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SOCIETY
Small groups, larger communities and vast institutions function in relation to how communication flows within and between groups.
MASS MEDIA
Mass communication involves the sharing of meaning through symbolic messages to a wide audience from one source to many receivers.
CULTURE
The knowledge, beliefs, and practices of groups large and small.
NORM
The written and unwritten rules guiding behavior decided by people in a given field.
GATE-KEEPER
Someone, professional or not, who decides what information to share with a mass audience and what information to leave out.
MEDIA LITERACY
A term describing media consumers’ understanding of how mass media works.
SYMBOLIC INTERACTIONISM
Suggests that people assign symbolic meaning to all sorts of phenomena around them.
SALIENCE
The acceptance of messages in the mass media.
Gatewatching
When someone takes a message already published, by professionals or amateurs and shares it for others to see.
LIMITED EFFECTS
The core concept that the mass media had limited effects on society.
ADVERTISING
A message or group of messages designed with three intentions: to raise awareness, encourage purchases, and inspire advocacy.
AD CAMPAIGN
A series of related ads meant to work in tandem.
MASSIVELY INDIVIDUATED
An ad produced for mass audiences but having the appearance of personalized messages.
CONTENT MARKETING
A common practice where brands produce their own content or hire someone else to produce it and market that information.
MARKETING
Advertising strategies and other research efforts meant to guide advertising strategies as part of a larger sales and production strategies.
TRANSPARENCY
Differentiating between opinion content and news, showing audiences how the news is made.
OBJECTIVITY
Efforts to keep individual biases out of the published news and to consider the information presented by sources with an open mind.
ECHO CHAMBER
Where news consumers can find and then primarily rely on information that confirms their biases.
SLOW JOURNALISM
A movement that seeks to protect accuracy and care in journalism.
FILTER BUBBLE
Where users mostly hear the voices and information that they want to hear.
NICKELODEONS
The parlors and theaters, often visited by the working class and immigrants, housing kinetoscopes.
VOICE-OVER
It can be delivered as a disembodied voice speaking over video or text can appear in graphic form as actual text on screen.
BRICOLAGE
Taking the images, sounds and words readily available to you, along with the recording and editing tools that are also available, and making stories intended for others to appreciate.
INTERTEXTUAL MEDIA
Every film that combines a variety of types of text into a tapestry for audiences with a good story behind it.
MODERNITY
A purposeful break from the past.
APPOINTMENT VIEWING
Refers to the phenomenon of people watching television shows at the same time each week or each day.
BINGE WATCHING
Consuming several hours of video content in a single viewing or in a very limited time frame.
EPISODIC TELEVISION
Shows usually featured a different story with each episode.
SERIALIZED TELEVISION
They told an ongoing story with several threads, and each episode picked up where the last one left off, but they aired almost every weekday, and the stories were not known for being complicated.
COLLABORATIVE TELEVISION
The phenomenon in which content producers work with the audience to produce, alter or enhance content, including to decide the outcomes of televised competitions.
DIGITAL CULTURE
Refers to the knowledge, beliefs, and practices of people interacting on digital networks that may recreate tangible-world cultures or create new strains of cultural thought and practice native to digital networks.
LEGACY MEDIA
Any media platforms that existed prior to the development of massive digital networks.
INDIVIDUALISM
Refers not only to an individual’s ability to act as their own publisher online but also to a social condition in which individuals are free from government control.
POST-NATIONALISM
That one’s country appears to matter less as an influence on behavior and values online than it does in the tangible world, perhaps because we can be free of our national identities when engaging in digital networks with people from around the globe.
COMMON CULTURE
The knowledge, beliefs and practices of a massive group of people at a certain time and place.