1/99
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
media
collective term, content produced for lots of ppl to consume
- see, read, listen
medium
ONE form of media
- sender -> medium -> reciever
mass communication
mediated messages transmitted to large, widespread audiences
mediated communication
anything that isn't face-to-face, use of media to transit message
interpersonal communication
between two or more people
- source: individual & involves interaction
print media
newspaper, magazines,
electronic media
radio, television, and the internet
old media
traditional, old, legacy media
- newspapers, radio, tv, film and magazines
new media
online, on-demand, interactive
- internet
four models of the audience
1. audience-as-outcome
2. audience-as-agent
3. audience-as-mass
4. audience-as-producers
audience-as-outcome
What does media DO to people?
- Audiences r passive, susceptible to (usually detrimental) effects
audience-as-agent
What do people DO WITH media?
- audiences r free to choose, unique interpretations & meanings, reflexive
audience-as-mass
- What media do people CONSUME? (technology, print)
- audiences r lrg, scattered, anonymous
audience-as-producers
audiences r not just receivers but also PRODUCERS of content
- not part of webster's original models
media effects
audience as outcome, social scientific approach
explains how media influences
- cognition/beliefs
- attitudes: like/dislike
- behavior
- physiology: physical effects
four phases of media effects
strong, weak, moderate, negotiated
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
hypodermic needle theory
mass media messages r pwrful & can be "injected" to a passive audience
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
moderate effects
strong effects rediscovered but not as strong as phase 1, greater focus on cognitive & long-term effects
- ex: agenda setting & cultivation theory
agenda setting
the power of the media to bring public attention to particular issues and problems, how media prioritizes issues
cultivation theory
long-term exposure to media shapes viewers' perception of reality
- mean-wrld syndrom
negotiated/transactional effects
users & media r pwrful, media competes w/ other sources of info & users r free to decide
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
sample
what messages r included in the analysis, the message being analyzed
- subsample, random
- prt of content analysis
units of analysis
what units of content will be coded, the what or whom being studied
- prt of content analysis
categories
what message is is coded for, groups or classes of things
- prt of content analysis
content analysis benefits
- good for describing content
content analysis drawbacks
- no insight into effects
- resource-heavy & takes long time
- not as good for describing ppl
sample survey
A survey to collect data on a sample, good for describing ppl & relationships between variables
- Cross-sectional survey
- longitudinal survey
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
Cross-sectional survey
collects data at one point in time
trend survey
follow diff ppl, same life stage at measurement
- ex: freshmen in 2024, freshmen in 2025, freshmen in 2026
panel survey
a survey that tracks the same respondents over time
- ex: freshmen in 2024, same students now sophomores, same students now juniors
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
casual relationship
cause and effect relationship
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
survey benefits
- get insight into current trends & opinions
- can provide some evidence for causal relationship
survey drawbacks
- can't exclude 3rd variable explanation
- assumes ppl r able & willing to respond accurately & truthfully
experiment
gathers data under controlled conditions
- independent variable
- dependent variable
dependent variable
The outcome factor; the variable that may change in response to manipulations of the independent variable.
- hypothesized effect
independent variable
The experimental factor that is manipulated; the variable whose effect is being studied.
- hypothesized cause
experiment benefits
meets 3 criteria for casual relationships
experiment drawbacks
external validity: carefully controlled setting vs. real world
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
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
surveillance motivation
outsmarting opponents, enjoy following statistical trends
arousal motivation
enjoy thrill of winning, less interest in stats
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
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
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
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
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
instrumental audiences
search for specific content, seek info in a purposive way
- greater care & selectivity
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)
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
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
expectancy-value theory
beliefs + evaluation informs behavior
- beliefs/ expectancy: what u think will happen
- evaluation: how u feel about it
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
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
GSGO Contributions/findings
moderately strong correlation (.40-.50 between GS & GO)
- supports the idea of feedback loop
- added more specificity to U&G
GSGO Limitations
- reliance on self-report, assume awareness & cognition-focused
- focus on individual (no consideration of structure )
Types of beliefs
descriptive, informational, inferential
descriptive beliefs
direct experience w/ message
informational beliefs
info about message from outside sources
inferential beliefs
based on characteristics on message
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
Aspects of media content that predict effect
1. excitatory potential
2. absorption potential
3. semantic affinity
4. hedonic valence
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
absorption potential
Ability to capture attention of media users and suppress rumination on origins of given mood
- high absorbing material -> more effective mood alterations
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
hedonic valence
positive vs negative tone media has
- negative = sad tone
+ postive = happy tone
advantages of MMT
explains selective exposure driven by nonconscious process
- more specific, testable prediction than U&G
limitations of MMT
- doesn't explain y we week - valenced media (sad movies, music, horror)
social cognition
The study of how people make sense of themselves & others
- not a single theory
accessibility
how easily a concept is activated from memory
- chronic repeatedly exposing urself to info & its made prominent
- or temporary
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
node
represent concept, each circle
associative pathways/networks
connects meaningfully similar concepts
Schema types
1. persona schemata
2. self-schemata
3. role/social schemata
4. event schemata/scripts
persona schemata
focused on specific individuals or ppl in general
self-schemata
cognitive representations of the self; one's sense of one's own characteristics
role/social schemata
general knowledge about how people behave in certain social situations
event schemata/scripts
appropriate well-known sequence of events, focused on patterns of behavior that should be followed for certain events
determinants of concept accessibility
1. frequency of construct activation
2. more effortful processing
3. recency of construct activation (priming)
4. spreading activation
spreading activation
Occurs when one item brought into working memory triggers an activation of related memory
priming
the activation, often unconsciously, of particular associations in memory
implications for audiences & schema
- schema can affect processing & interpretations of content
- Programmers use stereotypes & role schemas in programming
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)
social comparison theory
we compare ourselves to others
- this is incorporated into our self-schema
upwards comparison
Comparing ourselves to those who r in a positive situation
- we look up to them
downward comparison
compare ourselves to others who r in a negative situation
- we look down on them
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
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
self-categorization theory
personal & social identity, people categorize themselves, along with each other into groups, favoring their own group.
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
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)
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
Effects of Identification
- greater enjoyment
- greater impact
- Reduced stereotyping / more + attitudes towards outgroup bias
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)