industry businesses to showcase their content and products and reach a worldwide audience. As a result, using a website can boost customer engagement and increase sales.

Websites are the main product used by the internet media sector. However, all media sectors use websites to showcase their products and content.

Below are examples of how websites are used within the media industry:

  • Film – Websites for promoting movies, sharing trailers, providing information on cast and crew, and selling tickets for screenings. Streaming platforms also host movies online.
  • Television – Websites for TV networks and individual shows, streaming platforms that offer on-demand TV content, and promotional materials like trailers and interviews.
  • Radio – Websites for radio stations, providing information about shows, hosts, and schedules, as well as offering live streaming and on-demand audio content.
  • Print publishing – Websites for newspapers, magazines, and book publishers for sharing content, promoting publications, and selling subscriptions or individual copies.
  • Computer games – Websites for game developers and publishers, offering information, trailers, and downloads or sales of games. Also, gaming news websites, forums, and communities.
  • Interactive media – Websites that host interactive content, such as virtual experiences, and interactive storytelling.
  • The internet – This sector inherently relies on websites as its primary medium. It includes websites that publish news, articles, and multimedia content, as well as e-books, online courses, and more.
  • Digital publishing – Websites for hosting, distributing, and promoting various forms of digital content, such as articles, e-books, multimedia, and interactive experiences.

Further Thought

Create a list of every type of websites product you can think of. You could do this as a brainstorm/mind map to make it more visual.

2. Multimedia

Multimedia products combine various types of media, such as text, audio, images, animation & video into a single product. For example, multimedia products include PowerPoint presentations, museum experiences & interactive touchscreens.

The main media industry sectors that use multimedia products are film, television, computer games, interactive media & the internet.

Below are examples of how these media industry sectors use multimedia:

  • Film – Interactive DVD extras, behind-the-scenes content, and other promotional materials often incorporate multimedia elements.
  • Television – Similar to film, TV shows may use multimedia products for promotional materials, interactive features, or behind-the-scenes content.
  • Computer games – In addition to the games themselves, multimedia elements can be found in promotional materials, bonus content, or in-game tutorials.
  • Interactive media – By its nature, this sector heavily relies on multimedia products, as it involves the use of multiple media formats in interactive applications, such as presentations & information kiosks.
  • The internet – Websites, social media platforms, and online advertising all employ multimedia products to engage users and provide a richer experience.

Further Thought

Create a list of every type of multimedia product you can think of. You could do this as a brainstorm/mind map to make it more visual.

3. eBooks

E-books are digital books that can be read on an eBook reader, such as a Kindle, or on smart devices using an eReader app. We can get all kinds of books as eBooks, such as educational textbooks, technical manuals, fiction novels & comics.

Due to the decline in popularity of physical publishing products such as books, eBooks have provided an excellent alternative for the publishing industry.

The main media industry sectors that use eBooks are print publishing, interactive media, the internet & digital publishing.

Below are examples of how each of these media sectors use eBooks:

  • Print publishing – Traditional publishers often offer digital versions of their printed works as eBooks, expanding their reach and catering to readers who prefer digital formats.
  • Interactive media – eBooks can incorporate multimedia elements and interactive features, such as animations, audio, quizzes, or hyperlinks, blending traditional text with interactive content.
  • The Internet – eBooks are frequently distributed and accessed online through various platforms, such as online bookstores, libraries, or direct downloads from publishers or authors’ websites.
  • Digital publishing – This sector is primarily focused on creating and distributing digital content, including eBooks, which can be read on devices like e-readers, tablets, and smartphones.

Further Thought

Create a list of every type of e-book product you can think of. You could do this as a brainstorm/mind map to make it more visual.

4. VR/AR

Virtual Reality (VR) and Augmented Reality (AR) are the most recently developed forms of media. However, these sectors are still evolving with the ongoing development of software and technologies. VR/AR can be described as “products and software that bridges the digital and physical worlds”.

The difference between VR and AR can be defined as follows. VR immerses users in a fully computer-generated environment, replacing their real-world surroundings. In contrast, AR overlays digital information or graphics onto the user’s view of the real world, enhancing their perception without replacing it entirely.

The main media industry sectors that use VR and AR are film, television, computer games, interactive media & the internet.

Below are examples of VR/AR products and how they are used:

  1. Film – VR and AR can be used to create immersive experiences in storytelling, allowing viewers to explore virtual environments and interact with characters and objects within the story.
  2. Television – VR and AR can enhance traditional television content by providing immersive, interactive, or supplementary experiences, such as virtual sets or additional information overlaid on the screen.
  3. Computer games – VR and AR technologies are widely used in gaming to create immersive and interactive experiences, allowing players to fully engage with the game world through devices like VR headsets or AR-enabled smartphones.
  4. Interactive media – This sector encompasses a wide range of media formats that use VR and AR to create immersive, engaging, and interactive content, such as virtual art installations, educational experiences, and simulations.
  5. The internet – VR and AR applications can be found on the internet, enabling users to access virtual experiences through web-based platforms or mobile apps.

Further Thought

Create a list of every type of AR/VR product you can think of. You could do this as a brainstorm/mind map to make it more visual.

Lesson Summary

So, to summarise what we’ve learnt in this lesson:

  • Websites provide a platform for media industry businesses to showcase their content and products and reach a worldwide audience.
  • All traditional and new media sectors use websites to showcase their products and content.
  • Multimedia products can be described as “media that combines different content forms such as text, audio, images, animation, or video into one single product.”
  • Multimedia products are used by the film, television, computer games, interactive media & internet sectors.
  • eBooks are digital books that can be read on any eBook reader, such as a Kindle and the Google or Apple Books application on smart devices.
  • eBooks are used by the print publishing, interactive media, the internet & digital publishing sectors.
  • VR immerses users in a fully computer-generated environment while AR overlays digital information or graphics onto the user’s view of the real world.
  • VR & AR are used by the film, television, computer games, interactive media & internet sectors.