Comm1000 Final

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92 Terms

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____ hours of media consumption a day

8-9

2
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____ billion bytes of data per day, per person

34

3
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timeline of media

gutenberg printing press --> paperback era during WWII --> radio is invented --> "The Jazz Singer" singing in a talkie film --> TV in 1939 --> Facebook in 2004

4
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The internet of things

the internet controls the lights in your home, the temp in your fridge, etc.

5
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hypodermic needle model

old-school idea that you're brainwashed by media & it makes you do terrible things

6
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"Triumph of the Will"

Nazi propaganda film; made the Nazis look organized powerful, scary

7
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"seduction of the innocent" book

thinks that horror comic books are poisoning the youth through propaganda

8
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limited effects theory

Joseph Klapper; the effects of media on people are small/negligible

9
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uses & gratification approach

what media do you use and why?

10
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(children use it for education, habit, escape, etc.)

11
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displacement hypothesis

the more time you spend with media, the less time you will spend doing other important things

12
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"The Burning Bed"

woman sets fire to her husband, man mimics this in real life

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"copycat phenomenon"

people imitate what they see in media (kids imitating WWE stars)

14
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social learning theory

  • you watch how others behave and imitate them

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  • attractive models (role models)

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  • Ex: Batman

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excitation transfer theory

media may not tell us what to think, but it tells us what to THINK ABOUT

18
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cultivation theory

heavy watchers think that what they see on TV (sex, drugs, parties, crime) is happening in real life

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mainstreaming

TV makes everyone think the same way

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resonance

some things will resonate with us if we associate them closely in our real lives (your parents own an ice cream shop and you see that on TV)

21
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audience activity

  • active (rifle through media and look for specific things)

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  • passive (sit through media)

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recipe of entertainment education

  • engage audience

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  • relatable characters

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  • change specific knowledge/attitudes

26
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issues with entertainment education

  • more effective internationally

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  • little evidence of long-term effectiveness

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  • hard to implement through fragmented media (different types of media and one public health message)

29
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the great blur

tailoring

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"filter bubble"

personal unique universe of info that you live in online (you don't decide what's in or out of it!)

31
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social games

advertisers pay the creators of these games that are free for users to play

32
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rights to broadcast sports media was worth $______ billion in 2014

$37.8 billion

33
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$_____ million spent by companies for advertisements in sports talk radio

$150 million

34
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framing

  • how the media chooses to represent an issue (and how it can effect the public's perception)

35
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  • Ex: deflategate, Ray Rice

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Public relations

  • organize press briefings, write newspaper stories, press releases, press guides

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  • ex: Tiger Woods' statement about his affairs was written by PR people

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sports marketing

  • promote the team & events

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  • ex: peyton manning repping papa john's

40
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gender issue

Brandy Chastain, SI swimsuit edition

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goal of health communication

improving health literacy

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patient-doctor interaction

75% surgeons thought they communicated in a satisfactory way; only 21% of patients agreed

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shared decision-making

patient and doctor talk through medical decision instead of doctor withholding info from patient

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health belief model

various factors go into the likelihood of someone engaging in health-promoting behavior

45
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perceived benefits vs. barriers

ex: quitting smoking - save money & lungs vs. it's a routine and you're addicted

46
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self-efficacy

do you feel like you can accomplish this healthy behavior?

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cues to action

will things push you towards engaging in this healthy behavior?

48
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perceived threat

  • perceived seriousness

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  • perceived susceptibility

50
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computer-mediated communication (CMC)

exchange of messages between two or more people through digital media

51
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media deficit approach

  • CMC lacks immediacy and rich message cues (allow us to feel closer to who we're communicating with)

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  • lowers the quality of comm.

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  • opinion of older generation

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media augmentation approach

individuals use CMC to complement and add to face-to-face communication

55
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social presence

the degree of awareness an individual has of the other person in the interaction

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social presence theory

  • media exists on a continuum from low to high levels of social presence

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  • email communication --> live text chatting --> audio communication --> face-to-face

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media richness theory

  • media's potential to convey information

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  • from lean (less effective) to rich media (more effective)

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media richness spectrum

(LEAN) unaddressed documents --> written, addressed documents --> 2-way radio --> telephone --> video conferencing --> face-to-face (RICH)

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asynchronous

  • you don't have to be there at the other end

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  • less pressure to respond quickly

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  • unaddressed documents, letters

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spoofing

catfishing; faking your identity

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"7 ways to be insufferable on facebook"

the brag, literal status update, obvious opinion, step towards enlightenment

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Paul Miller

  • a year without the internet

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  • his ideas branched out at first

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  • more emotionally available

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  • writing letters is tedious

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  • didn't hang out with people very often

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Paul Miller's conclusion

the internet isn't an individual pursuit - it's something we do together and connect over

72
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personal branding

the practice of people marketing themselves and their careers as brands

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interpersonal + mass comm. =

mass personal

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the diffusion of innovations (Rogers)

  • explains communication behavior & predicts future communication behavior

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  • combines product life cycle and diffusion (bell-shaped) curve

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innovators

willing to spend money, risk takers, want to show their status

77
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early adopters

opinion leaders, adopt to stay relevant (social capital)

78
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early majority

above-average social status, price still high

79
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late majority

skeptical about innovation, lower social status

80
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laggards

aversion to social change & technologies

81
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factors that influence adopters

  • ability: can you afford it & have the intellectual resources to operate the technology

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  • motivation: do you want/need it?

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five stages of adoption process

knowledge --> persuasion (it's worth buying) --> decision --> implementation (trial & error period) --> confirmation (part of your everyday life)

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the future of relationship

  • big data dating

85
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  • genetic matchmaking

86
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  • virtual companions

87
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  • digital deception/revenge

88
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future of mass comm.

  • extreme personalization (tailoring)

89
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  • feedback in real time (Trump's tweets)

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  • sex and violence persist

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  • end of mass comm. (everything becomes targeted and specific to each user)

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transhumanism

movement to enhance the human experience through technology (GPS, contacts, glasses, calculators)