3.5 Media - IBDP Digital Society

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47 Terms

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Text

Written words used in books, websites, and other media.

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Images

Pictures or graphics used in digital formats.

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Audio

Sound recordings like music or spoken words.

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Animations

Moving graphics or drawings, often in video form.

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Video

Moving images, often with sound, used in movies, online, etc.

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Web Pages

Documents on the internet that form part of websites.

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Gaming and e-Sports

Playing video games competitively, often in organized tournaments.

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Blogs

Online journals where individuals post their thoughts or experiences.

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Vlogs

Video blogs where people share their lives or opinions on camera.

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Podcasts

Audio shows available online for download or streaming.

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Vodcasting

Video versions of podcasts.

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Live Streaming

Broadcasting video live over the internet.

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Hashtags

Words or phrases prefixed with a hash sign (#) to identify messages on a specific topic.

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Memes

Images, videos, or texts that are copied and spread rapidly by internet users.

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Wikis

Collaborative websites where users can add, modify, or delete content.

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Streaming Media

Watching or listening to media in real-time over the internet.

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User-Generated Content

Content created and shared by users of digital platforms.

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Synthetic Digital Media

Media created by artificial intelligence, like deepfakes.

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Rapid Sharing

Quickly distributing digital media across the internet.

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Efficient Storage

Saving digital media in a way that takes up less space.

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Interactive

Digital media that allows user interaction and participation.

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Linear Content

Media that is experienced in a set, sequential order.

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Non-Linear Content

Media that can be explored or experienced in any order.

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Convergence

Blending of various media forms and technologies.

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Augmented Reality (AR)

Overlaying digital information on the real world.

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Virtual Reality (VR)

Creating a completely digital environment to explore.

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Mixed Reality (MR)

Combining real and virtual worlds to create new environments.

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X Reality (XR) Technologies

All forms of virtual and augmented reality.

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Addiction and Psychological Concerns

Health issues related to excessive use of digital media.

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Impact on Journalism

Changes in the media industry, like news fragmentation.

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Media Authenticity

Ensuring that digital media is real and not manipulated.

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Sourcing in Media

Identifying the origin of media content.

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Deepfakes

Realistic-looking fake videos or audio created using AI.

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Ownership in Media

Who has legal rights to digital media content.

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Copyright

Legal right to control the use and distribution of creative works.

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Copyleft

Licensing that allows free use and modification of creative works.

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Creative Commons

Licenses that enable free sharing of copyrighted works.

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Open Source

Software or other works free for anyone to use, modify, and distribute.

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Remix Culture

Reusing and combining existing materials to create new work.

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Media Obsolescence

When media formats become outdated or no longer used.

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Digital Preservation

Saving digital content for future use.

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Censorship

Restricting access to media considered harmful or sensitive.

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Content Filters

Tools that block or restrict content based on specific criteria.

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Moral Panics

Public anxiety or fear over perceived threats from digital media.

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Decency Standards

Rules about what is acceptable in media.

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Offensive Speech

Expressions that might be hurtful or insulting.

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Objectionable Content

Media that some people might find inappropriate or offensive.