How do the newspaper, radio, video game and film industries studied in Component 1 Section B work?
Media industries set products: applying the industries framework to the Component 1 Section B forms (newspapers, radio, video games and the film industry), understanding their ownership, funding, production, distribution and regulation, and building an industry fact file on each set product.
An Eduqas GCSE Media Studies guide to the Component 1 Section B industries: how the newspaper, radio, video game and film industries work in terms of ownership, funding, production, distribution and regulation, and how to build an industry fact file on each set product (confirm the current list with your centre).
Reviewed by: AI editorial process; not yet individually human-reviewed
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What this dot point is asking
Component 1 Section B applies the media industries framework to a set of forms and products: newspapers, radio, video games and the film industry. This dot point covers how each of these industries works, in terms of ownership, funding, production, distribution and regulation, and how to build an industry fact file on each set product so you can answer questions on it. The set products change by series, so the skill is to apply the framework to whichever products Eduqas sets, confirmed by your centre.
The four Section B industries
Each industry has its own characteristics, and you should be able to apply the framework to all four:
- Newspapers. Often owned by large groups, funded by sales, advertising and increasingly online subscription and digital advertising, distributed in print and online, and regulated through the press complaints system. The set product is a specific newspaper studied across print and digital.
- Radio. Includes public service radio (the BBC, funded by the licence fee, with a remit) and commercial radio (funded by advertising), distributed over the air and online, and regulated by Ofcom. The set product is a specific radio programme.
- Video games. A large global industry, often funded by sales, in-game purchases and subscription, distributed through consoles, app stores and digital platforms, and rated by PEGI. The set product is a specific game.
- Film industry. Spans large studios and conglomerates, funded by box office, streaming and home release, distributed through cinema and streaming with heavy marketing, and classified by the BBFC. The set product is a specific film studied for industry and audience.
Building an industry fact file
For each set product, build a fact file that lets you answer any industry question.
- Ownership. Who owns and controls it (public service or commercial, independent or conglomerate).
- Funding. How it is funded (sales, advertising, subscription, the licence fee, public funding) and how this shapes it.
- Production and distribution. How it is made and how it reaches its audience across platforms.
- Regulation. Which regulator or system applies and how it shapes the product.
- Audience. Who it targets and how it reaches and addresses them.
The fact file is your insurance: whatever the question asks, you have the industry knowledge ready to apply.
Confirming the set products
Because the products change, the framework is what stays constant. Knowing how to read an industry, rather than memorising one product, is what protects you when the set list updates.
Worked example
How this is examined
These industries are examined in Component 1 Section B, with questions on ownership, funding, distribution, regulation and audiences, applied to the set products. The reliable approach is to build an industry fact file on each current set product and apply the framework precisely to whatever the question asks. Always confirm the current set products with your centre, because the list is updated by bulletin.
Try this
Q1. Explain how a set newspaper product funds itself and reaches its audience. [6 marks]
- What the marker wants. Funding (sales, advertising, online subscription and digital advertising) and distribution (print and online) linked to the named set product and its audience (AO2).
Q2. Explain which regulator applies to one of the industries you have studied and how it shapes the product. [5 marks]
- Cue. Name the correct regulator (Ofcom, PEGI, BBFC, the press complaints system) and explain its effect on the set product's content and access (AO2).
Exam-style practice questions
Practice questions written in the style of WJEC Eduqas exam questions on this dot point, with worked answer explainers. The year tag is the paper they imitate, not the source.
Eduqas C680QS 20228 marksExplain how the newspaper industry reaches and funds itself, with reference to a set product. (Component 1 Section B, media industries, AO1 and AO2.)Show worked answer →
A media industries question on a set form, blending AO1 (the industry) and AO2 (application to a set product). Markers reward an account of funding and distribution linked to a named product.
Method: explain how newspapers are funded (sales, advertising, and increasingly online subscription and digital advertising), how they are owned (often by large groups) and how they are distributed (print and online). Then apply this to the set newspaper product, explaining how it funds itself and reaches its audience across print and digital.
The top band links ownership, funding and distribution to the specific set product and its audience, rather than describing the industry in general. Always answer on the current set product confirmed by your centre.
Eduqas C680QS 20238 marksExplain how regulation and ownership affect one of the industries you have studied. (Component 1 Section B, media industries, extended response.)Show worked answer →
A media industries question applying regulation and ownership to a set industry, marked across AO1 and AO2. Examiners reward a clear link from ownership and regulation to the product.
Structure: choose an industry (radio, video games, film or newspapers) and explain its ownership (public service or commercial, independent or conglomerate) and its regulation (Ofcom for radio, PEGI for games, the BBFC for film, the press complaints system for newspapers). Then explain the effect on the set product.
Develop. The top band links ownership and regulation directly to decisions about the set product's content, audience and reach, with detail, rather than describing the systems abstractly. Confirm the current set products with your centre.
Related dot points
- Media industries: ownership and funding, including conglomerates and concentration of ownership, the difference between public service media and commercial media, the main funding models (advertising, subscription, sales, licence fee, public funding), and how ownership and funding shape products.
An Eduqas GCSE Media Studies guide to ownership and funding in the media industries framework: conglomerates and concentration of ownership, public service versus commercial media, the main funding models, and how ownership and funding shape what products are made.
- Media industries: the processes of production, distribution and circulation, including how products are made and marketed, the role of distribution and exhibition platforms, the importance of marketing and promotion, and how digital distribution has changed how products reach audiences.
An Eduqas GCSE Media Studies guide to production, distribution and circulation: how media products are made and marketed, the role of distribution and exhibition platforms, the importance of promotion, and how digital distribution has changed how products reach audiences.
- Media industries: the regulation of media products, why regulation exists (protecting audiences, standards, harm), the main UK regulators and systems (the BBFC for film, Ofcom for broadcast, the press complaints system, PEGI age ratings for games), and the debate between regulation and freedom.
An Eduqas GCSE Media Studies guide to media regulation: why the media are regulated, the main UK regulators and systems (the BBFC, Ofcom, the press complaints system, PEGI), how age ratings and standards work, and the debate between regulation and freedom.
- Media industries: technological change and convergence, how digital technology has changed production, distribution and consumption, the convergence of media forms and devices, the importance of cross-media products and synergy, and how technology has shifted power between producers and audiences.
An Eduqas GCSE Media Studies guide to convergence and technology: how digital technology has changed production, distribution and consumption, the convergence of media forms and devices, cross-media products and synergy, and how technology has shifted power between producers and audiences.
- Representation: how the media represent events, issues and places, especially in news and factual products, the role of selection, bias and viewpoint, and how the same event or place can be represented very differently to encode different values.
An Eduqas GCSE Media Studies guide to the representation of events, issues and places: how news and factual products select and frame events, the role of bias and viewpoint, and how the same event or place can be represented differently to encode different values.
Sources & how we know this
- Eduqas GCSE Media Studies (C680QS) specification — Eduqas (WJEC) (2023)
- Eduqas GCSE Media Studies set products and bulletins — Eduqas (WJEC) (2025)