Life in Media Appendix 2

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139 Terms

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Active data

Data about people's movements and activities.

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Affective data

Data about people's thoughts, ideas, feelings, and emotions.

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Affordance

The potential action that is possible by a given object or environment.

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Algorithm

A series of instructions telling a computer how to transform data into useful knowledge.

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Ambient intimacy

Being able to keep in touch with people with a level of regularity and intimacy enhanced by (social) media.

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Anti-surveillance

Behavior intended to either avoid monitoring altogether or make observation more difficult to achieve.

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Artificial intelligence

A self-learning group of algorithms.

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Atypical work

Work that people get paid for but without the benefits usually associated with formal employment.

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Augmented reality (AR)

A direct or indirect view of a physical environment merged with or enhanced by virtual computer-generated imagery.

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Authenticity puzzle/contract

The delicate negotiation between media producers and consumers about what is fake or real.

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Avatar activism

The appropriation of popular culture for civic and protest purposes.

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Blockbuster

Industry term for a best-selling media product such as a film or digital game.

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Blockchain

A digital ledger of transactions duplicated and distributed across a network of computers.

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Charismatic technologies

Media that contribute to processes of personal transformation, identity formation, and expression.

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Circuit of culture

Concept that highlights interdependent relations between people and media, focusing on production, identity, representations, regulations, and consumption.

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Clicktivism

The use of online media to publicize, promote, and support causes for social change.

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Close reading of media

A systematic analysis of all aspects of a specific text to find out what it is trying to say.

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Command line interface

An interface whereby users interact with a computer by typing in text commands.

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Concurrent media exposure

Being exposed to multiple media at the same time.

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Convergence culture

The parallel integration of multiple media and the cultures of media production and consumption.

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Convergence logic

A creative decision-making process that considers people as co-creators of products and services.

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Coveillance

The surveillance of people by people.

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Cross-media storytelling

Publishing or pushing the same story using multiple forms of media.

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Crowdfunding

Raising money to finance projects and businesses from a large number of people via online platforms.

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Crowdsourcing

Obtaining work, information, ideas, or opinions from a large group of people who submit their contribution online.

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Crunch time

Working extreme overtime to get a media production project finished on deadline.

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Cryptocurrencies

Digital currency organized through a blockchain and protected by cryptography.

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Cultural analysis of media

Analysis of media texts as a source of meaning for a particular culture or community.

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Cyborg

A cybernetic organism, partly human and partly machine.

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Dark participation

Various forms of malicious online participation.

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Data empathy

Enriching the statistical analysis of big data with personal stories, backgrounds, and context.

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Data glut

An overwhelming and ever-increasing amount of information gathered and stored.

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Data logic

A creative decision-making process that is primarily oriented toward data and metrics.

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Data mining

Finding patterns and relations in large data sets using statistical methods.

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Data portability

Controlling personal information based on open software standards.

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Dataveillance

The use of information and communication technologies in the surveillance of people.

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Digital commons

A form of communal ownership of data, information, culture, and knowledge.

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Digital culture

An emerging value system and set of practices and expectations as expressed in computer-mediated communication.

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Digital democracy

Democracy enhanced by information and communication technologies.

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Digital disconnection/detox

Practices related to disconnecting or disengaging from online media for different purposes.

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Digital divide

The gap between people with a high degree of access to information and communication technologies and those with limited access or no access at all.

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Digital inequality

Differences between people in the resources required to use information and communication technology.

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Digital shadow

The information created about oneself and the information others create about oneself online.

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Disinformation

The dissemination of false or misleading information with the deliberate intent to manipulate and deceive.

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Double articulation

Media influence established processes in society, as well as independently creating routines within and across society's institutions.

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Editorial logic

A creative decision-making process that is primarily oriented toward peers, colleagues, and competitors.

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Egodocuments

All forms of voluntary and involuntary autobiographical writing.

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ELIZA effect

People's tendency to anthropomorphize machines.

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Environment/ensemble/manifold/communicative figuration/intermediality

Different concepts to describe the sensation and experience of living with multiple media somewhat simultaneously.

