media and society

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73 Terms

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Advertising One-way persuasive communication using mass media to create awareness and associate products with desirable meanings

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Advertising
One-way persuasive communication using mass media to create awareness and associate products with desirable meanings
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Marketing
Relationship-based, often two-way communication focused on long-term customer interaction
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Advertising vs. Marketing
Advertising relies on mass media and awareness; marketing relies on data, personalization, and relationships
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Brand advertising
Non-personalized advertising focused on brand identity rather than direct sales
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Direct marketing
Personalized, one-to-one communication aimed at immediate response (email, coupons, mail)
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Segmentation
Dividing audiences into groups based on shared characteristics
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Geographic segmentation
Grouping audiences by location
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Demographic segmentation
Grouping audiences by age, gender, income, education
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Psychographic segmentation
Grouping audiences by values, lifestyle, attitudes
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Behavioral segmentation
Grouping audiences by actions, usage, or consumption patterns
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Personalization
Media content tailored to individuals using personal data
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Personalization vs. surveillance
Personalization targets individuals; surveillance sorts populations by risk and worth
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Surveillance
Systematic collection and analysis of personal data to manage populations
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Social sorting
Categorizing people through surveillance systems in ways that affect life chances
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Algorithmic subjectivity
Seeing oneself through data-based institutional categories
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Organizational identity
How institutions define individuals (consumer, student, patient)
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Self-identity
How individuals understand themselves
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Data double
A digital profile created from collected personal data
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Ratings
Measurements of audience size used to sell advertising
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Audience fragmentation
Splintering of audiences across many platforms and channels
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Consolidation of media ownership
Concentration of media companies into fewer corporate owners
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Abuse of market power
When dominant companies harm competitors or users
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Anti-trust law
Laws designed to prevent monopolies and promote competition
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Market failure
When profit-driven markets fail to provide socially valuable content
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Real-time advertising exchanges
Automated auctions that sell ads based on user data in real time
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Automatic ad buying
Computerized systems that place ads instantly using data profiles
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Digital communication
Communication based on digitized data
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Digital sampling rate
The frequency at which analog signals are converted into digital data
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Interactivity
The ability for users to respond to or influence media content
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User-to-user interaction
Communication between people via technology (social media, texting)
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User-to-system interaction
Interaction between users and machines (gaming, streaming)
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Hybrid interactivity
Combination of user-to-user and user-to-system interaction
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Emphatic media
Media using AI to simulate emotion and care
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Parasocial interaction
One-sided emotional relationships with media figures or characters
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The definition of media
Institutionally based and technologically supported systems organizing culture and information
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Media convergence
The merging of media industries, platforms, and technologies
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The Internet as a modified print medium
Early internet resembled print: text-based, decentralized, user-controlled
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Web 1.0
Static websites with passive users and limited interactivity
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Web 2.0
Interactive web enabling social media and user-generated content
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Web 3.0
Speculative stage involving AI, automation, and deeper personalization
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User-generated content
Content created by users rather than institutions
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Engagement
Long-term interaction and relationship with a platform
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Facebook engagement
Facebook’s ability to keep users interacting over time
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Facebook’s four selling points
Reach, relevance, engagement, and social context
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Social media entertainment
Integration of social media platforms with entertainment industries
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Social Media Entertainment 1.0
Competition between social media and legacy media for ad revenue
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Social Media Entertainment 2.0
Coordination and consolidation of social and legacy media
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Reality shows in social media
Pathway from online fame to traditional entertainment
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Filter bubble
Algorithmic isolation from diverse viewpoints
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Statistically-significant correlation
A relationship unlikely due to chance but not proof of causation
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Problematic TikTok use
Obsessive use marked by escapism and lack of control
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TikTok mental health findings
Positive correlations with anxiety, depression, and stress
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Mass society
A society with weakened traditional social ties and centralized institutions
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Surveillance society
A society organized around data collection and monitoring
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Privacy vs. social sorting
Privacy concerns personal control; social sorting concerns inequality
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Algorithmic bias
Bias introduced when algorithms reflect existing social inequalities
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Predictive policing
Use of data to predict crime risk
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Public media
Media funded to serve public interest rather than profit
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Public vs. commercial media
Public media emphasize education; commercial media emphasize popularity
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Funding public media
License fees, taxes, limited advertising
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Corporation for Public Broadcasting
U.S. organization that funds public broadcasting
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Market failure and public media
Public media exist because commercial markets neglect some audiences
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The Turing Test
A test of whether machines can convincingly appear human
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Emotional Turing Test
Whether machines can convince users they care
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Therapy bots
AI designed to provide mental health support
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Best friend bots
AI companions simulating friendship
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Intimate partner bots
AI designed to simulate romantic relationships
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Eldercare robots
AI used to assist aging populations
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