CMN172 - Exam 1 Flashcards

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Last updated 5:38 PM on 2/2/26
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67 Terms

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Web 2.0

Collaborating, sharing, and creating user generated content (for others to consume – meme, videos, posts, etc)

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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

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Computer-mediated communication (CMC)

An inclusive umbrella term for multimodal human-to-human social interaction mediated by information and communication technologies

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Social Cues in CMC

Tone, touch, eye contact, and facial expressions are missing in CMC

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Interpersonal technology channels

  • Phone has tone

  • Video call has facial expressions

  • FTF has touch

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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)

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Face-To-Face (FTF)

  • Critical to CMC

  • Considered ICT (informational communication technologies)

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Hyperconnectivity

“Above Connected”. A state where individuals are constantly connected through multiple technological channels, enhancing communication and access to information.

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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

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Private electronic communication

1 on 1 messaging (direct, text, semi-synchronous, private chat, instant messaging, text messaging, etc)

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Public electronic communication

Message boards, blogs, mailing lists, social networks sites, etc

  • Functions include – identity, sharing, reputation, groups, relationships, and conversation (ex: Facebook groups)

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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.

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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

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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

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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

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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)

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Innovations:

A new technology or system that society can choose to adopt (“objectively new”, perceived as new to you)

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SixDegrees

The first social networking site that allowed users to create profiles, connect with friends, and post updates, launched in 1997.

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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

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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

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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

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Triability

This allows users to evaluate the technology's usefulness without financial commitment, increasing the likelihood of adoption (ex: apps will offer free trials)

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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

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Communication Channels

Mass communication (companies releasing press releases, broadcasts, commercials, etc) helps you learn that the innovation exists

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Time

Refers to the duration it takes for an innovation to be adopted, including the stages of awareness, interest, evaluation, trial, and adoption.

  1. Knowledge: what have I learned about the innovation? (cannot adopt technology if you don’t know it exists)

  2. 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.)

  3. Decision: Should I adopt? 

  4. Implementation: how do I use it? (Does social media relax me or make me more nervous?)

  5. Confirmation: Did I make the right decision?

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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.

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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.

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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.

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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.

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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.

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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)

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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).

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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

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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.

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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)

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Cognitive

People turn to the media to learn things (ex: the news, PBS [Sesame Street], jeopardy)

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Affective

Experience emotions (“The Office/The Paper” for comedy, “The Notebook/Titanic” for romance/drama)

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Personal integrative

Representation of our own identity in the media (ex: relating to a character’s socioeconomic status)

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Social integrative

Conversations about media that are currently or will trend (ex: NFL Halftime Show. “What did you think of that episode?”)

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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

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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.

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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.

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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

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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

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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

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Self Presentation

Conscious or unconscious attempts to control images that are projected in real life or imagined interactions

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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.

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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

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Self-concept

The perception and understanding of oneself, including beliefs, feelings, and ideas about one's own identity and attributes.

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Actual self

The representation of who a person believes they are in the present, encompassing their traits, behaviors, and attributes.

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Ideal self

The vision of who a person wishes to become, reflecting their aspirations and desired traits.

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Ought self

The internal representation of the attributes that a person feels they should possess, often influenced by societal expectations and personal obligations.

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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.

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Collectivistic culture

Eye focused emojis

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Individualistic culture

Mouth focused emojis

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Technodeterminism

The theory that technology shapes societal structures and cultural values, influencing how communication occurs.

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Social determinism

The belief that society influences the development and use of technology, shaping how individuals interact with digital tools.

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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.

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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

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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.

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Media Multiplexity Theory

An approach asserting that strong social ties lead to communication through multiple media channels, while weaker ties often involve fewer channels.

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Social Information Processing Model

Outlines how perceptions and characteristics of media influence users' choices amidst specific contexts

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Six Key Motivations for Tinder

  1. Love: Seeking long-term relationships.

  2. Casual Sex: Engaging in physical encounters.

  3. Ease of Communication: Preference for online interactions over in-person.

  4. Self-Worth Validation: Seeking affirmation of attractiveness.

  5. Thrill of Excitement: Enjoyment derived from the app's use.

  6. Trendiness: Using Tinder due to its widespread popularity.

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Telecocooning

A phenomenon where increased cellphone use strengthens relationships with close contacts while weakening connections with weaker ties

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Social identification

Adopting the identity of the group one has categorized themselves into, which affects emotional significance and self-esteem.

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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.

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Valence

Refers to the intrinsic attractiveness or averseness of an event, object, or situation, influencing our emotional response and behavior towards it.