Media Types, Audience Models, and Effects in Communication

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100 Terms

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media

collective term, content produced for lots of ppl to consume

- see, read, listen

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medium

ONE form of media

- sender -> medium -> reciever

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mass communication

mediated messages transmitted to large, widespread audiences

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mediated communication

anything that isn't face-to-face, use of media to transit message

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interpersonal communication

between two or more people

- source: individual & involves interaction

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print media

newspaper, magazines,

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electronic media

radio, television, and the internet

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old media

traditional, old, legacy media

- newspapers, radio, tv, film and magazines

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new media

online, on-demand, interactive

- internet

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four models of the audience

1. audience-as-outcome

2. audience-as-agent

3. audience-as-mass

4. audience-as-producers

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audience-as-outcome

What does media DO to people?

- Audiences r passive, susceptible to (usually detrimental) effects

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audience-as-agent

What do people DO WITH media?

- audiences r free to choose, unique interpretations & meanings, reflexive

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audience-as-mass

- What media do people CONSUME? (technology, print)

- audiences r lrg, scattered, anonymous

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audience-as-producers

audiences r not just receivers but also PRODUCERS of content

- not part of webster's original models

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media effects

audience as outcome, social scientific approach

explains how media influences

- cognition/beliefs

- attitudes: like/dislike

- behavior

- physiology: physical effects

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four phases of media effects

strong, weak, moderate, negotiated

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strong effects

media is seen as all-pwrful

- during industrialization era w/ film, radio, tv, & propaganda

- based in behaviorism: (stimulus-response)

1. stimulus: media, society is fragmented & media is the only source of info

2. response: audience, individuals seen as weak, passive, easily manipulated

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hypodermic needle theory

mass media messages r pwrful & can be "injected" to a passive audience

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weak effects

media;s effects r indirect

- stimulus -> organism -> response

1. stimulus: media content

2. organism: individual's psychological factors, social factors

3. response: audience's response

ex: 2-step flow model: media -> influences opinion leaders -> influences others

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moderate effects

strong effects rediscovered but not as strong as phase 1, greater focus on cognitive & long-term effects

- ex: agenda setting & cultivation theory

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agenda setting

the power of the media to bring public attention to particular issues and problems, how media prioritizes issues

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cultivation theory

long-term exposure to media shapes viewers' perception of reality

- mean-wrld syndrom

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negotiated/transactional effects

users & media r pwrful, media competes w/ other sources of info & users r free to decide

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content analysis

a research technique for the objective, systematic, and quantitative description of the manifest content of communication

- a scientific way to describe the content of media message

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sample

what messages r included in the analysis, the message being analyzed

- subsample, random

- prt of content analysis

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units of analysis

what units of content will be coded, the what or whom being studied

- prt of content analysis

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categories

what message is is coded for, groups or classes of things

- prt of content analysis

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content analysis benefits

- good for describing content

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content analysis drawbacks

- no insight into effects

- resource-heavy & takes long time

- not as good for describing ppl

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sample survey

A survey to collect data on a sample, good for describing ppl & relationships between variables

- Cross-sectional survey

- longitudinal survey

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longitudinal survey

collect data multiple pts in time

- types

1. trend: follow diff ppl, same life stage at measurement

2. panel survey: follows same ppl over time

3. cohort survey: like panel but w/ diff ppl

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Cross-sectional survey

collects data at one point in time

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trend survey

follow diff ppl, same life stage at measurement

- ex: freshmen in 2024, freshmen in 2025, freshmen in 2026

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panel survey

a survey that tracks the same respondents over time

- ex: freshmen in 2024, same students now sophomores, same students now juniors

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cohort survey

like panel, but w/ diff ppl

- freshmen in 2024, sophomores 2025 students but not from same sample in 2024, juniors in 2026 but diff ppl from 2024 & 2025 grp

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casual relationship

cause and effect relationship

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casual relationship critieria

1. statistical relationship: correlation

- positive: V1 increases, V2 increases

-negative: V1 increases, V2 decreases

2. time-order: cause comes before effect

3. non-spuriousness: relationship isn't caused by a 3rd variable

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survey benefits

- get insight into current trends & opinions

- can provide some evidence for causal relationship

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survey drawbacks

- can't exclude 3rd variable explanation

- assumes ppl r able & willing to respond accurately & truthfully

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experiment

gathers data under controlled conditions

- independent variable

- dependent variable

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dependent variable

The outcome factor; the variable that may change in response to manipulations of the independent variable.

