Chapter 14 - Communication and New Technologies Flashcards
New Media
A collection of mediated communication technologies that are digital and converging and tend to be interactive.
Blogs
Short for weblogs; online diaries or news commentaries.
Podcast
Audio file stored digitally.
Digital
Information that is transmitted in a numerical format based on only two values (0 and 1).
Computer-Mediated Communication (CMC)
The exchange of messages carried through an intervening system of digital electronic storage and transmitted between two or more people.
Cyberspace
The online world; often used synonymously with the Internet.
Internet
A system of networks that connects millions of computers around the world.
World Wide Web (WWW)
A system of interlinked hyperlinked documents contained on the Internet.
Social Networking Sites (SNSs)
Web-based service where people construct their profiles, identify with others whom they share a connection, and interact with others within the system.
Massively Multiplayer Online Games (MMOGs)
Test-based “virtual reality” games in which participants interact with enrichments, objects, and other participants.
Media Deficit Approach
A theoretical perspective that sees mediated communication as less useful than face-to-face communication.
Media Augmentation Approach
A theoretical perspective that sees views mediated communication as complementing or augmenting face-to-face communication.
Filtering
Removing nonverbal cues.
Social Presence
Degree of psychological closeness or immediacy engendered by various media.
Social Presence Theory
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.
Media Richness Theory
Theory that describes the potential information-carrying capacity of a communication medium.
Emoticon
Pictographs used to convey relational information in computer-mediated communication, such as the smiley face :)
Synchronous
Communication in which message are sent and received at the same time.
Asynchronous
Communication in which messages are sent and received at different times.
Social Network Theory
Theory that proposes that the patterns of connections among people affect their social behavior and communication.
Spoofing
Misrepresenting oneself online.
Spam
Unwanted commercial messages and advertisements sent through email.
Phishing
The curative or trying fraudulently to get consumer banking and credit card information.
Cyberbullying
The deliberate and reported misuse of communication technology by an individual or group to threaten or harm others.
Pseudoanonymity
Projecting a false identity.
Avatar
Digital alter-egos or versions of oneself, used in MMOGs.
Field of Availables
Potential partners and friends, typically much larger via CMC than via face-to-face relationships.
Digital Divide
Inequity of access between the technology “haves” and “have nots.”
Cultural Capital
Cultural knowledge and cultural competencies that people need to fiction effectively in society.
Technocapital
Access to technological skills and resources.
Diffusion of Innovations
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.