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The strong culture approach by Deal and Kennedy
Organizations perform better when they have a strong organizational culture.
Values, Heros, Rites and Rituals, and the Cultural Network
4 components that make a strong culture
Values-
Core beliefs
Heroes -
People who best represent or personify the values
Rites and rituals-
Public performances that demonstrate the organizational values
The cultural network-
Informal communication process within the organization
Work Hard Play Hard culture
fun and action, lots of activity but high levels of uncertainty, High stress comes from the rate at which one works and not from the work itself ex: sales job
Work Hard Play Hard culture
Low risk, rapid feedback and reward
Tough Guy Macho culture
culture of quickly taking gambles, with the risk of high rewards and high losses, people like this need constant feedback and are temperamental in their demands, superstars rather than team players. Ex. advertising, entertainment industries
Tough Guy Macho culture
High risk, rapid feedback and reward
Process culture
Focuses on the method of work, stable and consistent. Typically can't measure what they do but focus instead of how its done, work is stable and consistent, highly regulated industries ex: banking, insurance, pharmaceuticals
Process culture
Low risk, slow feedback and reward
Bet-the-company culture
High stakes gambles that can take years to pay off - oil industry, capital goods manufacturers.
Bet-the-company culture
High risk, slow feedback and reward
Artifacts, Values, Core belief and assumptions.
Schein's Three Levels of Culture
Artifacts
Observable evidence of organizational culture - dress and behavior.
Values
Shared beliefs and perceptions on the organization's mission and how to handle things.
Assumptions
Viewpoints of members about the world - specifically, about the nature of reality, time, space, and relationships and humanity.
Organizational Assimilation
Explains how individuals are integrated into organizations.
Vocational Anticipatory Socialization
Expectations and beliefs we have about work that we bring with is in the beginning of assimilation.
Anticipatory Socializattion
Individuals gather info about their specific vocation, position, or the organization. Includes choosing, interviewing, and preparing to enter a group.
Encounter
Uncertainty phase when one actually begins work. Includes mentoring by colleagues and shock of leaving old culture and joining new one.
Metamorphasis
When the individual becomes an insider, internalizing new values and behaviors of the culture one works in.
Simple, Technological, Bureaucratic, Unobtrusive, and Concertive
Types of Organizational Information and Control (OIC)
Simple OIC
Traditional method of direct control by a manager or by placing conditions on an employee.
Technological OIC
Tech manages what people can and cannot do - assemblylines, web blockers.
Bureaucratic OIC
Traditional hierarchical system of rules that defines rewards and punishment for work and behavior according to one's position.
Unobtrusive OIC
Member makes decisions based on the vision of organization - doing what management intends.
Concertive OIC
Happens when co-workers develop mechanisms that reward and control the team's behavior.
Knowledge Stage
Diffusion of Innovation - when the potential adopter becomes aware of the thing.
Persuasion Stage
Diffusion of Innovation - potential adopter goes beyond knowledge of thing and actively researches about it.
Decision Stage
Diffusion of Innovation - potential adopter weighs benefits and negatives of having said thing.
Implementation Stage
When innovation is actually adopted, also possible reinvention stage (when one uses thing for another purpose).
Confirmation Stage
Adopter reconsiders if adopted thing is worth it, decides yes or if not...
Adoption Stage
If the person decides to continue they enter this stage if not they enter into discontinuance
Replacement Discontinuance/Disenchantment Rejection
....either decides to replace it with something else or reject it whole.
Relative Advantage, Compatibility, Trialability, and Observability
Why do some Innovations succeed when others don't?
Relative Advantage
Innovation is considered as having better performance and being more effective (Apple products being the "it" product for a few years).
Compatibility
Extent to which potential adopters will be able to use an innovation - "will it be compatible with my OS?"
Trialability
If the innovation can be trialed before being bought/adopted - beta test, test driving
Observability
Consumers are more likely to use an innovation if it is seen often and well known in the public conscience (good appeal).
Critical Mass
If a sufficient number of people adopt the innovation, future growth is assured (rate of adoption becomes high enough). Once critical mass is reached, it will take off itself regardless of advertising.
Innovators, early adopters, early majority, and late majority
Four types of people who adopt innovations in order
Laggards
Type of people that never adopt innovations
younger, higher class, risk takers
Respective characteristics of innovators
connected with others more locally, opinion leaders
Respective characteristics of early adopters
not role models, carefully deliberate on adopting new innovation
Respective characteristics of early majority
tend to adopt because of peer pressure
Respective characteristics of late majority
older and more traditional
Respective characteristics of laggards
Gatekeeper
Person who controls the flow of info between one part of the network and another (the sole link).
Bridge
A member of more than one group.
