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Web 2.0
Collaborating, sharing, and creating user generated content (for others to consume – meme, videos, posts, etc)
Interpersonal Communication
Production and processing of verbal and nonverbal messages between two or a few people (the creation of verbal/nonverbal communication, speaking vs. facial, bodily expression). Arriving at shared meaning. If a message is understood, then there is shared meaning
Computer-mediated communication (CMC)
An inclusive umbrella term for multimodal human-to-human social interaction mediated by information and communication technologies
Social Cues in CMC
Tone, touch, eye contact, and facial expressions are missing in CMC
Interpersonal technology channels
Phone has tone
Video call has facial expressions
FTF has touch
Emojis
Created in Japan to convey emotions and contextualize messages in digital communication. 2D pictographs that portray a wide variety of ideas or facial expressions. Emojis have variability and its interpretation is determined differently amongst its users (Gen z do not use the laughing emoji typically 😂 they use the crying emoji 😭 to a different person, they will interpret it as the gen z person is crying instead of laughing)
Face-To-Face (FTF)
Critical to CMC
Considered ICT (informational communication technologies)
Hyperconnectivity
“Above Connected”. A state where individuals are constantly connected through multiple technological channels, enhancing communication and access to information.
ARPANET (Advanced Research Projects Agency Network)
The precursor to the internet, developed by the U.S. Department of Defense in the late 1960s. It was the first network to implement packet switching and set the foundation for modern internet protocols such as electronic mail
Private electronic communication
1 on 1 messaging (direct, text, semi-synchronous, private chat, instant messaging, text messaging, etc)
Public electronic communication
Message boards, blogs, mailing lists, social networks sites, etc
Functions include – identity, sharing, reputation, groups, relationships, and conversation (ex: Facebook groups)
Reach:
The extent to which a message or communication can be distributed or accessed by an audience, often measured by the size of the audience or the number of interactions on a platform.
Affordances of CMC
Affordances are like possibilities for action
The features and capabilities of computer-mediated communication that enable users to share information, interact, and build relationships in digital environments.
Offers editability and revision, can edit a message before and after it is sent
Editability is not present in all of CMC
Examples of affordances
Bandwidth: more cues, means more bandwidth. Fewer cues, means less bandwidth (Zoom = more bandwidth. Text = less bandwidth)
Social Presence: Near or far with the person we interact with. More social presence of that person in CMC (Phone call = more social presence. Emails = less social presence). To measure social presence - does the cmc channel used does it make it feel like the person is more socially present? Or distant?
Asynchronous / Synchronicity: when a text is received.
Conversational control: Control of a conversation. Words are still communicating. Control of the rate and nature of the relationship.
Informational control: hard to control how much information you send or receive.
Editability: In FTF we cannot take it back, but in CMC we can edit a message or think about it before sending a text.
Persistence: Some CMC channels are persistent. Review, record, and readability. Day and time in texts. “Keeping the receipts” (screenshots).
Privacy/visibility: some channels are private (text, email, etc) and some are visible (a server, forum, etc).
Personalization: personalizing the intended audience to the channel. Channels that are more 1 to 1 on a CMC or to thousands of followers.
Anonymity/identifiability: reddit offers anonymity but accounts like linkedin are identifiable.
Accessibility: ease of use
Social awareness: discord moodlets determines if you can talk or not
Mobile phone use:
1908 was the first patent approved on mobile phone use
Motorola created the first walkie-talkie
AT&T created the first mobile service in 1972
Mobile phones were not implemented till the late 1990s
Computers:
The first computer called “the osborne” failed
Toshiba marketed the first laptop computer
Apple introduced a computer called “newton” (calendar, apps, etc. similar to an iPad or iPhone)
Innovations:
A new technology or system that society can choose to adopt (“objectively new”, perceived as new to you)
SixDegrees
The first social networking site that allowed users to create profiles, connect with friends, and post updates, launched in 1997.
