Friday, 6 January 2012

Music Industry Terminology

Music Industry Terminology


Convergence of Technology- The tendency for different technological systems to evolve towards performing similar tasks. Convergence can refer to previously separate technologies such as voice (and telephony features), data (and productivity applications), and video that now share resources and interact with each other synergistically.

Convergence of Industrial Activity-


Synergy- The coming together of two seperate Media texts in such a way as to benefit both.
It usually means that the combonation of the elements has a greater effect than the individual elements alone.


Conglomerate -
A number of different things or parts that are put or grouped together to form a whole but remain distinct entities

Globalisation- Growth to a global or Worldwide scale .

Analogue Music- Music based  on CD's, Vinyl, Tapes, VCR. This was also not easy to be copied, as you would need the physical artifact.

Digitalisation-

Vertical Intergration-  A style of Management Control. Vertically integrated companies in a supply chain are united through a common owner. Usually each member of the supply chain produces a different product or (market-specific) service, and the products combine to satisfy a common need. It is contrasted with horizontal intergration.

Horizontal Intergration- Describes a type of ownership and control. It is a strategy used by a business or corporation that seeks to sell a type of product in numerous markets.

Major Record Labels- The music industry (or music business) sells compositions, recordings and performances of music. Among the many individuals and organizations that operate within the industry are the musicians who compose and perform the music; the companies and professionals who create and sell recorded music. e.g Sony Music Entertainment, Warner Music Group & Universal Music Group.

Subsidiary Label-

Independent Label- An independent record label (or indie record label) is a record label operating without the funding of or outside the organizations of the major record labels. A great number of bands and musical acts begin on independent labels.

Niche Audience-
A niche Audience/Market  is the subset of the market on which a specific product is focusing; therefore the market niche defines the specific product features aimed at satisfying specific market needs, as well as the price range, production quality and the demographics that is intended to impact. It is also a small market segment.

Mainstream Audience- This is generally the common, current thought of the majority. It is often built up over Cultural construction however. Mainstream music is music that is familiar and unthreatening to the masses, as for example popular music, Pop music, 'middle of the road' music, Pop Rap & Pop Rock.

Fans- A fan, sometimes referred to as a 'aficionado' or 'supporter', is a person with a liking or enthusiasm for something (in this case a Music Genre/Band/Artist). Fans of a particular thing or person(s) constitute its fanbase or fandom. They may show their enthusiasm by being a member of a Fan Club, holding Fan Conventions, creating Fanzines (a non-official publication produced by the fan themselves) or writing Fanmail, or promoting the object of their interest/attention.

Active Audiences-
Active audience theory is a theory that people receive and interpret media messages in different ways, usually according to factors such as age, ethnicity, social class, etc. The audience is neither passive nor homogenous. David Morley found in 1980 from his own personal study that he found generally 3 types of reading from the way T.V. Viewers generally  interpreted a television show at the time, nationwide. These are:

  • Oppositional - People disagree with the message and reject it.
  • Negotiated - On the whole, the view is agreed with but slightly altered.
  • Dominant - The message is fully accepted.
Audiophile-
An  Audiophile is a person who has a great interest in high-fidelity sound reproduction. Some audiophiles are more interested in collecting and listening to music, while others are more interested in collecting and listening to audio components, whose "sound quality" they consider as important as the recorded musical performance, or even more important. The ratio of an audiophile's spending on software (music) versus hardware (audio components) is a rough guide to where they stand in the audiophile spectrum.

Early Adopters-
A person who starts using a product or technology as soon as it becomes available.

Consumption- This is the using up of a resource.

Web 2.0-
The term Web 2.0 is associated with web applications that facilitate participatory information sharing, interoperability, user-centered design, and collaboration on the World Wide Web. A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators (prosumers) of user-generated content in a virtual community, in contrast to websites where users (consumers) are limited to the passive viewing of content that was created for them. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, hosted services, web applications, mashups and folksonomies.

