Communications 2100 Exam 2

studied byStudied by 7 people
5.0(1)
learn
LearnA personalized and smart learning plan
exam
Practice TestTake a test on your terms and definitions
spaced repetition
Spaced RepetitionScientifically backed study method
heart puzzle
Matching GameHow quick can you match all your cards?
flashcards
FlashcardsStudy terms and definitions

1 / 79

flashcard set

Earn XP

Description and Tags

80 Terms

1
Narrowcasting
Person-to-person communication, which disseminates information to a narrow audience, rather than to the broader public
New cards
2
FCC (Federal Communications Commission)
An independent US government agency charged with regulating interstate and international communications by radio, telephone, television, wire, satellite, cable, and the internet
New cards
3
Payola
The practice by which record promoters pay deejays to play particular records- Rampant during the 1950s as record companies sought to guarantee record sales 
New cards
4
A&R
Artist and repertoire agents - the talent scouts of the music business who discover, develop, and sometimes manage artists
New cards
5
Radio Waves
a portion of the electromagnetic wave spectrum that was harnessed so that signals could be sent from a transmission point to a reception point.
New cards
6
Broadcasting
Distribution of content to a dispersed audience via a mass communications medium, usually one using electromagnetic radiation
New cards
7
  1. The technology used to broadcast

  2. patterns of ownership

  3. Regulation of broadcasts by FCC and government

What 3 standards did radio as a medium establish?
New cards
8
KDKA Pittsburgh in 1920
What was the 1st commercial broadcast?
New cards
9
Radio became a local medium that covered local news with local sponsors, also became music centered and developed close ties with the recording industry
How did radio adapt after the introduction of TV?
New cards
10
1996 Telecommunications Act
  1. the sweeping update of telecommunications law that led to a wave of media consolidation.

  2. Led to much of the media deregulation we see today - has allowed for the proliferation of media conglomeration that happens

New cards
11
Deregulation
A process that requires fewer rules, less government oversight, and a lassiez faire approach.
New cards
12
Led to very little governmental interference and led to a wave of media consolidation
Results of 1996 Telecommunications Act
New cards
13
8 per market
How many stations (in a market) could a radio company own in 1996?
New cards
14
  1. Radio is no longer a truly local medium

  2. Greater self censorship from corporate of local talent and playlists

  3. Greater ability to explicitly censor local playlists because of an artist and their views

3 effects that consolidation of ownership of radio had on local radio
New cards
15
  1. Clear channel sent out a guide for its channels post 9/11

  2. Worried that some songs may evoke negative emotions so they banned or discouraged over 158 songs

  3. Example of self-censorship

What was the Clear Channel Memo and what does it illustrate?
New cards
16
Dixie Chicks Example

1. Demonstrates how the words or actions of artists (in this situation, Natalie Meanes saying she is ashamed Bush is from TX) can impact artists success because of conglomerates


1. This resulted a 29% reduction in airplay - largely driven by Cox & Cumulus
New cards
17
Minot, ND example
  1. People seek media during crises

    1. Power was out - no TV or corded radio

    2. Had radio in cars and handhelds

    3. Couldn't wait for newspapers

  2. Went to radio in cars and with batteries

    1. Local channels broadcasting satellite feeds from Clear Channel

  3. Take home point: radio is no longer a local medium

New cards
18
Listening habits pre-tv
World series, address by president, War of the World, programs like that.
New cards
19
Impact of internet on radio