Keyboards
QWERTY keyboards were invented to slower typing
DVORAK keyboards preferences more right hand typing than left hand typing, does not include a smoother transition
DVORAK is faster, QWERTY is slower
Compatibility
What we value as a person. If the innovation is consistent with those values, then it will be adopted into a user’s life
Complexity
Difficult to learn new technology and can be time-consuming. Early-stage technology is becoming mainstream and you have to learn how to use it to stay up to date
Triability
This allows users to evaluate the technology's usefulness without financial commitment, increasing the likelihood of adoption (ex: apps will offer free trials)
Observability
The more a company can make its product visible to an audience, the more likely society will buy it. Companies use celebrities and influencers to persuade an audience to adopt a new technology
Communication Channels
Mass communication (companies releasing press releases, broadcasts, commercials, etc) helps you learn that the innovation exists
Time
Refers to the duration it takes for an innovation to be adopted, including the stages of awareness, interest, evaluation, trial, and adoption.
Knowledge: what have I learned about the innovation? (cannot adopt technology if you don’t know it exists)
Persuasion: What are my attitudes? (looking at reviews to learn if it's something you actually want. Favorable attitudes are early adopters. Unfavorable attitudes are late adopters.)
Decision: Should I adopt?
Implementation: how do I use it? (Does social media relax me or make me more nervous?)
Confirmation: Did I make the right decision?
Innovators
The first individuals to adopt an innovation, often characterized by their willingness to take risks and try new ideas. They play a crucial role in introducing new technologies to the market and often have a strong interest in new trends.
Early adopters
Early adopters are individuals who embrace new innovations shortly after innovators and are typically more socially connected. They are influential in their communities and often provide feedback that shapes the adoption process for later users.
Early majority
A group of individuals who adopt an innovation after the early adopters but before the late majority. They are more deliberate in their decision-making and tend to follow the trends set by early adopters.
Late adopters
Individuals who adopt an innovation after the early majority, often hesitant and influenced by others' experiences. They typically require more time to evaluate new technologies before embracing them.
Laggards
Individuals who are last to adopt an innovation, often resistant to change and relying on traditional methods. They may require significant persuasion or incentives to embrace new technologies.
Social system
People who will or will not adopt a technology (geography is a factor in a social system. UC Davis being a social system)
Change agents and opinion leaders
Change agents have technical expertise or specialized knowledge (an Apple employee offering help on how to use a new Apple product). Opinion leaders are our peers who possess a deep understanding of technology. Additionally, social media influencers have valuable knowledge to share (it can be a peer who is similar to you or a technology influencer with expertise).
Variables of an innovator
High technophilia: knowledge of devices,
High market mavenism: knowledge of the market (do you know the social media landscape?)
High opinion leadership: influence people
Behavior variables: frequency of use (do you use technology or more less)
Resource variables: the more experience you have, you would have more skill, and likely to be an innovator or early adopter
Sociodemographics
Does not determine the eligibility of an innovator. Age, level of education, and access to money do not predict an innovator or early adopter.
Active Audience
The audience has a choice of their device and social media usage
Communication technology channels are used to satisfy needs or desires
The link between the need for gratification and communication technology selection lies within the audience member (two people could be on the same social media platforms but could have different interests)
Cognitive
People turn to the media to learn things (ex: the news, PBS [Sesame Street], jeopardy)
Affective
Experience emotions (“The Office/The Paper” for comedy, “The Notebook/Titanic” for romance/drama)
Personal integrative
Representation of our own identity in the media (ex: relating to a character’s socioeconomic status)
Social integrative
Conversations about media that are currently or will trend (ex: NFL Halftime Show. “What did you think of that episode?”)
Media Richness Theory
The selection of CMC to appear as more competent; “we need to talk about a channel’s richness. 4 channels as rich: verbal/nonverbal cues transmitted
Motivation
To be perceived as competent, communicators should choose richer media for more ambiguous messages, whereas relatively straightforward messages could be communicated via less rich channels.
Identity theory
Identity theory explores how individuals define themselves and their roles within social contexts. It emphasizes the influence of social structures on self-conception and behavior.
