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Last updated 3:21 PM on 3/27/26
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56 Terms

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Cognitive theories

Study how media influences thinking, perception, memory, learning, and attitudes.

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Stimulus-response

Media message (stimulus) causes a reaction (response).

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Direct effect

Media has an immediate impact on thoughts or behavior.

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Passive audience

Audience accepts media messages without questioning them.

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Uniform effect

Media affects everyone the same way.

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Emotional appeal

Media uses emotion to bypass logical thinking.

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Propaganda

Media designed to persuade or manipulate beliefs.

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Hypodermic needle theory

Media messages are directly injected into audiences and immediately influence them.

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Magic bullet theory

Another name for hypodermic needle theory; media affects everyone the same way.

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War of the Worlds

Radio broadcast used as an example of powerful media effects causing panic.

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Two-step flow theory

Media influences opinion leaders first, then they influence others.

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Opinion leaders

People who interpret media and influence others.

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The People’s Choice

Study by Katz and Lazarsfeld introducing two-step flow theory.

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Step one of two-step flow

Media reaches opinion leaders.

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Step two of two-step flow

Opinion leaders influence others.

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Cultivation theory

Media exposure over time shapes how people see reality.

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Not a needle but a drip

Media influence happens slowly over time.

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Mean world syndrome

Heavy viewers think the world is more dangerous than it is.

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Mainstreaming

Media makes different groups think more similarly.

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Resonance

Media effects are stronger when they match real life.

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Lose marginal voices

Minority viewpoints disappear due to mainstream media.

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Algorithmic drip

Algorithms slowly shape beliefs by repeated exposure.

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Hyperreality

Media reality feels more real than actual reality.

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Niche reality

Algorithms create personalized realities instead of one shared reality.

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Social learning theory

People learn behavior by watching others, especially when rewarded.

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Bobo doll experiment

Children imitate aggressive behavior they see rewarded.

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Rewards and punishments

Behavior is copied if rewarded and avoided if punished.

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Gestalt theory

The brain organizes chaos into patterns and meaning.

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Kuleshov effect

Meaning is created by context, not just individual images.

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Culturalist theories

Media is a site of power, struggle, and identity.

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Hegemony

Dominant groups control society through culture and media.

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Spontaneous consent

People accept dominance without realizing it.

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Site of struggle

Media is where ideas compete to control meaning.

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Culture industry

Media is mass-produced to control and pacify audiences.

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Standardization

Media follows predictable formulas.

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Pseudo-individuality

Media appears unique but is actually similar.

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Predigested content

Media is easy so audiences don’t have to think.

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Passive consumption

Audience consumes media without questioning it.

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False needs

Media creates unnecessary wants.

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Social cement

Media keeps society stable and prevents change.

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Uses and gratifications

People actively choose media to satisfy needs.

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Surveillance

Using media for information and learning.

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Personal identity

Using media to reinforce beliefs and values.

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Social integrative

Using media to connect with others.

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Parasocial relationship

One-sided relationship with a media figure.

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Diversion

Using media to escape reality.

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Amusement

Using media for entertainment.

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Hedonic pleasure

Media for fun, excitement, and enjoyment.

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Eudaimonic pleasure

Media for meaning, reflection, and personal growth.

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Male gaze

Media presents women from a male perspective.

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Objectification

Treating a person as an object.

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Camera gaze

Camera shows what the male viewer sees.

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Character gaze

Female characters are often secondary or love interests.

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Audience gaze

Audience is positioned to see from a male perspective.

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Bechdel test

Test measuring representation of women in films.

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Bechdel test rules

Two named women talk to each other about something other than a man.

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