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Notes · Media StudiesUK · A-Levels

Media in the Online Age

Online, social and participatory media are the third in-depth form of Paper 2, studied across all four framework areas. This topic covers the online age of convergence and participation, media language online, representation and identity in a user-generated environment, the platform industry and the challenge of regulating it, and the participatory audience theories of Jenkins and Shirky - held in tension with the critical account of corporate, data-driven power.

6 sections·~21 min reading time·2 competencies·Level Foundation 1 · Standard 2 · Advanced 3

T·121212 / 15
Exam profile
AO1 · Demonstrate knowledge and understanding of the set online products, the relevant theories and their contextsAO2 · Analyse online media across the framework, evaluate the participatory and regulation theories, and make connections
Operators:analyseevaluateapplycompareto what extenthow far

basic level

AS-Level expects framework analysis of the set online products and knowledge of the participatory and regulation theories.

higher level

The full A-Level requires sustained analysis of online/participatory media across all four areas, evaluating the digital-turn theories against the critical account of platform power.

Depth

Reading depth: In depth

Text

Text size: Standard

Contents · 6 sections▾
  1. Media in the Online Age
    • 01The online age: convergence and participation○
    • 02Media language online◐
    • 03Representation and identity online◐
    • 04The online industry and its regulation●
    • 05Participatory audiences: Jenkins and Shirky●
    • 06Worked online CSP analysis●
§ 01

The online age: convergence and participation#

●○○FoundationLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Features of the online age

The online ageProbability tree, 5 paths, Data: convergence (media + functions combine); interactivity + networking (many-to-many); participation (users produce); user-generated content; the 'prosumer'; data-driven platformsOnline mediaconvergence (media + functions combine)interactivity + networking (many-to-man…participation (users produce)user-generated content; the 'prosumer'data-driven platforms
Fig. 1The online age is defined by convergence, interactivity, networking, participation and data - transforming every framework area.

Key points

Online, social and participatory media are studied in depth because they represent the most transformative development in the contemporary media landscape, and the framing concepts are convergence and participation. Convergence is the coming-together of previously separate media (text, image, audio, video) and functions onto single digital platforms and devices, so that one product or platform can do what many separate media once did. Participation is the accompanying shift by which audiences become producers - creating, sharing, remixing and responding to content - rather than only receiving it.
The online environment is often described as interactive, networked and 'many-to-many', in contrast to the older 'one-to-many' broadcast and print model. Where broadcast delivered a fixed product from a few producers to a mass audience, online media let anyone publish, connect and collaborate, and let audiences act on and within products (commenting, sharing, uploading, modifying). This interactivity and networking reshape every framework area, which is why online media are an in-depth study rather than a footnote to the older forms.
The blurring of producer and consumer is the defining feature, and it is captured in the idea of the 'prosumer' or 'produser' - the user who both produces and consumes. A social-media user posting content, a fan making a video, a commenter shaping a discussion, a customer reviewing a product: all are simultaneously audience and producer. This blurring underlies the participatory theories (Jenkins, Shirky) and distinguishes online media fundamentally from the broadcast forms.
The set online products are typically participatory or social ones - a website with an active social-media presence, an online-only publication, a user-driven platform or channel - chosen so that convergence, interactivity and participation can be studied directly. Analysing such a product means attending to how it works across platforms, how it invites and depends on user participation, and how the producer/audience boundary is managed - features that have no real equivalent in the older forms.
For analysis, the online age's convergence and participation must be foregrounded, because they reshape media language (interactive, multimodal, non-linear), representation (co-produced by users), industry (platform and data economics) and audience (the participatory produser). Holding these transformations in view is essential, and the strongest answers weigh the genuinely new, participatory character of online media against the critical account (developed later) of concentrated, corporate, data-driven platform power.
Worked example

Reading a product as 'online age'

Explain how a social media product exhibits convergence and participation.

  1. 01Convergence

    It combines text, image, audio and video and multiple functions (publishing, messaging, commerce) on one platform.

  2. 02Interactivity and networking

    Users interact with content and each other in a many-to-many network, not a one-way broadcast.

  3. 03Participation

    Users create and share content, becoming producers - the product depends on their participation.

  4. 04Prosumer

    Each user is simultaneously audience and producer, blurring the boundary the older forms kept firm.

