COMS 203 Final Flashcards

1
Q

New Media

A

Refers to digital forms of communication and entertainment that have emerged with the advancement of technology, including the internet, social media, digital art, and interactive multimedia.

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2
Q

Commodification

A

The process by which goods, services, or ideas are turned into commodities for sale or exchange. In the context of New Media, this can refer to the transformation of digital content, such as user data or creative works, into marketable products or assets.

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3
Q

Socio-technical

A

Describes the interplay between social structures and technological systems. It acknowledges that technology is shaped by societal values, practices, and institutions, and in turn, influences social behaviors and norms.

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4
Q

Audience commodity

A

Views audiences as valuable commodities for advertisers or content producers in the New Media landscape. This perspective emphasizes the economic significance of audience attention and engagement in generating revenue or influence.

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5
Q

Social shaping of technology

A

Suggests that technology is not developed in isolation but is influenced by social factors such as cultural norms, political interests, and economic conditions. It emphasizes the bidirectional relationship between society and technology, where societal values shape technological development and technology, in turn, influences society.

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6
Q

Monopoly/Consolidation

A

Refers to the concentration of power and control over New Media industries in the hands of a few dominant companies. This can lead to reduced competition, limited diversity of content, and potential monopolistic practices that affect both producers and consumers.

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7
Q

Political economy

A

Analyzes the interplay between politics, economics, and media systems. In the context of New Media, it examines how political and economic forces shape the production, distribution, and consumption of digital media content.

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8
Q

Infrastructure

A

Refers to the underlying framework or physical components that support the operation of New Media systems, such as internet networks, servers, and communication technologies. It encompasses both the hardware and software necessary for digital communication and interaction.

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9
Q

Cultural Studies

A

An interdisciplinary field that explores the production, consumption, and meaning of cultural artifacts, including media texts. In New Media studies, cultural studies approaches are used to analyze how digital technologies shape and are shaped by cultural practices, identities, and representations.

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10
Q

Affordances (high-level/low-level)

A

High-level affordances refer to the perceived possibilities for action offered by a technology, such as the ability to communicate instantly through social media platforms. Low-level affordances pertain to the technical features or properties of a technology that enable these actions, such as buttons or interfaces.

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11
Q

Hype/Counter-hype

A

Hype refers to exaggerated or sensational promotion of new technologies or trends in New Media, often driven by marketing or media coverage. Counter-hype critiques or challenges the inflated claims and expectations associated with these technologies, highlighting potential drawbacks or limitations.

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12
Q

Self-presentation

A

Refers to the ways in which individuals or groups present themselves to others through New Media platforms, such as social media profiles or personal websites. It encompasses the construction and management of online identities, including the selection of content, imagery, and language to convey desired impressions.

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13
Q

Technological determinism

A

The theory that technology drives social change and development, often independently of other factors such as culture or politics. In the context of New Media, technological determinism examines how advancements in digital technology shape behaviors, institutions, and societal structures.

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14
Q

Disintermediation

A

Refers to the removal of intermediaries or middlemen between producers and consumers in a market. In the context of New Media, it often relates to the direct interaction between content creators and audiences facilitated by digital platforms, bypassing traditional media gatekeepers.

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15
Q

Reintermediation

A

Occurs when new intermediaries or middlemen emerge in the digital landscape, albeit different from traditional ones, to facilitate transactions or interactions between producers and consumers.

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16
Q

Regulation

A

Refers to the rules, laws, and policies established by governments or regulatory bodies to govern the behavior and practices within the New Media ecosystem. This can include regulations regarding content, privacy, competition, and access to information.

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17
Q

Echo chamber

A

Describes an environment, often facilitated by social media algorithms, where individuals are exposed only to information or opinions that reinforce their existing beliefs or perspectives. This can lead to polarization and the reinforcement of biases within online communities.

18
Q

Network neutrality

A

Also known as net neutrality, it is the principle that internet service providers (ISPs) should treat all data on the internet equally, without discrimination or preference for specific websites, services, or applications. It advocates for an open and non-discriminatory internet ecosystem.

19
Q

Misinformation

A

False or misleading information shared without harmful intent.

20
Q

Disinformation

A

False or misleading information deliberately spread to deceive or manipulate audiences.

21
Q

Malinformation

A

True information shared with the intent to cause harm, such as sharing private or sensitive information without consent.

22
Q

Copyright

A

Legal protection granted to creators of original works, giving them exclusive rights to reproduce, distribute, and profit from their creations for a specified period. In New Media, copyright laws regulate the use and distribution of digital content.

