CCIT Flashcards

1
Q

The global knowledge economy arose from the convergence of three developments:

A

Growth of media, communication technologies and organisations globally, and the need for information

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2
Q

Knowledge push

A

The growth in outputs in education and scientific research arising from public and private investment,

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3
Q

Market pull:

A

need/requirement for a new product or a solution to a problem, which comes from the market place.
- Factors including economic globalisation, increased competition, greater sophistication in consumer demand, and the growing importance of intangible assets

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4
Q

3 core Ecommerce approaches

A

Purchase → transaction → delivery

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5
Q

Four step ecommerce strategy

A

Take advantage of the expansion of the available marketplace, Reduce costs to produce, Target particular niche consumer groups, “pull-type” (process begin w consumer orders and enables just-in-time production)

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6
Q

Four particular copyright issues

A

rapid development and mass distribution, rise of knowledge based or creative economy, copyrighted products are now a part of global popular culture, copyright and intellectual property law has been progressively over time.

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7
Q

Broad opn-software principles:

A

Belief in freely available content, collaborative, non-proprietorial initiatives ultimately generate better product and gift economy

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8
Q

DRM-driven approach leads to three adverse consequences:

A

diminished consumer privacy, reduced innovation potential, imbalances in the relationship between copyright holders and users (you don’t “own” your textbook or your music. You pay for license to access them)

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9
Q

Sociologist Michel Foucault (1975) theorised what?

A

the impact that being watched has on society, applying the concept of a “panopticon”

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10
Q

Richard Florida (2002) describes

A

creativity as “the decisive source of competitive advantage in the twenty-first-century global economy”

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11
Q

Four core characteristics of creativity

A

The ability to formulate new problems, transfer what one learns across contexts, recognize learning is incremental and involves making mistakes, focus one’s attention in pursuit of a goal

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12
Q

Building in triggers

A

For social engagement such as: Memes, catchy hooks in songs designed for sharing

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13
Q

Vernacular creativity

A

“creative practices that emerge from highly particular and non-elite social contexts and communicative conventions” – adds to the democratizing and participatory potential of new media technologies

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14
Q

“Creative Canada Policy Framework,”, three main pillars:

A

Invest in creators and cultural entrepreneurs, promote discovery and distribution of Canadian content at home and abroad and strengthen pubic broadcasting and support local news. (example; Carley Rey Jepson)

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15
Q

Three key economic drivers of creative industries are:

A

Rise of the service industry sectors, emergence of the knowledge based economy, culturalization of the economy as services become increasingly central

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16
Q

how is money being made within video games?

A

Primary purchase, in -game loot boxes, annual subscription passes, both, etc.

17
Q

Important implication of electronic commerce distribution

A

Disintermediation and reintermediation
Disintermediation - provides the opportunity for producers and consumers to access each other Directly
Reintermediation - reintroduction of a middleman between a supplier and a customer

18
Q

The Revolving Door: A useful concept

A

Entry, Exit, Circular

19
Q

Six dimensions of public relevance, Tarleton Gillespie - to examine the political ramifications of the introduction of algorithms into human knowledge practices

A

Patterns of inclusion, Cycles of anticipation, The evaluation of relevance, The promise of algorithmic objectivity, Entanglement with practice, The production of calculated publics