Communication Theories in Media, Social Media, and Video Games

0.0(0)
studied byStudied by 0 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/59

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

60 Terms

1
New cards

Communication

The process of meaning-making through symbols, language, and media.

2
New cards

Humphreys' View on Communication

Communication is not just transmission but also records and tracks everyday life.

3
New cards

Yee's Perspective on Communication in Games

In games, communication is more than just words into actions, avatars, and rules.

4
New cards

Old Media

Traditional, top‑down mass communication where a few producers broadcast to passive audiences. (print, radio, TV)

5
New cards

New Media

Digital platforms and online tools that enable interactive, user‑driven communication. (Social media, video games)

6
New cards

Humphreys on Social Media

Treats social media as another form of long‑standing media documentation

7
New cards

Yee's View on New Media

New media (games) reshape identity and social interaction.

8
New cards

Remediation Theory

New media refashion old media while adding interactivity.

9
New cards

Shannon-Weaver Model of Communication

A message that goes from a sender → to a message → through a channel → to a receiver.

10
New cards

Shortcomings of Shannon-Weaver Communication Model

It Ignores context, identity, and feedback.

11
New cards

Social Media Model of Communication

Networked, participatory communication shaped by algorithms

12
New cards

Humphreys on Social Media's Nature

It functions as both archive and performance, where metrics and documentation influence identity

13
New cards

Humphreys' Critiques of Social Media

We feel pressure to document ourselves, our identities become numerical, and public/private blur.

14
New cards

Cultural Impact of Social Media

Commodification of everyday life.

15
New cards

Effective Social Media Use

Requires awareness of surveillance and commodification.

16
New cards

Strategy for Social Media

Authenticity, transparency, and metrics-driven refinement.

17
New cards

Evaluating Social Media Metrics

Metrics are not neutral—they shape identity and community.

18
New cards

Engagement Rate

Shows not just popularity but how identity is performed and validated.

19
New cards

Yee's Video Game Model of Communication

Games are rule-based communication systems.

20
New cards

Communication in Video Games

Players communicate through avatars, choices, and shared narratives.

21
New cards

Critiques of Video Games

Stereotypes of gamers as antisocial or escapist mirror earlier critiques of other media.

22
New cards

Moral Panic and New Media

Each new medium sparks moral panic before normalization.

23
New cards

Why Study Video Games in Communication

Games reveal how identity, community, and communication evolve in digital spaces.

24
New cards

What is Humphreys' critique of the traditional model of communication?

A linear sender→receiver view ignores identity and surveillance; social media adds layers of complication

25
New cards

What is Yee's addition to the traditional model of communication?

Games show communication is rule-based + participatory, not linear.

26
New cards

What is Yee's parallel to social media communication?

Games = immersive communication spaces, avatars as identity performances.

27
New cards

What is Humphreys' critique of social media?

Commodifies everyday life, pressures self-documentation, blurs public/private.

28
New cards

What is the impact of social media on individuals and communities according to Humphreys?

identity pressure; and shifting norms; also

culture is turned into data which is sold

29
New cards

What are Humphreys' ethical concerns regarding social media?

Metrics + surveillance must be used responsibly.

30
New cards

What is an effective strategy for ethical social media use?

Authenticity, transparency, balance metrics with community impact.

31
New cards

How should metrics be applied according to Humphreys?

Evaluate engagement and reach by how they shape identity and community approval

32
New cards

What is Yee's model of communication in games?

Games = rule-based systems; communication via avatars, choices, narratives.

33
New cards

What paradox emerges in Yee's model of communication in games?

Freedom to reinvent identity, but players often conform to real-world norms.

34
New cards

What is Yee's view of critiques of video games?

Critiques (violence, addiction) = moral panics, same as novels, TV, social media.

35
New cards

What pattern does Yee identify in critiques of new media?

New media → panic → normalization.

36
New cards

What is Yee's argument for studying video games?

Games = laboratory for new media. Reveal identity, community, digital economies.

37
New cards

Why is studying video games important for communication?

Games combine text + visuals + audio + rules, showing how communication evolves.

38
New cards

Media Accounting

Social media continues older practices of documenting life.

39
New cards

Public Documentation

Documentation is now public, persistent, and monetized.

40
New cards

Curated Identity

Individuals feel pressure to curate identity; society normalizes surveillance.

41
New cards

Commodification of Everyday Life

Platforms turn personal experiences into data for profit.

42
New cards

Identity as Brand

Identity becomes a brand, and relationships become metrics.

43
New cards

Visibility vs. Authenticity

Society shifts toward valuing visibility over authenticity.

44
New cards

Blurring Public/Private Boundaries

Social media mixes all your audiences into one.

45
New cards

Loss of Control

Individuals lose control over who sees what.

46
New cards

Redefining Privacy Norms

Society redefines norms around privacy, exposure, and accountability.

47
New cards

Conditional Benefits of Social Media

Humphreys says social media can benefit individuals and society conditionally.

48
New cards

Community Strengthening

Social media can strengthen community, support identity exploration, and enable collective memory.

49
New cards

Understanding Affordances and Risks

Benefits occur only when users understand the affordances and risks of platforms.

50
New cards

Ethical Use of Social Media

Ethical use requires intentionality, transparency, and awareness of data practices.

51
New cards

Affordances

Features like sharing, tagging, liking shape behavior and identity performance.

52
New cards

Attributes of Social Media

Persistence, visibility, and searchability amplify social pressure and documentation.

53
New cards

Uses & Gratifications

People use social media to fulfill needs like connection, identity, and entertainment.

54
New cards

Spreadability

Content spreads because platforms encourage sharing and remixing.

55
New cards

Network Theory

Shows how information travels through social graphs.

56
New cards

Influencers and Weak Ties

Explains why influencers and weak ties matter.

57
New cards

Community Theory

Social media builds affinity groups that can support identity and belonging.

58
New cards

Echo Chambers

Community theory can also create echo chambers.

59
New cards

Ecological theory (McLuhan):

Media environments reshape perception.

60
New cards

Relationship

Media are vehicles of communication; communication theories explain how meaning flows through them.