23
Q

Free culture

A

A movement advocating for the freedom to share and modify creative works, often facilitated by open-source licenses and alternative distribution models. It challenges traditional copyright restrictions and promotes greater access to cultural resources.

24
Q

Networked publics

A

Refers to the online spaces or communities formed through digital networks, where individuals gather to communicate, share information, and participate in public discourse. These networked publics often transcend geographical boundaries and enable diverse forms of social interaction.

25
Q

Content moderation

A

The process of monitoring, evaluating, and regulating user-generated content on digital platforms to ensure compliance with community standards, legal requirements, and platform guidelines. Content moderation can involve human moderators, automated systems, or a combination of both.

26
Q

Governance

A

Refers to the mechanisms, processes, and institutions involved in regulating and managing the New Media ecosystem. This includes both formal governance structures established by governments and informal governance mechanisms implemented by private companies and online communities.

27
Q

Privacy

A

The right of individuals to control their personal information and determine how it is collected, used, and shared by others. In the context of New Media, privacy concerns often arise due to data collection practices, surveillance technologies, and the sharing of personal information on digital platforms.

28
Q

Social production

A

Refers to the collaborative creation and sharing of content, knowledge, and resources among individuals or groups facilitated by digital platforms and social networks. It emphasizes the participatory nature of production in the New Media landscape, where users contribute to and shape cultural production.

29
Q

Technological leapfrogging

A

Occurs when a society or economy bypasses the adoption of older technologies and directly adopts newer, more advanced technologies. In the context of New Media, it can refer to the rapid adoption of digital communication technologies in regions or communities without extensive infrastructure for traditional media.

30
Q

Artificial Intelligence (AI)

A

Refers to the simulation of human intelligence processes by machines, particularly computer systems. In New Media, AI technologies are used for various purposes, including content recommendation, natural language processing, image recognition, and automated decision-making.

31
Q

Apps

A

Short for “applications,” refers to software programs or applications designed to perform specific tasks or functions on digital devices such as smartphones, tablets, and computers. Apps are commonly used for communication, productivity, entertainment, and utility purposes in the New Media ecosystem.

32
Q

AI Ethics

A

Concerns the ethical considerations and implications of developing and deploying artificial intelligence technologies. It involves addressing issues such as bias, transparency, accountability, privacy, and the societal impact of AI systems in the context of New Media and beyond.

33
Q

Moore’s Law

A

Named after Gordon Moore, co-founder of Intel, Moore’s Law describes the observation that the number of transistors on integrated circuits doubles approximately every two years, leading to exponential growth in computing power and technological advancement. In the context of New Media, Moore’s Law has implications for the development of digital devices, software, and computational capabilities.

34
Q

Ludology

A

The study of games and gaming phenomena, including their design, mechanics, aesthetics, and cultural significance. In the context of New Media, ludology examines the role of video games, interactive media, and gamification in contemporary culture and society.

35
Q

Creative Networks Industry

A

A theoretical framework that analyzes narratives and storytelling techniques within the creative industries, including film, television, literature, and digital media. It explores how narratives shape cultural identities, values, and experiences in the New Media landscape.

36
Q

Creative cities

A

Refers to urban centers that prioritize and foster creativity, innovation, and cultural production across various industries, including New Media. Creative cities often support vibrant arts and cultural scenes, creative industries, and entrepreneurial ecosystems.

37
Q

Gamification

A

The integration of game-like elements, such as rewards, challenges, and competition, into non-game contexts, such as education, marketing, and productivity tools. In the context of New Media, gamification is used to engage users, drive behavior change, and enhance user experience.

38
Q

Mass surveillance

A

The widespread monitoring and collection of data on individuals or populations by governments, corporations, or other entities. In the context of New Media, mass surveillance often involves the use of digital technologies such as CCTV cameras, internet tracking, and data mining for security, marketing, or social control purposes.

39
Q

Moral panics

A

Refers to public fears or concerns that emerge in response to perceived threats or changes in society, often fueled by media coverage or political rhetoric. In the context of New Media, moral panics may arise around issues such as online safety, digital privacy, or the impact of violent or explicit content on children and society.

40
Q

Surveillance society

A

Describes a society characterized by pervasive surveillance and monitoring of individuals’ activities, behaviors, and communications, often facilitated by digital technologies and institutional practices. In the context of New Media, the surveillance society raises concerns about privacy, civil liberties, and the balance between security and freedom.

41
Q

3 C’s of New Media

A
  1. computing and information technology (IT);
  2. communications networks; and
  3. content and digitized media.
42
Q

What defines newness?

A

It is relative, historical, and mediated.