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Ephebiphobia

An irrational fear of adolescents or teenagers.

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Everydayness

Everyday experience is made up of cycles and repetitive behaviors.

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Frictionless sharing

Steps platforms take to reduce friction and get people to spend more time online using their products.

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Friction

Deliberate choice in media use.

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Functionality (vs. affordance)

The ability of a particular device or technology.

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Gender-bending

Acting in a way that defies or challenges traditional notions of gender.

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Graphic user interface

An interface that allows people to interact with electronic devices via visual indicators.

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Greenlighting

Giving permission for a project to go ahead.

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Hacking

The reconfiguration or reprogramming of a computer system.

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Hacktivism

The act of hacking for politically or socially motivated purposes.

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Halo effect

The "what is beautiful is good" stereotype.

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Horizontal integration (of media industries)

Media companies consolidating and bundling their offerings across a variety of media channels.

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Hourglass structure (of media industries)

The media consist of a handful of big corporations, few middle-sized companies, and many tiny companies and single contractors.

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Hybrid warfare

When a nation's government and military combine information warfare and cyberwarfare with conventional warfare.

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Infodemic

A rapidly spreading large amount of information about a problem that is typically unreliable or the product of a disinformation campaign.

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Interface

A means by which people interact with electronic devices.

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Intertextuality / intertextual referencing

Parts of a media text that refer to other texts.

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Inverse surveillance

A form of surveillance where the many observe and monitor the few.

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Lean-forward media

Media that engage the user directly, requiring people to pay close attention.

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Life in media / media life

The idea that media are what people do and people love media.

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Market logic

A creative decision-making process primarily oriented toward consumers, audiences, and markets.

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Martini media

Media that are available anytime, anyplace, anyhow.

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Mass self-communication

The circulation and reformatting of digitally formatted content posted online.

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Material access to media

Having access to media as determined by media artifacts.

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Materiality

The assumption that the physical properties of an artifact have consequences for how it is or can be used.

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Media activism

A form of activism that either has the media as the object to be reformed or uses a variety of media to further its goals of social or political transformation.

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Media activities

The activities and practices involved when people use media.

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Media archaeology

A way to think about material media cultures in a historical perspective.

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Media arrangements

How people organize and coordinate their lives with and around media.

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Media artifacts

The devices people use to live in media.

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Media as practice

Studying the open-ended range of practices focused directly or indirectly on media.

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Media multitasking

Deliberate use of multiple media at the same time.

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Media repertoire

A collection of media sources that people regularly use or a particular way in which people manage and use various media.

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Mediatime

All the time people spend concurrently exposed to media.

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Mediation

The circulation and appropriation of information and ideas via media.

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Mediatization

The process by which the media takes a prominent role in society.

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Mediology

Replacing ontology as the primary source of how and what we know about the world.

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Meme(s)

An idea that spreads from person to person by replication and adaptation.

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Metaverse

A network of virtual worlds accessible via headsets or the notion of a seamlessly integrated media experience.

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Metavoicing

Reacting to other people's online presence and posts.

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Microrebellions

Acts of protest and resistance by one person or only a few individuals, documented and shared on popular social media.

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Motivational access to media

Personal reasons for wanting to engage or not engage or participate with the media.

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Natural user interface

An interface that makes you use electronic media using touch, gestures, or voice.

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Neo-Luddite

Someone who opposes the indiscriminate use of technology or believes the use of technology has problematic consequences.

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Nowism

Excessive focus on the present or on immediate gratification.

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Omnopticism

A situation where everyone monitors or can monitor everyone else.

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Open source

An approach to software design where anyone can freely view, edit, modify, and distribute the source code.

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Panopticism

The systematic ordering and controlling of people by their perception or knowledge of being under constant surveillance.

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Participatory surveillance

The extent to which people willingly submit to having their personal information collected and tracked.

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Passive data

Data about people at a particular time and place.

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Personal information economy

An economy where value is primarily extracted by the gathering of personal data.