Result: The product is shown to embody convergence and participation - the online-age features that reshape the framework and set up the participatory theories.

Exam focus

  • Foreground convergence, interactivity, networking and participation, and the producer/consumer blur ('prosumer'), as the defining features of online media.
  • Recognise how these transformations reshape all four framework areas and set up the participatory theories.

Typical mistakes

  • Analysing online media as if they were broadcast media, ignoring convergence, interactivity and participation.
  • Celebrating participation uncritically without flagging the critical account of corporate, data-driven platform power.

Active revision

Explain how convergence and participation distinguish online media from the older broadcast and print forms.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for media studies (Department for Education)

§ 02

Media language online#

●●○StandardLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Media language online

Online media languageProbability tree, 4 paths, Data: multimodal + web/app design conventions; interactivity + non-linearity (navigation); participatory mode of address (like, share, follow); intertextuality; memes; hyperreality (Baudrillard)Online media languagemultimodal + web/app design conventionsinteractivity + non-linearity (navigati…participatory mode of address (like, sh…intertextuality; memes; hyperreality (B…
Fig. 2Online media language is multimodal, interactive, non-linear and participatory, with intertextuality and platform-specific conventions.

Key points

The media language of online media combines the codes of the older forms with new, platform-specific conventions. Web and app design has its own conventions - navigation, layout, the arrangement of interactive elements, the conventions of a social-media profile or feed - and online products are typically multimodal, combining written, visual, audio and video codes on one screen. Decoding online media language means reading this multimodal, designed environment as a system of signs, applying Barthes as one would to any text, while attending to the specifically digital conventions.
Two features distinguish online media language: interactivity and non-linearity. Online products are often navigated rather than simply received - the user chooses a path through hyperlinked, modular content - so meaning is assembled by the user's interaction rather than delivered in a fixed order. This non-linear, user-directed structure is a genuinely new dimension of media language, and analysing how a product guides, invites and responds to user interaction (through design, affordances and calls to action) is central.
Mode of address online is distinctive and often intensely personal and participatory. Social media and online products frequently address the user directly and invite response, cultivating an interactive, conversational relationship rather than a one-way broadcast address - the 'like', 'share', 'comment' and 'follow' are built into the language. Influencer and creator content in particular constructs an intimate, authentic-seeming direct address that hails the user as a participant and community member, a mode of address with no exact print or broadcast equivalent.
Online media language is also highly intertextual, self-referential and fast-moving, which makes Baudrillard's postmodern concepts especially applicable. Memes, remixes, references and the recycling of media styles saturate online products, and the curated, filtered, hyperreal self-presentation of social media exemplifies simulation and hyperreality. Neale's genre theory also applies, as online forms develop their own genres and conventions (the vlog, the listicle, the unboxing) through repetition and difference.
For analysis, online media language should be read for its multimodal, interactive, non-linear and participatory character, with the language theories applied to specific features and the digital conventions decoded. Because online media are an in-depth form, the language analysis must connect to representation (the language constructs, and lets users construct, representations), industry (design serves the platform's engagement and data goals) and audience (interactive language positions the user as a participant) - the synoptic reach the extended responses require.
Worked example

Analysing an interactive mode of address

Analyse how an influencer's social-media content constructs meaning and addresses the user.

  1. 01Multimodal codes

    The content combines image, video, caption and interactive prompts, decoded as a multimodal system (Barthes).

  2. 02Participatory address

    A direct, intimate, 'authentic' mode of address hails the user as a friend and invites likes, comments and shares - the user is positioned as a participant.

  3. 03Hyperreality

    The curated, filtered self-presentation exemplifies Baudrillard's simulation - a hyperreal self more polished than any reality.

  4. 04Connect

    The interactive language serves the platform's engagement and data goals and constructs a self-representation for a following - language linked to industry and audience.

Result: The analysis decodes online media language as multimodal, participatory and hyperreal and connects it to industry and audience - the model online media-language reading.

Exam focus

  • Analyse online media's multimodal, interactive, non-linear language and its participatory mode of address, applying Barthes, Neale and Baudrillard.
  • Decode platform-specific design conventions and connect the language to representation, industry and audience.

Typical mistakes

  • Analysing online media as static texts, missing interactivity, non-linearity and the participatory mode of address.
  • Ignoring how design conventions serve the platform's engagement and data goals (the industry connection).