1. The diversity of music that consumers hear is vastly larger with the internet.


1. Evolution into a more personalized experience
New cards
20
  1. Radio

  2. Own the music

  3. Music you rent, subscription service

What are the three forms of music listening?
New cards
21
Common Carriers
media outlets that must serve all customers/content providers and carry all lawful traffic. Non common regulated communications services are under different regulatory rules— for example, cable TV providers are forbidden from some forms of commercial discrimination, but do not have to make their channel capacity available to all, as they would under a common carriage regime.
New cards
22
Time Shifting
The process whereby television viewers record programs to watch at their convenience
New cards
23
CATV (Community Antenna Television )
cable television that could share signals of big 3 channels with neighborhoods. A way to get local television places that didn’t have goo reception.
New cards
24
Audience Share
a statistical measurement of the % of homes tuned to a certain program compared w/those simply using their sets at the time of a sample
New cards
25
In the 1930s, listeners tuned in at set times, the peak listening was in primetime, and there was a loyalty to shows. The same qualities are true for television shows today.
How was radio listening in the 1930s similar to TV viewing?
New cards
26
Today, radio is a background medium and the peak time is during drive time, not during primetime. Additionally, we are loyal to stations and formats rather than individual shows.
How was radio listening in the 1930s different than radio listening today?
New cards
27
1927
When did the first laboratory TV transmission occur?

\
New cards
28
1939
When was the first commercial broadcast/public demo?
New cards
29
Has lead to decreased viewers per show collectively, ratings have declined.
Effect of Time Shifting on Ratings
New cards
30
C3 Ratings
Commercial Ratings (viewing within 3 days)
New cards
31
Nielsen Ratings
Starts by creating a sample that accurately reflects the population. They employ a random sample where all homes have an equal chance of being selected. This ensures that the sample mirrors the population according to gender, age, geography, race, cable status, and other characteristics.
New cards
32
  1. Internet TV

  2. Reality TV

    1. Vlogging

  3. Serialization

  4. Binge Watching

4 Trends of future TV
New cards
33
Two Major Impacts of Web TV
The tradition over the television has been declining. The rise of the internet has led to a rise in content creators who designed specifically for the internet to be disseminated specifically through their channel rather than more broadly. Content producers tend to powerfully interact with their audience in ways that wasn’t possible before.
New cards
34
Binge Watching
viewing an entire series in a short period of time.
New cards
35
Serial Program
Continuing plot that unfolds sequentially from episode to episode with a story arc across series/season
New cards
36
Vlog
  1. Video log or video blog

  2. Social video content

    1. Interaction with subscribers

  3. Highly monetized

    1. Reality TV converging with internet TV

New cards
37
Parasocial Relationship
We develop very real perceived relationships with characters in shows because we think we get to know them.
New cards
38
  1. Perceived reality

  2. Social comparison

  3. Voyeurism

  4. Enjoyment of the spectacle

  5. Parasocial interaction

5 reasons why reality TV has psychological appeal for audiences
New cards
39
A Trip to the Moon
 employed editing and camera tricks, such as slow motion and carton animation, that became key ingredients in future narrative filmmaking.
New cards
40
Blockbusters
The type of big-budget special effects film that typically has a summer or holiday release date, heavy promotion, and lucrative merchandising tie-ins.
New cards
41
Newsreels
Weekly ten-minute magazine-style compilations of filmed news events from around the world.
New cards
42
Vertical Integration
In media economics, the phenomenon of controlling a mass media industry at its three essential levels; production, distribution, and exhibition; the term is frequently used in reference to the film industry during the studio system era
New cards
43
Major Studios
  1. Columbia

  2. Fox

  3. MGM

  4. Paramount

  5. Universal

  6. Warner Bros.

  7. Disney

  8. Sony

New cards
44
Big 5
Disney, Warner Brothers, Universal, Sony Pictures, and Paramount
New cards
45
  1. Director

  2. Producer

  3. Screenwriter

  4. Many others

Who are the major roles in the movie making process?
New cards
46
Director
Guides the actors, stages action, supervises shooting
New cards
47
Producer
Organizes a film, raise money for filming, selects creative team, can be studio exec.
New cards
48
Executive Producer
producer mostly about money raising
New cards
49
  1. Theatrical release

  2. Pay cable (HBO), digital downloads, on demand, rental

  3. Network & Cable exhibition

  4. Syndication

What is the distribution cycle of a movie?
New cards
50
Microcinema
Movement of low-budget video, production and distribution made possible by digital video and editing technology, where independent film makers find audiences for their work both online and in small theaters
New cards
51
Blockbuster mentality
Practice by large studios to produce high budget/high earning movies that choke out smaller movies at theaters
New cards
52
  1. psychoanalysis

  2. media identification

What are the two theories about cinema being a reflection of reality or of ourselves?
New cards
53
Psychoanalysis
  1. Metz (French Theorist)

