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____ hours of media consumption a day
8-9
____ billion bytes of data per day, per person
34
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
The internet of things
the internet controls the lights in your home, the temp in your fridge, etc.
hypodermic needle model
old-school idea that you're brainwashed by media & it makes you do terrible things
"Triumph of the Will"
Nazi propaganda film; made the Nazis look organized powerful, scary
"seduction of the innocent" book
thinks that horror comic books are poisoning the youth through propaganda
limited effects theory
Joseph Klapper; the effects of media on people are small/negligible
uses & gratification approach
what media do you use and why?
(children use it for education, habit, escape, etc.)
displacement hypothesis
the more time you spend with media, the less time you will spend doing other important things
"The Burning Bed"
woman sets fire to her husband, man mimics this in real life
"copycat phenomenon"
people imitate what they see in media (kids imitating WWE stars)
social learning theory
you watch how others behave and imitate them
attractive models (role models)
Ex: Batman
excitation transfer theory
media may not tell us what to think, but it tells us what to THINK ABOUT
cultivation theory
heavy watchers think that what they see on TV (sex, drugs, parties, crime) is happening in real life
mainstreaming
TV makes everyone think the same way
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)
audience activity
active (rifle through media and look for specific things)
passive (sit through media)
recipe of entertainment education
engage audience
relatable characters
change specific knowledge/attitudes
issues with entertainment education
more effective internationally
little evidence of long-term effectiveness
hard to implement through fragmented media (different types of media and one public health message)
the great blur
tailoring
"filter bubble"
personal unique universe of info that you live in online (you don't decide what's in or out of it!)
social games
advertisers pay the creators of these games that are free for users to play
rights to broadcast sports media was worth $______ billion in 2014
$37.8 billion
$_____ million spent by companies for advertisements in sports talk radio
$150 million
framing
how the media chooses to represent an issue (and how it can effect the public's perception)
Ex: deflategate, Ray Rice
Public relations
organize press briefings, write newspaper stories, press releases, press guides
ex: Tiger Woods' statement about his affairs was written by PR people
sports marketing
promote the team & events
ex: peyton manning repping papa john's
gender issue
Brandy Chastain, SI swimsuit edition
goal of health communication
improving health literacy
patient-doctor interaction
75% surgeons thought they communicated in a satisfactory way; only 21% of patients agreed
shared decision-making
patient and doctor talk through medical decision instead of doctor withholding info from patient
health belief model
various factors go into the likelihood of someone engaging in health-promoting behavior
perceived benefits vs. barriers
ex: quitting smoking - save money & lungs vs. it's a routine and you're addicted
self-efficacy
do you feel like you can accomplish this healthy behavior?
cues to action
will things push you towards engaging in this healthy behavior?
perceived threat
perceived seriousness
perceived susceptibility
computer-mediated communication (CMC)
exchange of messages between two or more people through digital media
media deficit approach
CMC lacks immediacy and rich message cues (allow us to feel closer to who we're communicating with)
lowers the quality of comm.
opinion of older generation
media augmentation approach
individuals use CMC to complement and add to face-to-face communication
social presence
the degree of awareness an individual has of the other person in the interaction
social presence theory
media exists on a continuum from low to high levels of social presence
email communication --> live text chatting --> audio communication --> face-to-face
media richness theory
media's potential to convey information
from lean (less effective) to rich media (more effective)
media richness spectrum
(LEAN) unaddressed documents --> written, addressed documents --> 2-way radio --> telephone --> video conferencing --> face-to-face (RICH)
asynchronous
you don't have to be there at the other end
less pressure to respond quickly
unaddressed documents, letters
spoofing
catfishing; faking your identity
"7 ways to be insufferable on facebook"
the brag, literal status update, obvious opinion, step towards enlightenment
Paul Miller
a year without the internet
his ideas branched out at first
more emotionally available
writing letters is tedious
didn't hang out with people very often
Paul Miller's conclusion
the internet isn't an individual pursuit - it's something we do together and connect over
personal branding
the practice of people marketing themselves and their careers as brands
interpersonal + mass comm. =
mass personal
the diffusion of innovations (Rogers)
explains communication behavior & predicts future communication behavior
combines product life cycle and diffusion (bell-shaped) curve
innovators
willing to spend money, risk takers, want to show their status
early adopters
opinion leaders, adopt to stay relevant (social capital)
early majority
above-average social status, price still high
late majority
skeptical about innovation, lower social status
laggards
aversion to social change & technologies
factors that influence adopters
ability: can you afford it & have the intellectual resources to operate the technology
motivation: do you want/need it?
five stages of adoption process
knowledge --> persuasion (it's worth buying) --> decision --> implementation (trial & error period) --> confirmation (part of your everyday life)
the future of relationship
big data dating
genetic matchmaking
virtual companions
digital deception/revenge
future of mass comm.
extreme personalization (tailoring)
feedback in real time (Trump's tweets)
sex and violence persist
end of mass comm. (everything becomes targeted and specific to each user)
transhumanism
movement to enhance the human experience through technology (GPS, contacts, glasses, calculators)