CMNS 2160: Mass Communication and Popular Culture Industries - Vocabulary Flashcards

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Vocabulary flashcards covering key concepts from the course introduction and scope.

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25 Terms

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Mass communication

The process of sending and exchanging information to a large audience using mass media technologies.

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Mass media

The infrastructure and platforms that enable mass communication (print, broadcast, online) and connect producers with audiences.

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Mass culture

Cultural products mass-produced for broad consumption and shared by many, usually produced by powerful institutions and aimed at profit.

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Public sphere

A space open to the public where information is accessible and people discuss values, ideologies, and media-related issues.

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Popular culture

Culturally significant media products (film, TV, music, games) circulated widely, produced by institutions, and used to reflect or shape social values.

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Producer

A person or entity that oversees the creation, financing, and distribution of a media product, coordinating labor and resources.

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Monetization

The ways media products generate revenue, such as advertising, ticket sales, subscriptions, or licensing.

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Distribution networks

The channels through which media products reach audiences (theaters, networks, streaming platforms, bookstores).

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Regulation and ethics

Rules, standards, and ethical considerations guiding content and industry practices across countries.

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Marvel rights and studio strategy

Historically, Marvel sold rights to characters to various studios; later pursued a multimedia strategy to unify its universe and profits.

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Two halves of the course

First half covers fundamentals and business practices; second half dives into specific industries and their operations.

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Midterm and final exams

Open-book assessments with midterm = 10% and final = 25% of the grade, emphasizing note-taking and reading.

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News presentation assignment

A 10-minute group presentation each week on recent media industry news (not celebrity gossip), with a partner.

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Pitch assignment

An end-of-course project to propose and pitch a media product, including a written proposal and a pitch to executives.

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Textbooks

Book 1: Understanding the Industries (required/paid); Book 2: Understanding the Culture (open-source/free).

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North American focus

The primary focus is on US and Canadian media landscapes, with some European context.

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Public broadcasting

Publicly funded broadcasting found in some regions (e.g., Canada); contrasts with US funding models.

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Intellectual property and rights

Copyrights, licensing, and rights ownership for characters and content across media industries.

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Decentralization of audiences

Audiences fragment into niche groups due to digital platforms and streaming, changing production/marketing strategies.

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Entertainment industries

Main focus areas include film, television, social media, video games, and music.

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Open book testing

Tests that allow reference materials; require preparation and crib sheets; emphasize understanding over memorization.

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Advertising-based monetization

Revenue model where content is funded by advertising, often used for free-to-view media.

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Sydney Sweeney ad controversy

A jeans advertisement controversy that sparked debates about representation, ideology, and corporate responsibility in popular culture.

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Genres and innovation in music

The music industry continually creates new genres to attract and expand audiences.

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Piracy and abstract nature of media products

Media products are intangible and easily pirated, affecting monetization and the perceived value compared to physical goods.