COMS203 Final

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43 Terms

1

new media

composed of the 3 c’s

  • computing and information technology

  • communications networks

  • content and digitized media

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2

socio-technical/social shaping of technology

technology embedded within society

  • user-created functions that are incorporated by platforms

  • production, distribution, and consumption is non-linear and unpredictable

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3

political economy

focuses on politics and power relations embedded in technological development

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4

cultural studies

tech is designed with desire for community

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5

hype

positive perceptions of developments in media

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6

counterhype

criticisms of new media and technology

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7

technological determinism

tech progresses and evolves in a linear direction - better and better

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8

commodification

turning things into commodities that can be bought and sold

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9

audience commodity

consumerism, using audience data as selling point - users are told what to do by commercial systems

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10

monopoly

global media industries, user labour - media giants + ownership

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11

consolidation

strengthening of technology

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12

infrastructure

technological hard and software that continually is built upon and improved

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13

high-level affordances

  • social and communicative

  • what does tech mean for people’s lives

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14

low-level affordances

  • percieved - how is tech intended to be used

  • relationship between tech and person

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15

self-presentation

we are performers who craft an ideal version of ourselves - social media

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16

disintermediation

manufacturers → consumers

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17

reintermediation

manufacturers → electronic intermediaries → consumers

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18

echo chamber

when people are only exposed to their own ideals so they are not open to other viewpoints and their beliefs are strengthened

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19

misinformation

false content not intended to cause harm

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20

disinformation

false content intended to cause harm

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21

mal-information

true content intended to cause harm

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22

networked publics

public spaces restructured by technology for a sense of community

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23

governance

information freedom, net neutrality - control of what citizens access

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24

regulation

relationship between users, internet, and government - how much can government allow citizens to see as users of a free internet?

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25

network neutrality

ensure that all data on the internet is treated equally by regulatory powers regardless of content, user, platform, application, or device

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26

copyright

ownership of creative expression - intellectual property cannot be stolen, but can be interpreted and changed by other parties. copyrighted products are a major part of pop culture

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27

free culture

distribute and modify other’s creative content within limits of free/open use without compensation to original owner

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28

content moderation

differences between protection vs censorship; restrictions of hate speech and objectionable content. creation of guidelines for what can and cannot be said

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29

privacy

  • informed consent, transparency, knowledge of data retention, control

  • policies + law

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30

social production

  • non market, collaborative, distributed

  • modularity (properties of a project that determine extent to which it can be broken down into “modules” that can be independently produced) + granularity (size of modules - determines smallest possible individual investment into project)

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31

artificial intelligence (AI)

  • machine learning - algorithm can self-optimize based on labelled inputs

  • neural network - set of layers in machine learning algorithm

  • deep learning - many layered neural network that can process raw data

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32

ai ethics

  • inequitable and immoral training data from flawed human data sets

  • removing human experiences, like sexuality, from ai

  • inputs may not be diverse or true

  • biases in machine learning

  • jobs taken by ai

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33

ludology

players as actors

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34

narratology

game as narrative story

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35

gamification

desire to learn or achieve something is turned into a game

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36

moral panics

feeling of fear spread among a large number of people that some evil threatens the wellbeing of society

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37

technological leapfrogging

small and incremental innovations lead a dominant firm to stay ahead

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38

apps

  • “walled gardens”

  • enclosure online

  • phones become platforms for new development, applications, and uses

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39

moore’s law

computing power doubles approx. every 2 years at same size and same cost

  • microchips get smallar AND more powerful

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40

creative industries

  • political economy - follow the money

  • ownership, regulation, advertising, labour

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41

creative cities

  • diverse and tolerant cities will outperform others

  • investing money into local creativity to boost economy

  • commodification of art

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42

mass surveillance

  • social control

  • recording of private conversations

  • targets created by FBI based on previous info

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43

surveillance society

  • pervasive technology

  • databases

  • data used for identifying risky populations

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