Political Systems and Propaganda Techniques

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80 Terms

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Democracy

A system of government in which power is held by the people, either directly or through elected representatives.

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Communism

A political and economic system where all property is publicly owned, and each person works and is paid according to their abilities and needs; aims for a classless society.

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Demagoguery

Demagoguery is the use of emotional, fear-based, or prejudiced appeals to gain support

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Oligarchy

A form of government in which a small, powerful group of people controls the country, often based on wealth, military power, or family ties.

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Socialism

An economic and political system where the means of production are owned or regulated by the community or state, aiming to reduce economic inequality.

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Fascism

A far-right, authoritarian system of government that promotes extreme nationalism, dictatorship, suppression of opposition, and often racism.

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Capitalism

An economic system where private individuals or businesses own the means of production and operate for profit, with minimal government control.

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Totalitarianism

A political system where the state holds total authority over society and seeks to control all aspects of public and private life.

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Propaganda

Propaganda refers to the deliberate attempt to influence a mass audience to act or think a certain way. Usually the term is associated with an intent to deceive.

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Slogans

A "catchy" slogan is more easily remembered than a complicated and perhaps more accurate explanation.

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Repetition

When a message is "drummed" into a listener's consciousness, it tends to be remembered. A group can be trained to repeat the slogan so loudly and long that all rational thought becomes impossible.

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Loaded Words

Certain words - like peace, patriotism, moral, terrorist, socialism - arouse such strong emotional responses that they are called loaded words (they are loaded with feelings beyond the simple definition of the word).

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Powerful Images

Just as there are loaded words, certain images are loaded with powerful emotional associations. Gardens, rainbows, sunshine, clear streams, beautiful people - these images tend to make us "feel good." Also, images that are just the opposite tend to make us feel bad.

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Appeals To Our Fears

A powerful propaganda technique is to play on a listener's fears. The message says, in effect, that if you don't do a certain thing (or if you don't think in a certain way), something that you fear very much will happen.

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Appeals To Our Basic Desires And Needs

All human beings need food, drink, clothing, and shelter in order to survive. We also have emotional needs: we need to be loved and cared for, to have meaningful work, to have a sense of dignity and self-worth. These can be used to shape a group's opinions.

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Card Stacking

A technique that seeks to manipulate audience perception of an issue by emphasizing one side and repressing another.

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Bandwagon

Since most people like to be part of the crowd, the propagandist can win over many followers if he can convince his listeners that everyone else is following a certain trend.

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Transfer Device

A propagandist can create the impression that his cause possesses virtues comparable to the virtues of a symbol, idea, or person that the people already respect and admire. They hope to get a group's feelings about one thing transferred to another thing.

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Plain Folks

A propagandist can convince people that he is one of the "plain folks" who is one of the common citizens rather than a leader who is not part of the general group.

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Equality

sameness; giving everyone the same thing

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Equity

fairness; giving everybody what's fair so they can all have access to the same opportunity

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Rhetoric

the art of speaking or writing effectively and persuasively

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Fallacies

common errors in reasoning that will undermine the logic of your argument.

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Appeal to Fear

A tactic that tries to scare the audience into agreeing or taking action by presenting threats or terrible consequences.

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Appeal to Basic Needs and Desires

Persuasion that targets fundamental human needs such as safety, food, love, belonging, or self-esteem.

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Bandwagon

A strategy that encourages people to do something because "everyone else is doing it."

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Card Stacking

Presenting only the positive information and leaving out the negatives to make something seem better than it really is.

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Red Herring

something that misleads or distracts from a relevant or important issue.

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false dichotomy

reduce complicated issues to only two possible courses of action.

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False Need

arguments create an unnecessary desire for things.

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Slippery Slope

arguments suggest that one thing will lead to another based on a series of small steps.

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Ethical Fallacies

detract from the credibility of the speaker/writer.

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Ad Hominem

arguments attack a person's character rather than that person's reasoning.

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False Authority

asks audiences to agree with the assertion of a writer based simply on his or her character or the authority of another person.

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Moral Equivalence

compares minor problems with much more serious crimes (or vice versa).

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Guilt by Association

Calls someone's character into question by examining the character of that person's associates.

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Faulty Causality

post hoc, ergo propter hoc

Arguments that confuse chronology with causation: one event can occur after another without being caused by it.

