Chapter 14 Flashcards

1
Q

Why is it necessary to learn about interactive media?

A
  1. pervasive in everyday life

2. helps with personal and professional success

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2
Q

A collection of mediated communication technologies that are digital

A

Interactive media

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3
Q

Interactive media is commonly used for 4 main functions, which are?

A
  1. Connecting with others
  2. Search for/exchange information
  3. Entertainment
  4. Financial transactions
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4
Q

Critics say that because we have so much access to so much info, we do what?

A

We “skim” and don’t make an effort to remember

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5
Q

Information that is transmitted in an numerical format based on only two values (0 and 1)

A

Digital

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6
Q

Group of internet-based applications that allow the creation and exchange of user-generated content

A

Social media

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7
Q

Computers use ___ based communication, meaning that messages are carried digitally between two or more people

A

Digital-based

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8
Q

Interactive media is a ___ form of communication

A

Mediated form

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9
Q

Interactive media is this

A

social media

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10
Q

Web-based service where people construct their profiles, identify others with whom they share a connection, and interact with others within the system

A

Social networking site (SNSs)

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11
Q

text-based “virtual reality” games in which participants interact with enrichments, objects, and other participants

A

Massively multiplayer online names (MMOGs)

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12
Q

What are six categories of social media?

A
  1. blogs
  2. social networking sites
  3. virtual social worlds
  4. collaborative projects
  5. content communities
  6. massively multiplayer online games
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13
Q

What is Facebook an example of?

A

Social networking site

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14
Q

What are wikis an example of?

A

Collaborative projects

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15
Q

What are YouTube and Pinterest exs of?

A

Content communities

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16
Q

What is World of Warcraft an example of?

A

Massively multiplayer online games

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17
Q

T/F: new versions of interactive media are always emerging

A

True

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18
Q

One media characteristic is that some interactive media lacks the capability of what?

A

social cues

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19
Q

Communication in which messages are sent and received at the same time

A

Synchronous

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20
Q

Communication in which messages are sent and received at different time s

A

Asynchronous

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21
Q

Theory that describes the potential information-carrying capacity of a communication medium

A

Media richness theory

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22
Q

Degree of psychological closeness or immediacy engendered by various media

A

Social presence

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23
Q

Email, blogs, and text messaging are how rich according to the social presence/media richness theory?

A

Low

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24
Q

Video chats, virtual social worlds, and virtual game worlds are how rich according to the social presence/media richness theory?

A

High

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25
Social presence theory suggests that what is generally highest in social presence?
Face-to-face communication
26
What is the least rich media according to the media richness theory?
Text messages
27
Theory that suggests face-to-face comm is generally high in social presence, and that media vary in the amount of social presence they convey
Social presence theory
28
Interactive media varies in they type of self-presentation and self-disclosure is allowed
ya
29
In social media, refers to not knowing exactly who is reading one's posts
Collapsing contexts
30
The ease with which content can be spread on social media
Spreadability
31
There are 3 (overlapping) types of information that can be disclosed on interactive media sites?
1. standard information 2. sensitive personal info 3. potential stigmatizing info
32
What is one of the biggest challenges of managing identity?
How to present yourself and manage your online identity
33
Those who say they are concerned about privacy online reveal a lot of information about themselves
Privacy paradox
34
People who read, observe, but do not actively participate in online communities/sites
Lurkers
35
There is an increasingly less opportunity for what online?
Anonymity
36
In some ways, the freedom that people feel as a result of their anonymity may lead them to be what?
Less responsible communicators
37
Unwanted commercial messages and advertisements sent through emails
Spam
38
The practice of trying fraudulently to get consumer banking and credit card information
Phishing
39
Knowing something about the person sending information gives a context for what?
judging his/her message
40
Is anonymous and an infinite number of viewers can participate. The deliberate and repeated misuse of communication technology by an individual or group to threaten or harm others
Cyberbullying
41
Providing false information
Deception
42
Goes beyond anonymity by Projecting a false identity, can be done by using avatars
Pseudoanonymity
43
Digital alter egos or versions of oneself, used in MMOGS
Avatars
44
These through interactive media overcome limits of time and space
Relationships
45
What are weaknesses of online relationships?
Lack of nonverbal cues, asynchrocity
46
What are strengths of online relationships?
Continuity regardless of distance, offer more potential partners than offline,
47
T/F: It is easier to find similar others and to achieve intimate exchanges online
true
48
Online relationships can be based on, this
deception
49
Creating an intentionally deceptive social media profile
Catfishing
50
Storage of data online on multiple servers, accessible from multiple locations
Cloud locations
51
What problems arise through superior-subordinate communication in interactive media?
1. status and boundary issues 2. surveillance issues 3. confidentiality issues
52
T/F: For the most part, communication technologies have decreased the ability for people to do their jobs
false
53
In the workplace this increases uncertainty and has the potential for disagreements and misunderstandings
When colleagues just interact online
54
__ are more likely to play online games
Males
55
___- tend to email more and use social networking sites more
Women
56
What is the fastest growing group of internet users?
70+
57
What ethnicity has a significant presence on twitter
Black americans
58
Inequity of access between the technology "haves" and "have nots"
Digital divide
59
Cultural knowledge and cultural competencies that people need to function effectively in society,
Cultural capital
60
Access to technological skills and resources
Technocapital
61
Cultural capital is determined by who?
Those with the most power
62
Who has access to interactive media in the US is based on what disparities?
Income, education, and urban-rural differneces
63
The range or breadth of internet activities
Multimodality
64
What kind of people are most likely to have access to interactive media?
- young or middle aged - college degree/current student - comfortable income - urban/suburban area - physically abled
65
Some believe that equitable access may lead to what>
a more democratic and equitable world
66
Some believe globalization primarily benefits what nations?
Wealthy western nations, and that these nations continue to control and profit
67
For people to accept new technology, they must see it as what?
Useful and compatible with their values and lifestyle
68
People are more likely to adopt tech if who adopts it?
Their peers
69
Who has suggested that crossing the digital divide requires 4 levels of technocaptial?
Jan van DIjk
70
What are Vab Dijk's 4 levels of access to technocapital
1. Mental access 2. Material access 3. Skills access 4. Usage access
71
Motivation and acceptance of new media as meaningful
Mental access
72
This to digital hardware is where most public policy focuses
Material access
73
Lack of training is seen as a barrier
Skills access
74
Means knowing how to use computer applications
Usage access
75
What are 4 ethical challenges interactive media
1. ethics and identity 2. privacy issues 3. posting ethical messages 4. building ethical mediated relationships
76
Interactive media etiquette: Email: - give your email a context through what? - address the recipient appropriately - check your spelling carefully
- give your email a context through the subject field