R093 TA4: Distribution Platforms and Media
How a finished product reaches its audience, what each platform demands in return, and why the platform is a design decision rather than an afterthought.
Physical and online distribution
| Physical | Online | |
|---|---|---|
| Examples | Print, DVD and Blu-ray, USB, cinema, billboards, packaging | Websites, streaming, downloads, social media, apps, email |
| Reach | Limited by logistics and geography | Global and immediate |
| Cost | Manufacturing, storage, shipping, retail margin | Hosting and bandwidth, usually far lower |
| Updating | Impossible once produced | Can be corrected or replaced at any time |
| Audience data | Almost none | Detailed analytics |
| Permanence | The object persists and needs no power | Depends on a service continuing to exist |
| Accessibility | Fixed; large print must be a separate version | Resizable text, captions, screen readers |
Why physical has not disappeared
A billboard reaches people who have blocked every advert online. Packaging is the only medium that reaches a customer at the moment of choosing. Print still carries authority that a web page does not. Questions offering a choice between physical and online usually want you to recognise that the answer depends on where the audience actually is.
Online can be fixed after publication, print cannot. That single fact changes how much checking, proofing and sign off a print project needs, and it is worth saying in any comparison.
Platforms and what they demand
Each platform imposes its own requirements, and a product that ignores them underperforms however good it is.
| Platform | Demands |
|---|---|
| Website | Responsive layout, fast loading, SEO, accessibility, HTTPS |
| Social feeds | Correct aspect ratio per platform, captions, the point made in the first seconds, native upload rather than a link |
| Video on demand | High bit rate master, thumbnail artwork, subtitle files, metadata |
| Streaming music and podcasts | Correct loudness, episode artwork, RSS metadata, chapters |
| App stores | Store artwork, screenshots, age rating, privacy declaration, review process |
| Small images, alt text, a plain text fallback, an unsubscribe link | |
| CMYK, 300 ppi, bleed, trim and safe margins, press deadline | |
| Broadcast | Technical delivery specification, loudness standards, compliance review |
Streaming compared with downloading
| Streaming | Downloading | |
|---|---|---|
| Playback | Starts almost at once | Must finish first |
| Storage used | Very little | The whole file |
| Needs a connection | Continuously | Only while downloading |
| Control | The platform keeps the file | The user holds a copy |
| Suits | Watch once content, live, discovery | Offline use, repeat listening, archiving |
Choosing and comparing platforms
A platform decision answers four questions:
- Where is the audience already? Reaching them is cheaper than moving them.
- What does the product need to do there? Be watched muted, be read slowly, be acted on immediately.
- What does the platform cost? In money, in production work, and in the cut it takes.
- How will success be measured? Views, completion rate, click through, sales, enquiries.
Multi-platform campaigns
Most real campaigns run on several platforms at once, with a different cut or crop for each. That is not laziness; it is matching the asset to the context. The things to keep constant are the message, the palette and the logo. The things to change are the aspect ratio, the length and the call to action.
Advantages and drawbacks worth having ready
| Online | |
|---|---|
| Advantages | Global reach, low cost, measurable, updateable, interactive, shareable |
| Drawbacks | Easy to pirate, depends on connection, enormous competition for attention, platform rules can change without notice |
| Physical | |
|---|---|
| Advantages | Tangible, no device needed, reaches ad blocked audiences, authority, collectable |
| Drawbacks | Manufacturing and distribution costs, slow, cannot be corrected, limited reach, environmental impact |
Questions asking which platform is "most appropriate" are marked on the justification, not the choice. Name the platform, tie it to where the audience is, say what the product must do there, and acknowledge one drawback and how you would handle it.
- Compare platforms on the same measures: reach, cost, control and interaction. Choose by matching them to the brief and the audience.
Key terms you must be able to define
- Distribution
- The process of getting a finished media product to its audience.
- Physical distribution
- Delivery through tangible media such as print, disc or packaging.
- Streaming
- Playing media as it arrives over a network, without storing the whole file.
- Downloading
- Transferring a complete file to a device before it is used.
- Responsive design
- A layout that adapts to the screen size it is viewed on.
- Native upload
- Posting a video directly to a platform rather than linking to it elsewhere.
- Multi-platform
- Releasing a product across several platforms, adapted for each.
