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MEDIA EMPIRE

Glossary of broadcasting terms

The words on the game's screens, as the game actually uses them. The numbers are today's settings.

Rating
The percentage of the whole viewing market that watched your channel in an hour. The average prime-time rating decides each night's league points. Ratings & audiences →
Share
Your part of the people who had the TV on at that hour. A low rating with a high share still means you won your slot. Ratings & audiences →
Prime time
19:00–23:00. The hours with the most viewers and the dearest advertising (×1.7), and the only hours that carry league points. Prime time →
Day part
The 20-hour broadcast day split into six: early morning, morning, daytime, early evening, prime time and late night. Each genre fits some day parts better than others. Prime time →
Schedule
Which programme airs in which hour. Empty hours are filled automatically just before air, and a weekly template can save a schedule for each day of the week. How to play →
Season
The 91-day competition period, 4 a year. When it ends, the table is settled and the board judges its objectives. Seasons & awards →
League points
3 for an outright prime-time win, 2 for a tie at the top (within 0.12 rating points), 1 for second. The season table is ranked on points. Prime time →
Big match
A night every 7 days when you face one rival head to head. Announced 3 days ahead; a win adds 3 league points. Prime time →
Lead-in
The viewers one hour's programme hands on to the next. Put a show after a strong one and it starts ahead. Prime time →
Audience group
One of 8 groups of viewers with different tastes — teens, 20s–30s, families, sports fans and so on. Each prefers different genres and hours. Ratings & audiences →
Freshness
How new a programme still feels. It drops every airing (rerun −10) and recovers with rest. News & Live never wear out. Ratings & audiences →
Word of mouth
What viewers say about a show. It rises when the show beats expectations and falls when promotion or stars promised more than it delivered. Ratings & audiences →
Awareness
How many people know a programme exists. Promotion raises it; every day without promotion lets it drift back to its baseline. Ratings & audiences →
CPM (ad price)
The price of an ad per thousand viewers. The actual quote multiplies in the day part, the advertiser's target fit, the programme's ad value and seasonal demand. Advertising →
Ad contract types
Spot, weekly, campaign (7–30 days), exclusive and performance-based. Every contract has a rating you must deliver. Advertising →
Penalty
What you pay when you deliver less rating than promised, in proportion to the shortfall. An advertiser you failed stays away for a while. Advertising →
Upfront & make-good
Selling a season's advertising in advance, at a discount, against a guaranteed rating. Miss it and you owe free spots — make-goods. Advertising →
Ad load & mid-rolls
How much advertising you run per day and in prime time; over the allowance, the regulator fines you. Mid-roll breaks are allowed in shows of 30+ minutes, up to 6. Advertising →
Board confidence
How much the board trusts you. It starts at 55; below 28 is a warning, below 12 gets you dismissed at the season end. Board & mandate →
Mandate
The one big goal you are given at the start — prime-time titles, an average prime rating, company value or awards. You have 16 seasons to deliver it. Board & mandate →
Dismissal
Reach a season end below the dismissal line and management is replaced. The first time you continue from 48 confidence; the second time the run is over. Board & mandate →
Broadcast rights
The right to air an event. Every station buys in the same auction, which closes 2 days before air; the winner pays the second-highest bid plus a minimum increment. Sports rights →
Awards & entries
The 6 ceremonies on the calendar. Pay the entry fee to put up one programme per category that aired 4+ times in the past year. Seasons & awards →
Brand reputation
How trusted and respected your station is. Advertisers and talent read it, and juries and board objectives count it. Board & mandate →
The desk
Where questions and offers to your station land. Leave one unanswered past its deadline and the chance is gone. How to play →
Daily call
One decision card each morning: the biggest call of the day out of 9 kinds, from going all-in on a big match to a breaking-news special or a season renewal. How to play →
Runway
How many days your cash will last. Under 25 days you get a warning, under 10 a critical alert. Money →
Emergency credit
A one-off ₩100M bank loan when your cash runs out. Run dry again after it and you are bankrupt. Money →
Rival station
One of the 3 AI stations competing for the same viewers, under the same rules, prices and public information as you. Rival stations →
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