Active revision

Analyse how the media language of an online or social-media product constructs meaning and positions the user as a participant.

Active recall

Recall the key points — then reveal.

Sources: AQA AS and A-level Media Studies (7572) specification (AQA)

§ 03

Representation and identity online#

●●○StandardLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Representation and identity online

Online representation + identityGraph, diverse online representations (resources) → users self-represent (Gauntlett), users self-represent (Gauntlett) → representations contested in real time, algorithms shape what is seen → representations contested in real timediverse onlinerepresentations(resources)users self-represent(Gauntlett)representationscontested inreal timealgorithms shapewhat is seenshapes
Fig. 3Online representation is co-produced: users draw on diverse resources (Gauntlett) to self-represent, in a contested, algorithmically shaped environment.

Key points

Representation online is distinctive because it is co-produced: alongside the representations constructed by producers, users construct their own self-representations and represent others, so the online environment teems with representations made by ordinary people, not only by media institutions. This makes online media a rich and complex site of representation - one where the usual questions (how are groups portrayed, whose values are encoded) are joined by new ones about self-representation, authenticity and the curation of the online self.
Gauntlett's identity theory is especially at home online. The online environment offers a vast, diverse range of representations from which users draw as resources for constructing and performing their own identities - and, crucially, lets them produce and broadcast those identities themselves. The 'pick and mix' construction of identity Gauntlett describes is intensified online, where users assemble a self from the resources of a networked culture and present it to a following, making online media the clearest case of media as identity 'tools'.
The representation theories apply to online media both to producer content and to user self-representation. Hall's account of stereotyping and power illuminates how online representations can reproduce dominant images (and how algorithms can amplify them); van Zoonen, hooks and Butler illuminate the construction and performance of gender online (from curated femininity to the performance and 'troubling' of gender in user content); and Gilroy illuminates representations of race and ethnicity and the way online spaces can both reproduce and challenge them. Online media thus test the representation theories in a new, participatory environment.
Online representation is also contested and dynamic in a way older forms are not. Because users can respond, challenge and produce counter-representations in real time, a representation online can be immediately contested, and marginalised groups can use online media to represent themselves and challenge mainstream misrepresentation (a participatory version of hooks's oppositional stance). But the same openness can amplify hostile representations and misinformation, and algorithmic curation shapes which representations are seen - so the online representation environment is contested and unequal, not simply liberating.
For analysis, online representation should be read as co-produced, identity-focused, contested and algorithmically shaped, with Gauntlett, Hall and the gender and ethnicity theorists applied to both producer and user content. Because online media are an in-depth form, the representation analysis should connect to media language (self-representation is built from online codes), industry (platforms and algorithms shape which representations circulate) and audience (users are the producers of representation) - the synoptic connections the study rewards.
Worked example

Self-representation and its limits

Analyse how a user or creator constructs identity online and what shapes it.

  1. 01Identity resources

    The creator draws on a diverse range of online representations as resources to construct and perform a self (Gauntlett).

  2. 02Construction and performance

    The self-representation is a construction - curated, filtered, performed (Butler on performativity; Baudrillard on the hyperreal self).

  3. 03Contestation

    Audiences can respond and challenge the representation in real time, and marginalised creators can self-represent against the mainstream (hooks).

  4. 04Limits

    Algorithms and platform design shape which self-representations are amplified, so the freedom to self-represent is real but constrained.

Result: The analysis reads online identity as co-produced and performed with Gauntlett and Butler and weighs its participatory potential against algorithmic constraint - the balanced online representation reading.

Exam focus

  • Analyse online representation as co-produced and identity-focused, applying Gauntlett, Hall and the gender and ethnicity theorists to producer and user content.
  • Weigh the participatory potential of self-representation against algorithmic shaping and the amplification of hostile representation.

Typical mistakes

  • Analysing only producer-made representations and ignoring user self-representation, which is central to online media.
  • Treating online self-representation as straightforwardly liberating, ignoring algorithmic shaping and hostile amplification.

