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Active data
Data about people's movements and activities.
Affective data
Data about people's thoughts, ideas, feelings, and emotions.
Affordance
The potential action that is possible by a given object or environment.
Algorithm
A series of instructions telling a computer how to transform data into useful knowledge.
Ambient intimacy
Being able to keep in touch with people with a level of regularity and intimacy enhanced by (social) media.
Anti-surveillance
Behavior intended to either avoid monitoring altogether or make observation more difficult to achieve.
Artificial intelligence
A self-learning group of algorithms.
Atypical work
Work that people get paid for but without the benefits usually associated with formal employment.
Augmented reality (AR)
A direct or indirect view of a physical environment merged with or enhanced by virtual computer-generated imagery.
Authenticity puzzle/contract
The delicate negotiation between media producers and consumers about what is fake or real.
Avatar activism
The appropriation of popular culture for civic and protest purposes.
Blockbuster
Industry term for a best-selling media product such as a film or digital game.
Blockchain
A digital ledger of transactions duplicated and distributed across a network of computers.
Charismatic technologies
Media that contribute to processes of personal transformation, identity formation, and expression.
Circuit of culture
Concept that highlights interdependent relations between people and media, focusing on production, identity, representations, regulations, and consumption.
Clicktivism
The use of online media to publicize, promote, and support causes for social change.
Close reading of media
A systematic analysis of all aspects of a specific text to find out what it is trying to say.
Command line interface
An interface whereby users interact with a computer by typing in text commands.
Concurrent media exposure
Being exposed to multiple media at the same time.
Convergence culture
The parallel integration of multiple media and the cultures of media production and consumption.
Convergence logic
A creative decision-making process that considers people as co-creators of products and services.
Coveillance
The surveillance of people by people.
Cross-media storytelling
Publishing or pushing the same story using multiple forms of media.
Crowdfunding
Raising money to finance projects and businesses from a large number of people via online platforms.
Crowdsourcing
Obtaining work, information, ideas, or opinions from a large group of people who submit their contribution online.
Crunch time
Working extreme overtime to get a media production project finished on deadline.
Cryptocurrencies
Digital currency organized through a blockchain and protected by cryptography.
Cultural analysis of media
Analysis of media texts as a source of meaning for a particular culture or community.
Cyborg
A cybernetic organism, partly human and partly machine.
Dark participation
Various forms of malicious online participation.
Data empathy
Enriching the statistical analysis of big data with personal stories, backgrounds, and context.
Data glut
An overwhelming and ever-increasing amount of information gathered and stored.
Data logic
A creative decision-making process that is primarily oriented toward data and metrics.
Data mining
Finding patterns and relations in large data sets using statistical methods.
Data portability
Controlling personal information based on open software standards.
Dataveillance
The use of information and communication technologies in the surveillance of people.
Digital commons
A form of communal ownership of data, information, culture, and knowledge.
Digital culture
An emerging value system and set of practices and expectations as expressed in computer-mediated communication.
Digital democracy
Democracy enhanced by information and communication technologies.
Digital disconnection/detox
Practices related to disconnecting or disengaging from online media for different purposes.
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.
Digital inequality
Differences between people in the resources required to use information and communication technology.
Digital shadow
The information created about oneself and the information others create about oneself online.
Disinformation
The dissemination of false or misleading information with the deliberate intent to manipulate and deceive.
Double articulation
Media influence established processes in society, as well as independently creating routines within and across society's institutions.
Editorial logic
A creative decision-making process that is primarily oriented toward peers, colleagues, and competitors.
Egodocuments
All forms of voluntary and involuntary autobiographical writing.
ELIZA effect
People's tendency to anthropomorphize machines.
Environment/ensemble/manifold/communicative figuration/intermediality
Different concepts to describe the sensation and experience of living with multiple media somewhat simultaneously.
Ephebiphobia
An irrational fear of adolescents or teenagers.
Everydayness
Everyday experience is made up of cycles and repetitive behaviors.
Frictionless sharing
Steps platforms take to reduce friction and get people to spend more time online using their products.
Friction
Deliberate choice in media use.
Functionality (vs. affordance)
The ability of a particular device or technology.
Gender-bending
Acting in a way that defies or challenges traditional notions of gender.
Graphic user interface
An interface that allows people to interact with electronic devices via visual indicators.
Greenlighting
Giving permission for a project to go ahead.
Hacking
The reconfiguration or reprogramming of a computer system.
Hacktivism
The act of hacking for politically or socially motivated purposes.
Halo effect
The "what is beautiful is good" stereotype.
Horizontal integration (of media industries)
Media companies consolidating and bundling their offerings across a variety of media channels.
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.
Hybrid warfare
When a nation's government and military combine information warfare and cyberwarfare with conventional warfare.
Infodemic
A rapidly spreading large amount of information about a problem that is typically unreliable or the product of a disinformation campaign.
Interface
A means by which people interact with electronic devices.
Intertextuality / intertextual referencing
Parts of a media text that refer to other texts.
Inverse surveillance
A form of surveillance where the many observe and monitor the few.
Lean-forward media
Media that engage the user directly, requiring people to pay close attention.
Life in media / media life
The idea that media are what people do and people love media.
Market logic
A creative decision-making process primarily oriented toward consumers, audiences, and markets.
Martini media
Media that are available anytime, anyplace, anyhow.
Mass self-communication
The circulation and reformatting of digitally formatted content posted online.
Material access to media
Having access to media as determined by media artifacts.
Materiality
The assumption that the physical properties of an artifact have consequences for how it is or can be used.
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.
Media activities
The activities and practices involved when people use media.
Media archaeology
A way to think about material media cultures in a historical perspective.
Media arrangements
How people organize and coordinate their lives with and around media.
Media artifacts
The devices people use to live in media.
Media as practice
Studying the open-ended range of practices focused directly or indirectly on media.
Media multitasking
Deliberate use of multiple media at the same time.
Media repertoire
A collection of media sources that people regularly use or a particular way in which people manage and use various media.
Mediatime
All the time people spend concurrently exposed to media.
Mediation
The circulation and appropriation of information and ideas via media.
Mediatization
The process by which the media takes a prominent role in society.
Mediology
Replacing ontology as the primary source of how and what we know about the world.
Meme(s)
An idea that spreads from person to person by replication and adaptation.
Metaverse
A network of virtual worlds accessible via headsets or the notion of a seamlessly integrated media experience.
Metavoicing
Reacting to other people's online presence and posts.
Microrebellions
Acts of protest and resistance by one person or only a few individuals, documented and shared on popular social media.
Motivational access to media
Personal reasons for wanting to engage or not engage or participate with the media.
Natural user interface
An interface that makes you use electronic media using touch, gestures, or voice.
Neo-Luddite
Someone who opposes the indiscriminate use of technology or believes the use of technology has problematic consequences.
Nowism
Excessive focus on the present or on immediate gratification.
Omnopticism
A situation where everyone monitors or can monitor everyone else.
Open source
An approach to software design where anyone can freely view, edit, modify, and distribute the source code.
Panopticism
The systematic ordering and controlling of people by their perception or knowledge of being under constant surveillance.
Participatory surveillance
The extent to which people willingly submit to having their personal information collected and tracked.
Passive data
Data about people at a particular time and place.
Personal information economy
An economy where value is primarily extracted by the gathering of personal data.