Exam 1 Flashcards

1
Q

What makes media mass?

A

o Large, anonymous, heterogeneous audience
o Large audiences are pursued using a linear process
o Institutional and organizational communication sources
o Economic focus on delivering largest possible audience to advertisers

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2
Q

Concern for profit means that media content can be and has been influenced by:

A
  • interests of their corporate parent
  • interests of their advertisers
  • concerns over public reactions
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3
Q

Cognitive approach to mass communication

A

Our experience with media is a major way that we acquire knowledge about the world and form our “reality”
How we act on this knowledge then has consequences in terms of attitudes and behavior.
The emphasis is on the way that our minds create knowledge, a mental reality, about the world constructed from our experience with the media.
What do we learn from the media?
Beauty ideals, norms, stereotypes, news - how to behave within the world
How we act on this “reality”:
Develop our attitudes
Motivates our behaviors

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4
Q

What makes mass communication count as communication?

A

o We are not passive receptacles
 Meaning constructed by viewer; not solely in content
 Meaning different depending on situation, knowledge, experience of user
o Context of communication
 Reading vs. listening/viewing
 Social situation

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5
Q

Characteristics of newspapers

A

o Decline in circulation
 Circulation has decreased on average 2-3% per year
 Growth in online readership, particularly with mobile devices
 Decreased ad revenue, decreased employees
o Sports most-read section
o Concentration of news sources, especially wire services like AP and Reuters
o Higher income/SES, whites, older, more educated, read more
 More likely to get news from other sources as well

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6
Q

Characteristics of magazines

A

o Fewer national interest, more specialty magazines
o Importance to socialization

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7
Q

Characteristics of radio

A

o Radically changed after introduction of television
o Usually accompanied by other activities
o Highly age and interest segmented (rock, easy listening, country, alternative, etc.)
o Radio is the most available mass communication medium worldwide
 Does not depend on literacy, electricity, nor purchase of relatively expensive equipment
 Programming is very inexpensive to produce, especially talk and music formats

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8
Q

Characteristics of television

A

o Average of 2.3 TV sets in each American home
 Declined slightly in recent years, most likely due to other devices being used for TV consumption
o 1980s and 1990s – growth of cable and satellite
 Network primetime share fell and still falling
o New technologies
 Streaming services and video on demand have led to:
* time shifting
* binge watching
o Average TV on 7-8 hours/day
 Average adult watches 5 hours/day
 Kids 8-18 watch more than 2.5 hours/day
* During childhood, most kids see much sex and violence (very little regarding responsible sex)

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9
Q

TV use

A

 Rises sharply between ages 2 and 4
 Levels off until about age 8, rising again by age 12
 Falls during high school, college, and young adulthood
* Busy with romance, studying, working, listening to music, and parenting young children
 Late middle-age and beyond goes up
 Elderly is highest-viewing group
 Tends to be viewed more by minorities, low-SES, women
* Some of the most underrepresented groups

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10
Q

Characteristics of computer-mediated communication (CMC)

A

o 90% in U.S. use the Internet
 67% of those 65 and older
* Common uses: information seeking on topics of interest to them, as well as frequent use for shopping and auctions
 99% of those 18-29
* Common uses: texting, social networking, and gaming
o Social media use is popular across age groups
 76% of Americans (65% of those over 18) report using at least one social networking website
 By 2010, Americans spent more time on social networking sites than on any other online activity

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11
Q

Walther et al.’s qualities of the internet

A

 Multimedia
 Interactivity
 Hypertextuality
 Packet switching
 Synchronicity (One-to-one asynchronous, many-to-many asynchronous, asynchronous access, synchronous communication)

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12
Q

Hypertextuality

A

Non-linear process of navigation
Most distinctive aspect of internet, different from all other media

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13
Q

Multimedia

A

Written words, spoken words, pictures, sounds, video, and social interaction of the user with other users

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14
Q

Interactivity

A

Can consume, produce, and share media, interact with others

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15
Q

Packet - switching

A

Internet sends digital bits and content, encoded with identity and routing information, over multiple paths, such that it can be retrieved in multiple ways through multiple links