Personalisation/Meta-tags-
Personalization involves using technology to accommodate the differences between individuals. Once confined mainly to the web, it is increasingly becoming a factor in education, health care (i.e. personalized medicine), television, and in both "business to business" and "business to consumer" settings.
  • Meta elements are HTML or XHTML elements used to provide structured metadata about a Web page. Such elements must be placed as tags in the head section of an HTML or XHTML document.
Download- This is the act of processing of copying data in such ways, for example copying computer data such as Music onto another computer system or disk.

Streaming- Transferring data (e.g Music/Songs) over the Internet in a continuous stream. Some of the data may be displayed before the entire file has been transmitted.

'Peer to Peer'- or (P2P) Computing or Networking is a distributed application architechture that partitions tasks or workloads among peers. Peers are equally privileged participants in the application. They are said to form a 'peer-to-peer' network of nodes.

Piracy- Or also called 'Copyright Infringement', is the unauthorized or prohibited use of works that are under Copyright,  infringing the copyright owner's exclusive rights,  such as the right to reproduce or perform the copyrighted work, or to make deriative works.

Portability/Miniaturisation -
Portability in high-level computer programming is the usability of the same software in different environments. The prerequirement for portability is the generalized abstraction between the application logic and system interfaces. When software with the same functionality is produced for several computing platforms, portability is the key issue for development cost reduction.

Miniaturization is the creation of ever-smaller scales for mechanical, optical, and electronic products and devices. Miniaturization is a continuing trend in the production of such devices.
Items which take up less space are more desired than items which are bigger and bulkier because they are easier to carry, easier to store, and much more convenient to use.

Multi-Track- Multitrack recording (also known as multitracking or just tracking for short) is a method of sound recording that allows for the separate recording of multiple sound sources to create a cohesive whole. Multitracking became possible with the idea of simultaneously recording different audio channels to separate discrete "tracks" on the same tape—a "track" was simply a different channel recorded to its own discrete area on tape whereby their relative  sequence of recorded events would be preserved, and playback would be simultaneous or synchronized.

Sampling- The act of taking a portion, sample, or one sound recording , and re-using it as an instrument or a different sound recording of a song or piece.

Digital Audio Workstation (DAW) - A digital audio workstation (DAW) is an electronic system designed solely or primarily for recording, editing and playing back digital audio. DAWs were originally tape-less, microprocessor-based systems such as the Synclavier and Fairlight CMI. Modern DAWs are software running on computers with audio interface hardware.

A&R Artists and Repetoire-
  • A person who makes music a profession.
  • Anyone, professional or not, who is skilled in making music or performing music creatively.
  • One who composes, conducts, or performs music, especially instrumental music.
Repetoire- A stock of plays, dances, or pieces that a company or a performer knows or is prepared to perform.

Record Contract/Deal/Royalties- A recording contract (commonly called a Record Deal) is a legal agreement between a record label and a recording artist (or group), where the artist makes a record (or series of records) for the label to sell and promote. 
Royalties- A sum of money paid to a patentee for the use of a patent or to an author or composer for each copy of a book sold or for each public performance of a work.

Distribution





Thursday, 5 January 2012

Key Terms

Key Terms

Convergence- The coming together of multimedia digital data technologies allowing words, audio, video, graphics & animation to be linked & routed together via broadband to create two-way communications. The idea being to produce, distribute and share.

Synergy- Similar to convergence but used to describe how companies can pool their resources and exploit products in different markets.

Institiution- Refers to the companies and organisations that provide Media content & involves an understanding of Media as business.

Audience- This refers to the way in which people engage with Media. The new Digital Media:
Convergence, User-Created Content & Social Networking have transformed the audience from a traditional 'mass' into a 'fragmented' definition.

Production- Recording music.

Distribution- Promoting music and getting it into shops, on the radio, & downloaded for payment.

Consumption- People buying C.D's, Downloading music, paying for Live Concert tickets & purchasing related products.

Vertical Integration- Where a Media Company profits from all aspects of production, distribution, & consumption.