  2. Film as a mirror

    1. Does not reflect the spectator

    2. Viewer identifies with the camera over the image becoming one with the camera

  3. We have a desire to perceive the other

New cards
54
Media Identification
  1. Cohen (comm scholar)

  2. Identification is a mechanism through which we experience and interpret content as if it is happening to us

  3. Is a cognitive and emotional process

  4. We imagine being one with the character

  5. Fosters parasocial relationship with media

New cards
55
  1. Live events

  2. Paid promotion connects film to new audiences

  3. Analytics help producers understand viewers

  4. Can leverage with social media

  5. Interactivity fosters community building

What are the 5 main ways that YouTube helps creators facilitate audience reach and engagement?
New cards
56
Identification
a mechanism through which we experience and interpret content as if its happening to us
New cards
57
Parasocial interaction
when we develop very real perceived relationships with characters in shows because we think we get to know them.
New cards
58
  1. Tastemakers

  2. Participation

  3. Unexpectedness

3 characteristics of viral videos
New cards
59
ESRB (entertainment software rating board)
is created by the Entertainment Software Association (ESA - the main video game trade association). It is a rating system that provides potential purchasers of video games (including parents) with age-appropriate guidelines for their use based on game content (including amounts of violence, sexually explicit content, and the inclusion of profanity-laced discourse among game characters).
New cards
60
Avatar
A graphic interactive "character" situated within the world of the game - of their own design
New cards
61
RPG (role playing game)
social and interactive worlds where players assume the role of a virtual character. An interactive story where the game player controls an avatar called a player character (PC)
New cards
62
MMORPG
  1. Similar to role-playing games but distinguished by the high number of players interacting together.

  2. World of warcraft, guild wars 2, eve online

New cards
63
Fantasy Sports
Games in which players assemble teams and use actual sprots results to determine scores in their online games. These games reach a mass audience, have a major social component and take a managerial perspective on the game
New cards
64
  1. social networks

  2. web blogs

  3. microblogs

  4. content communities

  5. social news communities

5 types of social media
New cards
65
Social networks
  1. Allow users to build pages holding content/profiles

  2. Center on connections and communication

  3. A larger umbrella term often used for many of these

New cards
66
Web blogs
Online journals documenting and cataloging experiences/thoughts by subject or chronologically
New cards
67
Microblogs
  1. Short versions of web blogs focusing on quick updates

  2. Characterized by limiting characters and can involve images

New cards
68
Content Communities
Allow users to organize, share, and comment on images/stories/videos
New cards
69
Social News Communities
  1. Users post novel, breaking information/news

  2. Involves voting system

New cards
70
Facebook
social networking for personal use, focused on relationship building and making connections, allow for likes, comments, shares, etc.
New cards
71
LinkedIn
social networking for professional use, focused on skills and professional life
New cards
72
Twitter

social network and microblog, used for both professional and personal ties and networking, revolves around:

  • following

  • followers

  • hashtag

  • retweet

New cards
73
Virality
Media that gets circulated rapidly and widely during a specified timeframe
New cards
74
POSI (preference for online social interaction)

1. A cognitive individual difference construct characterized by beliefs that one is safer, more successful, more confident, and more comfortable with online interpersonal interactions and relationships than with traditional face-to-face social activities


1. Greater anonymity, greater control over image, less risk, less responsibility/commitment to interactions
New cards
75
68%
what % of Americans play video games?
New cards
76
40%+
what percentage of gamers are female?
New cards
77
freemium game

1. Digital games that are free to download but have in game currencies


1. Ad supported
2. Virtual money
New cards
78
Advergame
  1. When advertising is a feature of the game and are integrated into the game

  2. When the entire purpose of the game is to tie in and advertise a specific product

New cards
79
  1. Computer simulated

  2. 3D

  3. Persistent

  4. Interactive

  5. Avatars

  6. Communicate synchronously or asynchronously

6 components of a virtual world
New cards
80
hyper commercialism
  1. The increasing amount of advertising and mixing of commercial and non-commercial content

  2. The segmented demographics of gamers making it appealing to advertising and persuasive campaigns

New cards
robot