Flashcards
Say the definition out loud before you flip the card. Retrieving it from memory is what builds recall, reading it again is not.
Reach the top grade on this topic
Comparison questions need a judgement, not a list. Two balanced paragraphs ending with "therefore" and a reason will outscore six bullet points. Name the audience, name the platform, name one drawback, and say how you would manage it.
Mistakes that cost marks here
- Listing advantages of online distribution without saying who the audience is.
- Treating physical distribution as obsolete when it still reaches audiences online cannot.
- Posting the same crop of a video to every platform.
- Forgetting that print cannot be corrected after it is printed.
- Describing streaming as the same thing as downloading.
- Ending a 'which is most appropriate' question without actually choosing.
A film released in cinemas, on disc, on a subscription service and on broadcast television is the same film four times over, and each release has different artwork, a different length of advertising campaign and sometimes a different edit.
Knowledge check
Exam-style questions
Five written questions in the style of the real paper. Write a full answer, then let the marker check it against the mark scheme.
- LOne valid advantage
- LA second, different valid advantage
It reaches a global audience immediately rather than being limited by distribution, and it can be corrected or updated after publication.
- LStreaming begins playing before the whole file arrives
- LDownloading requires the file to transfer first
- LStreaming uses little storage and needs a continuous connection
- LDownloading stores the file and allows offline use
Streaming begins playing almost as soon as it starts arriving, because only a small buffer is needed before playback, whereas a download has to transfer completely before it can be watched. Streaming also uses almost no storage on the device but needs a continuous connection throughout, so it fails on a weak signal, while a download occupies the full file size on the device and can then be watched offline as many times as the user likes.
- LA platform suited to the older local audience is named
- LJustified by where that audience actually is
- LA second platform is named
- LJustified for a different part of the audience or purpose
- LThe theatre's own website or booking route is addressed
- LA drawback is acknowledged and managed
The theatre should lead with print and local press, because its most frequent attenders are over 70 and that audience is reliably reached by a posted season brochure, a local newspaper listing and posters in the town, whereas a social media campaign would largely miss them. Print also carries an authority this audience responds to, and a brochure sits on a kitchen table for weeks, which a post does not. Alongside that it should run email to its existing mailing list, which is the cheapest route to people who have already bought tickets and the easiest to measure, and social media to reach a younger local audience it does not currently have, using short vertical video of rehearsals rather than a photograph of a poster. All of these should point to one place: the theatre's own website, where the booking happens, because every platform's job is to move someone to the box office rather than to be admired. The obvious drawback of the print led approach is cost and inflexibility, since a brochure cannot be changed once printed and a date change would make it wrong; the theatre should therefore keep performance dates on the website as the authoritative source and print only what is genuinely fixed.
- LAn advantage of digital distribution
- LA drawback of digital distribution
- LAn advantage of physical distribution
- LA drawback of physical distribution
- LUpdating or patching is addressed
- LThe audience or market is considered
- LA clear recommendation is made
- LThe recommendation is justified against the drawbacks raised
Digital distribution is the stronger default for a games studio. There is no manufacturing, no stock and no shipping, so the cost of reaching one more customer is effectively zero, the title is available globally the moment it launches, and the studio gets sales and play data it could never obtain from retail. Crucially, a digital title can be patched, which matters enormously for games because balance problems and bugs surface only when thousands of people play at once. The drawbacks are real: the store takes a substantial percentage of every sale, the game competes for visibility against thousands of others on the same storefront, a large download excludes players on slow or capped connections, and players own a licence rather than a copy they can lend or resell. Physical release answers some of those. A box on a shelf is itself advertising, it can be bought as a gift, which matters for a title aimed at younger players whose purchases are made by someone else, and it supports collector's editions that earn far more per unit than a digital copy. It also works for players with poor connections. Against that, discs cost money to press, distribute and warehouse, unsold stock is a loss, lead times mean the content is locked weeks before launch, and the disc almost always needs a day one patch anyway, which undercuts its main practical advantage. The recommendation is to launch digitally everywhere as the primary route, and to produce a limited physical edition aimed at collectors and the gift market rather than a mass retail print run. That keeps the economics and the patching flexibility of digital while capturing the shelf presence and the higher margin of physical, and it keeps the risk of unsold stock small, which is the drawback of physical distribution that would actually hurt a small studio.