Active revision

Analyse how identity is constructed and represented in an online or social-media product, applying Gauntlett and one other theory.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for media studies (Department for Education)

§ 04

The online industry and its regulation#

●●●AdvancedLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Broadcast versus online: reach and regulation

Broadcast vs onlineVenn diagram with 2 sets, Broadcast / print, Online platformBroadcast / printOnline platformone-to-many;national; cle…many-to-many;global; data-…bothconcentrated …
Fig. 4Online platforms differ from broadcast media in their many-to-many reach, data-driven model and resistance to national regulation - straining the regulatory model (Livingstone and Lunt).

Key points

The online industry is organised around platforms rather than discrete products, and its business models are distinctive: most large online and social media are funded not by charging users but by harvesting user data and attention and selling targeted advertising, so that users are, in a sense, the product. Understanding this data-and-advertising model - and the alternatives (subscription, membership, donation for some online publications) - is essential, because the business model shapes the product's design, its pursuit of engagement, and its treatment of users' data.
The online industry is marked by extreme concentration. A small number of global technology platforms dominate online media, controlling the infrastructure through which vast amounts of content are produced, distributed and monetised - a concentration that Curran and Seaton's account illuminates, and that qualifies the optimistic story of online democratisation. Hesmondhalgh's account of the cultural industries also applies: these platforms manage risk and maximise audiences at global scale, integrating across services and formatting content for engagement. The 'open' participatory web sits atop a concentrated, corporate infrastructure.
Regulation of online media is the sharpest illustration of Livingstone and Lunt's argument. Global online platforms deliver content across borders, outside the traditional definitions on which broadcast and press regulation was built, so the nationally based, citizen-protecting model of regulation struggles to reach them - exactly the pressure from convergence and global corporations Livingstone and Lunt identify. Debates about harmful content, misinformation, data privacy and platform accountability (and legislation such as the UK's Online Safety Act) are attempts to reassert citizen-interest regulation against powerful global platforms.
The citizen/consumer tension is acute online. Regulating platforms to protect citizens (from harmful content, misinformation, data exploitation) can conflict with free expression, market freedom and the platforms' commercial interests, and platforms often prefer self-regulation to statutory control. The difficulty of enforcing national rules against global corporations, and the tension between protection and freedom, make online regulation a live and contested area that an online CSP can illuminate - and a strong case for evaluating Livingstone and Lunt.
For analysis, the online industry should be read for its platform-and-data business model, its concentration, and the challenge of regulating it, with Curran and Seaton, Hesmondhalgh and Livingstone and Lunt applied and evaluated. Because online media are an in-depth form, the industry analysis should explain the product's design, representations and audience relationship through its industrial and regulatory conditions - showing how the pursuit of engagement and data shapes the participatory experience - the synoptic connection the study rewards.
Worked example

Regulating a global platform

Analyse the industry and regulation of a global social-media platform.

  1. 01Business model

    It is funded by user data and targeted advertising, designed to maximise engagement - the user's attention and data are the product.

  2. 02Concentration

    It is one of a few dominant global platforms (Curran and Seaton), managing risk and integrating at scale (Hesmondhalgh).

  3. 03Regulation

    Its global, convergent character strains national regulation (Livingstone and Lunt); legislation attempts to reassert citizen protection against its consumer/market interest.

  4. 04Evaluate

    Weigh the difficulty of regulating a global corporation against the need to protect citizens - the citizen/consumer tension in its sharpest form.

Result: The analysis explains the platform's data model, concentration and regulatory challenge with all three industry theories - the in-depth, evaluative online industry reading.

Exam focus

  • Analyse the platform-and-data business model and the concentration of the online industry with Curran and Seaton and Hesmondhalgh.
  • Apply and evaluate Livingstone and Lunt on the challenge of regulating global online platforms (citizen/consumer tension, convergence).

Typical mistakes

  • Assuming online media are free and open, missing the data-driven business model and the concentration of platform power.
  • Describing regulation debates without applying Livingstone and Lunt's citizen/consumer analysis.

Active revision

Analyse the business model and regulation of an online platform, applying Curran and Seaton and Livingstone and Lunt.

Active recall

Recall the key points — then reveal.