- hypothesized effect

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independent variable

The experimental factor that is manipulated; the variable whose effect is being studied.

- hypothesized cause

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experiment benefits

meets 3 criteria for casual relationships

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experiment drawbacks

external validity: carefully controlled setting vs. real world

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epidemiological approach (observation)

observing connections between variables in natural settings

- benefits: when experiments would be considered unethical

drawbacks: can't rule out 3rd variable, helps provide converging evidence for other types of studies

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selective exposure

1. systematic bias in audience composition for a given medium or message 2. selected messages that diverges from composition of accessible messages

- when individuals search for information and show systematic preferences towards ideas that are consistent, rather than inconsistent, with their beliefs

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surveillance motivation

outsmarting opponents, enjoy following statistical trends

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arousal motivation

enjoy thrill of winning, less interest in stats

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How has technology impacted selective exposure?

- antenna, cable -> more channels -> more options

- time-shifting ability to record tv shows & watch later -> skip & chose to when & how to watch things

- internet era: social media & user-generate content -> easier way to find what we're looking for , traditional media adapted to new media

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Herta Herzog's research (U&G)

studied women's response to daytime radio series & found:

- few differences between listeners & nonlisteners

- identified gratification & listening

- one of the 1st to examine y programs appealed to ppl

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How is the uses and gratifications approach different from media effects research

it reverses the traditional media-audience relationship

- stimulus (media) <- response (audience)

functional perspective on audience activity, seeks to understand Y ppl do what they do

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5 assumptions of uses & gratifications

1. audiences r active

2. media use is goal-directed (satisfies need or desire)

3. mass media compete w/ other sources

4. audience mmbrs r aware of needs & motivation

5. scholars don't make value judegemnt

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takeaways of Katz et al.

- came up w/ list of 5 needs

- diff media fulfilled diff needs

- social contacts & connections were more gratifying than the mass media

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instrumental audiences

search for specific content, seek info in a purposive way

- greater care & selectivity

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ritualized audiences

use tv habitually w/ particular prgram not important, (should have a goal such as used to consuming time, diverson, used for background noise)

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criticisms of the uses and gratifications approach

- constructs (needs that are the building blocks of a theory) not clearly defined

- descriptive, not predictive

- assumes awareness of motives

- use of surveys

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main criticisms of the uses and gratifications approach

early studies focused on identifying needs but had a lot of remaining ?s such as:

- where do needs come from

- were the needs gratified

- how do expectations shape future media use

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expectancy-value theory

beliefs + evaluation informs behavior

- beliefs/ expectancy: what u think will happen

- evaluation: how u feel about it

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GSGO model

applies Expectancy Value to media choice & has 3 components

1. beliefs: perceived contingency between media-related behavior & a particular outcome

2. gratification sought (GS): media use motivation

3. gratification obtained (GO): what u actually get

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GSGO model predict

informs expectations

- if GS=GO -> more likely to return

- ex: if u go shopping for ur grocery list n find that specific item ur likely to return to that store

- if GS doesnt = GO -> likely to go elsewhere

- ex: if u don't find that specific item ur gonna go elsewhere

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GSGO Contributions/findings

moderately strong correlation (.40-.50 between GS & GO)

- supports the idea of feedback loop

- added more specificity to U&G

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GSGO Limitations

- reliance on self-report, assume awareness & cognition-focused

- focus on individual (no consideration of structure )

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Types of beliefs

descriptive, informational, inferential

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descriptive beliefs

direct experience w/ message

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informational beliefs

info about message from outside sources

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inferential beliefs

based on characteristics on message

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mood management theory

driven by hedonistic motives (we want to feel good) media is selected to enhance moods & optimize arousal