Pre-Modern - Ascribed
Referring to identities or roles assigned to individuals based on characteristics such as race, gender, or family background, rather than chosen or achieved through personal efforts.
Who you are is given to you.
Identity is fixed at birth
Based on things like family, class, gender, religion, ethnicity
Little choice or mobility
Your role in life is largely predetermined
Early Modern - Achieved
Referring to identities or roles that individuals attain through personal efforts, choices, or accomplishments, reflecting a shift from ascribed characteristics.
Who you are is something you earn.
Identity is shaped by individual effort and accomplishment
Education, career, success, and merit matter
People believe they can move up or reinvent themselves
Still relatively stable once achieved
Later Modern - Managed
Referring to identities or roles that individuals actively construct and negotiate in response to social contexts and expectations, emphasizing agency and adaptability.
Who you are is something you continuously curate.
Identity is fluid, strategic, and ongoing
People actively present, adjust, and brand themselves
Strongly influenced by media, organizations, and social platforms
Less about one core identity, more about multiple contexts
Self Presentation
Conscious or unconscious attempts to control images that are projected in real life or imagined interactions
Online self-presentation
The act of managing and curating one's identity and image through digital platforms and social media, which reflects individual choices and societal influences.
Motivation processes
Corollary #1: Motivation to control others’ impressions increases as the importance of the goal increases
Corollary #2: Anticipation of future interaction increases motivation to control how others see us
Future face-to-face (greater motivation)
Future online interaction (less motivated)
No future interaction (low motivation)
Corollary #3: Publicness increases motivation to manage impressions
Behavior that is consistent online increases impressions
Self-concept
The perception and understanding of oneself, including beliefs, feelings, and ideas about one's own identity and attributes.
Actual self
The representation of who a person believes they are in the present, encompassing their traits, behaviors, and attributes.
Ideal self
The vision of who a person wishes to become, reflecting their aspirations and desired traits.
Ought self
The internal representation of the attributes that a person feels they should possess, often influenced by societal expectations and personal obligations.
Impression construction
Deciding on what self concept you wish to show (your ideal self, actual self, and ought self [what the audience sees]). Actual self is more accurate but the ideal and ought self have traits that you currently do not have.
Collectivistic culture
Eye focused emojis
Individualistic culture
Mouth focused emojis
Technodeterminism
The theory that technology shapes societal structures and cultural values, influencing how communication occurs.
Social determinism
The belief that society influences the development and use of technology, shaping how individuals interact with digital tools.
Digital natives
Individuals born during or after the advent of digital technology, who are typically more comfortable and adept in using digital tools due to their immersive upbringing.
Digital immigrants
People who adopted technology later in life and may not be as natural or adept in using digital communication tools compared to digital natives
Digital divide
First-Level Divide: Refers to physical access to the Internet and devices.
Second-Level Divide: Focuses on how effectively individuals utilize available technologies for education or professional opportunities.
Third-Level Divide: Concerns the willingness to use available technologies to achieve specific goals.
Media Multiplexity Theory
An approach asserting that strong social ties lead to communication through multiple media channels, while weaker ties often involve fewer channels.
Social Information Processing Model
Outlines how perceptions and characteristics of media influence users' choices amidst specific contexts
Six Key Motivations for Tinder
Love: Seeking long-term relationships.
Casual Sex: Engaging in physical encounters.
Ease of Communication: Preference for online interactions over in-person.
Self-Worth Validation: Seeking affirmation of attractiveness.
Thrill of Excitement: Enjoyment derived from the app's use.
Trendiness: Using Tinder due to its widespread popularity.
Telecocooning
A phenomenon where increased cellphone use strengthens relationships with close contacts while weakening connections with weaker ties
Social identification
Adopting the identity of the group one has categorized themselves into, which affects emotional significance and self-esteem.
Context collapse
How you talk to your friends is different than how you talk to your family or coworkers. Friends vs followers. What you say to one audience won’t be received by all.
Valence
Refers to the intrinsic attractiveness or averseness of an event, object, or situation, influencing our emotional response and behavior towards it.