Chapter 14 - Communication and New Technologies Flashcards

1
Q

New Media

A

A collection of mediated communication technologies that are digital and converging and tend to be interactive.

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2
Q

Blogs

A

Short for weblogs; online diaries or news commentaries.

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3
Q

Podcast

A

Audio file stored digitally.

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4
Q

Digital

A

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

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5
Q

Computer-Mediated Communication (CMC)

A

The exchange of messages carried through an intervening system of digital electronic storage and transmitted between two or more people.

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6
Q

Cyberspace

A

The online world; often used synonymously with the Internet.

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7
Q

Internet

A

A system of networks that connects millions of computers around the world.

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8
Q

World Wide Web (WWW)

A

A system of interlinked hyperlinked documents contained on the Internet.

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9
Q

Social Networking Sites (SNSs)

A

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

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10
Q

Massively Multiplayer Online Games (MMOGs)

A

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

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11
Q

Media Deficit Approach

A

A theoretical perspective that sees mediated communication as less useful than face-to-face communication.

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12
Q

Media Augmentation Approach

A

A theoretical perspective that sees views mediated communication as complementing or augmenting face-to-face communication.

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13
Q

Filtering

A

Removing nonverbal cues.

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14
Q

Social Presence

A

Degree of psychological closeness or immediacy engendered by various media.

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15
Q

Social Presence Theory

A

Suggests that face-to-face communication os generally high in this kind of social presence, and that media vary in the amount of social presence they convey.

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16
Q

Media Richness Theory

A

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

17
Q

Emoticon

A

Pictographs used to convey relational information in computer-mediated communication, such as the smiley face :)

18
Q

Synchronous

A

Communication in which message are sent and received at the same time.

19
Q

Asynchronous

A

Communication in which messages are sent and received at different times.

20
Q

Social Network Theory

A

Theory that proposes that the patterns of connections among people affect their social behavior and communication.

21
Q

Spoofing

A

Misrepresenting oneself online.

22
Q

Spam

A

Unwanted commercial messages and advertisements sent through email.

23
Q

Phishing

A

The curative or trying fraudulently to get consumer banking and credit card information.

24
Q

Cyberbullying

A

The deliberate and reported misuse of communication technology by an individual or group to threaten or harm others.

25
Q

Pseudoanonymity

A

Projecting a false identity.

26
Q

Avatar

A

Digital alter-egos or versions of oneself, used in MMOGs.

27
Q

Field of Availables

A

Potential partners and friends, typically much larger via CMC than via face-to-face relationships.

28
Q

Digital Divide

A

Inequity of access between the technology “haves” and “have nots.”

29
Q

Cultural Capital

A

Cultural knowledge and cultural competencies that people need to fiction effectively in society.

30
Q

Technocapital

A

Access to technological skills and resources.

31
Q

Diffusion of Innovations

A

Theory that suggest that in order for people to accept a new technology like the computer, that have to see it as useful and compatible with their cases and lifestyle.