- internal motives: not necessarily a conscious process, no particular goal

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Aspects of media content that predict effect

1. excitatory potential

2. absorption potential

3. semantic affinity

4. hedonic valence

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excitatory potential

effect on arousal lvl

- arousal dimesnion (intensity): when ppl want something exciting they watch action or calm & relaxing that watch something of that vibe

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absorption potential

Ability to capture attention of media users and suppress rumination on origins of given mood

- high absorbing material -> more effective mood alterations

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semantic affinity

the overlap between current media content and media user's affective state

- high SA = unlikley to alter mood

- ex: sad mood + sad music = still sad mood

- low SA - not similar to mood u were initially feeling

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hedonic valence

positive vs negative tone media has

- negative = sad tone

+ postive = happy tone

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advantages of MMT

explains selective exposure driven by nonconscious process

- more specific, testable prediction than U&G

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limitations of MMT

- doesn't explain y we week - valenced media (sad movies, music, horror)

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social cognition

The study of how people make sense of themselves & others

- not a single theory

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accessibility

how easily a concept is activated from memory

- chronic repeatedly exposing urself to info & its made prominent

- or temporary

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schema

Cognitive structure, represents knowledge about a concept or type of stimulus, including its attributes and the relations among those attributes.

- encodes new info

- inferences where info is missing

- interpretations of new situations

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node

represent concept, each circle

<p>represent concept, each circle</p>
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associative pathways/networks

connects meaningfully similar concepts

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Schema types

1. persona schemata

2. self-schemata

3. role/social schemata

4. event schemata/scripts

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persona schemata

focused on specific individuals or ppl in general

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self-schemata

cognitive representations of the self; one's sense of one's own characteristics

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role/social schemata

general knowledge about how people behave in certain social situations

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event schemata/scripts

appropriate well-known sequence of events, focused on patterns of behavior that should be followed for certain events

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determinants of concept accessibility

1. frequency of construct activation

2. more effortful processing

3. recency of construct activation (priming)

4. spreading activation

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spreading activation

Occurs when one item brought into working memory triggers an activation of related memory

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priming

the activation, often unconsciously, of particular associations in memory

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implications for audiences & schema

- schema can affect processing & interpretations of content

- Programmers use stereotypes & role schemas in programming

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mass media 4 characteristics

1. audience: lrg, heterogeneous, anonymous

2. process: message communicated thro medium

3. source: insititutional & organizational

4. economic function: hold attention for advertisers (large audience = more ad revenue)

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social comparison theory

we compare ourselves to others

- this is incorporated into our self-schema

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upwards comparison

Comparing ourselves to those who r in a positive situation

- we look up to them

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downward comparison

compare ourselves to others who r in a negative situation

- we look down on them

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Social identity theory & assumption

1. we engage in social categorization

2. social category can become salient (top of mind) depending on the situation

3. we engage in social comparison: compare in-grps to out-grps

4. want to achieve positive distinctiveness: in-grps perceived more favorably than out-grps

5. social identity: can be + or - but affects self-esteem

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Social identity model predicitions

1. social categories influenced by media

2. exposure to media content makes an in-grp salient (important)

3. media can initiate social comparison processes

4. we can use media to achieve a + social identity & increase self-esteem

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self-categorization theory

personal & social identity, people categorize themselves, along with each other into groups, favoring their own group.

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self-categorization predictions

1. self-categorization

2. salience

3. depersonalization: self-perception dominated by social identity when social identity becomes salient

4. individuality/personalization: self-perception determines by personal identity

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identification

an imaginative process that watcher adopts perspective of character (understands them & their motives), internalizes & shares goals w/ character

- empathy

- absorption (loss of self-awareness)

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What makes identification more likely

1. narrative genres

2. similarity to media character

3. duration of familiarity

4. perceived realism

5. audience personality (empathy)

6. character attractiveness

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Effects of Identification

- greater enjoyment

- greater impact

- Reduced stereotyping / more + attitudes towards outgroup bias

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parasocial interactions

emotions, thoughts, & actions that occur during exposure to a media performer & that r geared toward performers

- happeds DURING media exposure

- temporary (ex: talking to a screen)