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Hasty Generalization

A conclusion based on insufficient or biased evidence, rushing to a conclusion before having all relevant facts.

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Gas lighting

Manipulate (someone) using psychological methods into questioning their own sanity or powers of reasoning.

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Guilt trip

Make (someone) feel guilty, especially in order to induce them to do something.

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Circuitously

(adverb) In an indirect or roundabout manner.

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Disingenuous

(adjective) Not honest or sincere; pretending to be unaware or innocent to mislead others.

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Integrity

(noun) The quality of being honest and morally upright; strong adherence to ethical principles.

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Stagnant

(adjective) Not flowing, moving, or changing; often used to describe still water or lack of progress.

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Embark

(verb) To begin a journey, project, or new adventure.

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Epic

A long narrative poem about the adventures and deeds of an epic hero.

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Epic Hero

A larger-than-life figure who undertakes great journeys and performs deeds requiring remarkable strength, bravery, and cunning.

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Epic Simile

Using like or as to compare things, but developed over several lines.

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Epithet

Renames a person with a descriptive phrase.

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Allusion

A reference to something.

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Mythological Allusion

When a piece of art, literature, or music refers to a piece of mythology.

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Archetype

A thing, person, or pattern of circumstances that appears repeatedly in literature.

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Invocation

A call for help.

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Muse

A person or thing that inspires.

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Polytheists / polytheistic

Believer in many gods, not just one.

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Hero's Journey

A common narrative pattern or archetype that describes the typical adventure of a hero.

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Ordinary World

Refers to natural life at the start of the story, a glimpse of the character of the hero.

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Call to Adventure

The hero is faced with something that makes them begin their adventure. Might be a problem or a challenge that they need to overcome. Must choose to undertake the adventure.

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Refusal of the Call

Hero refuses the challenge or journey, he feels a sense of duty, obligation, fear, insecurity, or a sense of inadequacy.

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Meeting With the Mentor

The hero encounters someone who gives advice and readies them for the journey ahead. Imports wisdom that may change the hero's mind.

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Crossing the Threshold

The hero commits to leaving the Ordinary World and enters a new region or condition with unfamiliar values and roles.

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Tests, Allies, and Enemies

Longest step in the journey. The hero faces myriad tests and sorts out allegiances in the Special World.

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Approach

Hero and newfound allies prepare for the major challenge in the special world.

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The Ordeal

Hero experiences a major hurdle or obstacle, life or death crisis. Must come face to face with weaknesses and overcome them. Something the hero barely manages to accomplish, and the climax.

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The Reward

The hero has survived death and takes the treasure won by facing death. Moment of great success in the story. Hero is a changed person now, doesn't fully realize the extent of the change in their continued focus on the matter at hand.

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The Road Back

The Hero begins the journey back to ordinary life. Integrating back into life will be a challenge, the hero is a changed man after the ordeal.

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Resurrection

Hero faces final test where everything is at stake, use everything they learned. Where personal changes are useful. Ideally suited to overcoming obstacles.

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Return with the Elixir

Returns from journey with elixir (wisdom, love, experience, treasure), may find a way to share gifts to help everyone in the ordinary world.

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Promontory

A high point of land that juts into the sea.

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Chifferobe

Closet; armoire; dresser.

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Lynch mob

A group (ie: mob) of 3 or more people that kill (ie: lynch) someone for 'justice' and is not condoned by the court.

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Ethos

An appeal to ethics - it relies on credibility and expertise to persuade.

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Logos

An appeal to logic - it relies on logic and facts to persuade the audience.

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Pathos

An appeal based on emotion - it creates an emotional response from the audience.

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Code-switching

The practice of alternating between two or more languages or varieties of language in conversation.

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Catharsis

The process of releasing, and thereby providing relief from, strong or repressed emotions.

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Aside

A short remark a character makes directly to the audience (or sometimes to another character) that other characters on stage do not hear. It reveals the character's thoughts or intentions.

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Soliloquy

A long speech in which a character speaks their thoughts aloud, usually while alone on stage. It gives the audience insight into the character's inner feelings and conflicts.

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Dramatic Irony

When the audience knows something important that a character does not. This creates tension, humor, or suspense—for example, when the audience knows a trap is set but the character walks into it unaware.

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Foil

A character who contrasts sharply with another character (usually the protagonist) to highlight particular qualities of the main character.