Sources: AQA AS and A-level Media Studies (7572) specification (AQA)

§ 05

Participatory audiences: Jenkins and Shirky#

●●●AdvancedLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Participatory audiences and their limits

Participatory audiencesGraph, users produce + consume (produsers) → communities + collective intelligence (Jenkins), communities + collective intelligence (Jenkins) → 'end of audience' (Shirky), but: unequal, corporate-owned, algorithm-shaped → 'end of audience' (Shirky)users produce +consume(produsers)communities +collectiveintelligence (J…'end ofaudience'(Shirky)but: unequal,corporate-owned,algorithm-shapedqualifies
Fig. 5Online audiences participate as produsers (Jenkins, Shirky), but within a concentrated, corporate, algorithmically shaped structure that qualifies the optimism.

Key points

Online media are the home ground of the participatory audience theories, and Jenkins and Shirky are the essential tools for the audience analysis. Jenkins's participatory culture describes how audiences actively create, share and remix content and form communities of 'collective intelligence' around media, poaching from texts to make their own meanings and works; Shirky's end-of-audience theory describes how digital networks turn former audiences into 'produsers' and replace the one-to-many broadcast model with a many-to-many one in which 'everybody' can participate. Online CSPs exemplify both.
Applied to an online product, these theories illuminate how the audience is not merely targeted but constitutive - the product often depends on user participation for its content and value. Users generate the content, drive the conversation, form the community and circulate the product; the 'audience' is producer, distributor and community all at once. This is a genuinely different audience relationship from the broadcast forms, and analysing it means attending to how the product invites, enables and depends on participation.
Gauntlett (identity) and uses and gratifications also apply, and Hall's reception theory still matters - users decode producer content variously - but the distinctive online audience insight is participation. The gratifications online media offer include not just information, identity, social interaction and diversion but the active pleasures of creating, contributing and belonging to a community, which the older audience models did not fully anticipate. The participatory theories capture these new gratifications.
Crucially, the participatory theories must be evaluated, not simply celebrated - and online media are exactly where their limits show. Participation is highly unequal (most users consume far more than they produce), it takes place on platforms owned and monetised by a few corporations that shape and exploit it (Curran and Seaton's scepticism), much participation is trivial or manipulated, and algorithmic curation channels attention. So the 'end of audience' is real but partial: audiences are more active and productive than ever, yet within a concentrated, corporate, data-driven structure that qualifies the optimism.
For analysis, online audiences should be read through Jenkins and Shirky (and Gauntlett, uses and gratifications and Hall), with the participatory character foregrounded and evaluated against the critical account of unequal, corporate-controlled participation. Because online media are an in-depth form, the audience analysis should connect to media language (participatory address), representation (users produce representation) and industry (the platform depends on and monetises participation) - completing the synoptic reading the extended responses require.
Worked example

Evaluating participation in an online product

Evaluate how far the audience of a participatory online product is genuinely active and empowered.

  1. 01Apply the participatory theories

    Jenkins: users form a creative community around the product; Shirky: they produce and circulate content as produsers - the product depends on them.

  2. 02New gratifications

    Users gain the pleasures of creating, contributing and belonging, beyond the older gratifications.

  3. 03The critique

    Participation is unequal (a few create, most consume), the platform is corporately owned and monetises the participation, and algorithms shape attention (Curran and Seaton).

  4. 04Judgement

    Conclude that the audience is genuinely more active and productive, but within a corporate, unequal structure - the 'end of audience' is real but partial.

Result: The analysis applies Jenkins and Shirky and evaluates them against the critical account, reaching a qualified judgement - the balanced online audience reading the top bands reward.

Exam focus

  • Apply Jenkins (participatory culture) and Shirky (end of audience/produsers) to how an online product depends on user participation.
  • Evaluate the participatory theories against unequal participation and corporate, algorithmically shaped platform control (Curran and Seaton).

Typical mistakes

  • Celebrating participation uncritically and ignoring its inequality and the corporate control of the platforms.
  • Neglecting reception (Hall) and the new participatory gratifications when analysing the online audience.