Liaison
Has connection between two or more groups that would not be linked, but is not a node of either group
Star
Highly central member of a group that has the most connections of any person.
Reciprocal Interdependence
Once early adopters have the tech, they still rely on others to adopt it too in order to receive the most benefits of using it.
Node
Individual member of a network (networks are not always compromised of individuals).
Link
Nature of connection between nodes.
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Strength, Direction, Symmetry, Frequency, Stability, and Mediation
Properties of Network Links
Strength
the frequency, intimacy, or intensity level of a link.
Direction
extent to which the link is reciprocal between network members.
Symmetry
whether the two nodes share the same relationship with each other.
Frequency
How often the two nodes communicate to each other.
Stability
Existence of a link over time.
Mediation
whether the connection exists between two network members because of a common link.
Multiplexity
if two nodes are linked together by more than one type of relationship or communication.
Uses and Gratifications Theory (UGT)
Why you select and decide to use certain medias in order to fulfill your wishes and gratify your own needs.
1st Assumption of UGT
Audience members actively use various media to fulfill certain needs or goals. Media usage isn't passive, involuntary, or coerced. Instead, media technologies represent numerous options available to fulfill a person's social or psychological needs and values.
2nd Assumption of UGT
Mass communication isn't something that happens to you; nor do the media do anything to you. A person must identify his or her need and make a media choice.
3rd Assumption of UGT
Media outlets compete with other available means of satisfying personal needs. Stated differently, there are many ways to fulfill individual needs.
Entertainment, Information, Personal Identity, and Personal Relationships/Social Interaction
Four Gratifications of the Uses and Gratifications Theory
Entertainment
Relax, escape problems, feel excitement, catharsis, pleasure, and pass time.
Information
Media outlets and content inform, allows for learning opportunities and advice.
Personal Identity
People use the media to reflect, reinforce, or contrast their identity by choosing various content that suits their beliefs.
Personal Relationships and Social Interaction
Media exposure helps individuals connect and learn about others by comparing relationships and social situations - talking about the same content you and another person experienced.
Agenda Setting
Public Opinion is shaped by media coverage, especially in regards to politics. The news media presents audiences with an agenda for what events the public should consider as important.
First-Level Agenda Setting
The news tells the audience what "news" is important, the media's agenda is limited, and the function of agenda setting is to suggest "what to think about," not "what to think."
Second-Level Agenda Setting (Framing)
Media's success in telling viewers "what to think about" stems from framing issues. Media Gatekeepers are selective in what they emphasize and exclude to have a certain effect on their audience.
Selection, Emphasis, Elaboration, Exclusion
Four Components of Framing
Selection
What stories are chosen?
Emphasis
What focus is taken?
Elaboration
What is added to "beef up" the story?
Exclusion
What aspects of the situation are not reported?
Cultivation Theory (CT)
Focuses exclusively on framing and media effects of Television
1st Assumption of Cultivation Theory
TV is central to American life and is the principal source of stories and storytelling in the US.
2nd Assumption of Cultivation Theory
TV influences audience's perception of reality, shaping American culture in regards to how people reason and relate to others.
3rd Assumption of Cultivation Theory
TV's effects are limited, not making it the only or the greatest factor that affects the social reality.
Mean World Syndrome
Those who watch too much TV may overestimate how dangerous the world really is.
Mainstreaming
Common view of social reality stemming from frequent exposure to the imagery and stories depicted on TV.
Resonance
Congruency between viewers' own experiences (in this case, violence) and what they see on TV.
Social Cognitive Theory (SCT)
Used to study the media's influence on behavior, especially media use and violent behavior.
1st Assumption of SCT
Heavy exposure to TV may make viewers believe what they see on TV is the norm - authentic state of human affairs.
2nd Assumption of SCT
Humans reflect and self-assess their behavior, affected by their self-reasoning and bias.
3rd Assumption of SCT
We learn most of our behaviors through learning and observation, modeling.
Attention Process
Observational Learning - determined by both the observer's characteristics and the arrangement of intended behaviors. The observer needs to be attentive and the actions in question need to be worthy of notice.
Retention Process
Observational Learning - Learning from a behavior without actually engaging in it, from visually and verbally storing mediated images witnessed in media.
(Behavioral) Reproduction Process
Observational Learning -Individuals can accurately demonstrate a new behavior through modeling.
Motivation Process
Observational Learning - Going from observation to action by being motivated to use the learned action. Has Direct, Vicarious, and Self-Produced types.
Direct Motivation process
When you perceive you will be rewarded as a consequence of modeling an observed behavior.
Vicarious Motivation process
Occurs when individuals "are motivated by the successes of others who are similar to themselves."
Self-Produced Motivation process
individuals rely on their own personal standards, engaging in observed activities they find personally worthwhile and refusing to participate in those activities of which they disapprove.