COMS 203 Final Flashcards
New Media
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.
Commodification
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.
Socio-technical
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.
Audience commodity
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.
Social shaping of technology
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.
Monopoly/Consolidation
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.
Political economy
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.
Infrastructure
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.
Cultural Studies
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.
Affordances (high-level/low-level)
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.
Hype/Counter-hype
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.
Self-presentation
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.
Technological determinism
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.
Disintermediation
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.
Reintermediation
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.
Regulation
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.