Active revision

Applying Jenkins and Shirky, evaluate how far the audience of an online product is an active participant rather than a passive consumer.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for media studies (Department for Education)

§ 06

Worked online CSP analysis#

●●●AdvancedLPAQA 7572/2 Online mediaLPDfE GCE Media Studies subject content

Online CSP analysis by framework area

Online CSP analysisGraph, the online CSP → language (interactive, participatory), the online CSP → representation (co-produced), the online CSP → industry (platform, data, regulation), the online CSP → audience (produsers), language (interactive, participatory) → judged: empowering or corporate power?, representation (co-produced) → judged: empowering or corporate power?, industry (platform, data, regulation) → judged: empowering or corporate power?, audience (produsers) → judged: empowering or corporate power?the online CSPlanguage(interactive,participatory)representation(co-produced)industry(platform, data,regulation)audience(produsers)judged:empowering orcorporate power?
Fig. 6An online CSP analysis runs the framework across the product with a participatory throughline, weighing optimism against the critical account, into a judged reading.

Key points

The online media in-depth study culminates in synoptic extended responses running the framework across the set online product(s), and the worked example below models the method on a representative product. Because the set products change with each specification cycle, the method is what matters: run the framework across the product, foreground convergence and participation, apply and evaluate the digital-turn theories, weigh them against the critical account, integrate context, and reach a judgement.
An online CSP analysis should be structured by framework area but held together by the participatory throughline. Analyse the product's media language (multimodal, interactive, participatory), its representations (co-produced, identity-focused), its industry (platform, data, concentration, regulation) and its audience (participatory produsers), showing at each stage how convergence and participation reshape the area. The participatory character is the connecting theme that makes the analysis of online media coherent and distinctive.
Theory and evaluation run throughout, with the digital-turn theories to the fore: Barthes and Baudrillard for the language, Gauntlett and the representation theorists for representation and identity, Curran and Seaton, Hesmondhalgh and Livingstone and Lunt for the industry, and Jenkins and Shirky for the audience. The essential evaluative move is to weigh the optimistic, participatory account against the critical account of concentrated, corporate, data-driven power - the central debate of the online-age study.
Context and connection give the analysis its synoptic depth. The product's contexts (technological, social, economic) explain its form; and the framework areas connect tightly online (participatory language enabling user representation, the platform industry depending on and monetising that participation, the audience as producer) so that the product is revealed as a participatory system rather than a fixed text. The judgement should weigh what the product reveals about media in the online age.
The worked example below models an integrated online CSP analysis structured by framework area, with the participatory throughline, theory, evaluation, context and a judgement. It is the template for the in-depth online media extended responses, and it demonstrates the point of the study: an online product, known across the framework with its theories and contexts, can be analysed to reveal how convergence and participation are transforming how media make meaning, represent the world, operate as industries and engage audiences - and how far that transformation is empowering or merely a new form of corporate power.
Worked example

Online CSP essay plan

Plan a synoptic analysis of a participatory online product across the framework. (Apply to your own current CSP.)

  1. 01Media language

    Analyse its multimodal, interactive, participatory language and mode of address (Barthes, Baudrillard).

  2. 02Representation

    Analyse its co-produced representations and the identities users construct (Gauntlett, Hall, and the gender/ethnicity theorists).

  3. 03Industry

    Analyse its platform business model, concentration and regulation (Curran and Seaton, Hesmondhalgh, Livingstone and Lunt).

  4. 04Audience and judgement

    Analyse its participatory audience (Jenkins, Shirky), weigh optimism against corporate control, integrate context, and judge what it reveals about the online age.

Result: A framework-structured plan with the participatory throughline, the digital-turn theories, evaluation, context and judgement - the model online CSP extended response, to apply to any current product.

Exam focus

  • Structure online CSP analysis by framework area with the participatory throughline, applying and evaluating the digital-turn theories.
  • Weigh the participatory optimism against the critical account of corporate power, integrate context, and reach a judgement.

Typical mistakes

  • Analysing an online product as a static text rather than a participatory system reshaped by convergence.
  • Celebrating participation without the evaluative counterweight of corporate, data-driven platform power.

Active revision

Plan a synoptic essay on an online product across the framework, foregrounding participation and evaluating the digital-turn theories.

Active recall

Recall the key points — then reveal.

Sources: GCE AS and A level subject content for media studies (Department for Education)

Contents

Section -- / 06

    • 01The online age: convergence and participation○
    • 02Media language online◐
    • 03Representation and identity online◐
    • 04The online industry and its regulation●
    • 05Participatory audiences: Jenkins and Shirky●
    • 06Worked online CSP analysis●

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Department for Education

  • GCE AS and A level subject content for media studies

AQA

  • AQA AS and A-level Media Studies (7572) specification

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