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16
Q

Synchronicity

A

One - to - one asynchronous: e-mail
Many - to - many asynchronous: forums
Asynchronous access: websites
May evolve one-to-one, many-to-one, or one-to-many source-receiver relationships
Synchronous communication: chat rooms, role-playing games, DMs, video chats

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17
Q

Types of media literacy

A

 Media content literacy
 Media grammar literacy
 Medium literacy

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18
Q

Media literacy

A

a set of critical thinking skills involving the “ability to access, analyze, evaluate, and process media”

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19
Q

Media content literacy

A

focuses on characters, themes, information, behaviors, and so on

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20
Q

Media grammar literacy

A

learning the features of each particular medium
For example, as children mature and experience more TV, they acquire the knowledge of how to interpret the cuts, fades, dissolves, and general montage techniques used in the editing of film or TV.

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21
Q

Medium literacy

A

involves learning the specific conventions, modalities, and processing requirements for using each particular medium

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22
Q

Categories of media literacy intervention outcomes

A

 Media-relevant outcomes
 Behavior-relevant outcomes

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23
Q

Media-relevant outcomes

A

focus on knowledge, particularly on understanding that there are often motives behind media.
One example of a media-relevant outcome is knowing the persuasive intent of ads and the techniques that advertising uses to persuade

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24
Q

Behavior relevant outcomes

A

understanding the consequences of engaging in a behavior or holding particular attitudes about that behavior; for example, knowing that accepting the assumptions of a certain type of political ad could lead to voting against one’s own interest

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25
The media
a collective term that generally refers to content which is produced for many people to consume (i.e., to see, read, and/or listen to), such as news
26
Medium
one form of the media For example, The Washington Post is one newspaper medium
27
Media
the plural noun meaning more than one medium Twitter is a social medium, but when we talk about social media, we are also including other platforms such as Instagram and TikTok.
28
Blacklisting
companies can buy advertising on news sites but dictate key words in stories or headlines that must be avoided near their ads
29
Internet
the infrastructure (the computers and communication lines) that facilitate online communication
30
Social media
completely dependent on Internet technology Social media are also different from older media in that the content is largely (although not exclusively) user-generated and shared
31
Deepfake
artificial intelligence technology has emerged, which allows videos to be created or altered in ways that can be difficult to detect
32
Multimedia aspect
(of the Internet) is not unique to CMC but is a central part of it CMC stimuli may contain any or all of the following: written words, spoken words, pictures, sounds, video, and social interaction of the user with other users
33
Administrative research
Done by or for TV networks, publishers, corporations, or ad agencies for commercial purposes
34
Critical research
Usually performed by independent scientists with the goal of understanding and explaining the effects of media and studying their role in society and in people’s lives
35
Content research
 Often an important precursor to research on exposure or effects  Involves counting items of interest (content analysis) * Examples: instances of sexism, number of violent acts, representation of race  Must create operational definition first * Verbal and nonverbal components * Must have intercoder (interrater) reliability
36
Exposure research
 Examine * What media people consume * How much they consume that media * Who is consuming that media  Amount of exposure only a gross indicator * Mere exposure doesn’t ensure effect * Must account for the amount and nature of attention devoted to the medium
37
Direct-effects model
media have quick, strong, similar effects across all audience members * Not held by researchers, but still popular in public, especially media-bashers * May be most true with some unconscious responses (orienting response, arousal from certain content)
38
Conditional-effects model
effects are powerful, but not in every context * Search for limiting conditions o Demographic variables o Properties of the message o Context of its reception * Due to mass audience, important even if very small percentage affected * Major effect to reinforce existing values/attitudes
39
Cumulative effects
due to repeated exposure over time
40
Behavioral effects
what we do - Difficult to measure or prove cause
41
Attitudinal effects
what we feel  Emotions  Positive or negative evaluation  Sometimes connected to behaviors
42
Cognitive effects
what we know  Information is not necessarily true
43
Physiological effects
how we react physically
44
Duration of effects
 Much research on very short-term effects  Short-term effects usually stronger
45
Third-person effect
 People tend to believe that: * persuasive messages and other media influences can affect behavior * other people are more vulnerable than we are to such media influence
46
Strength of effects
o Very difficult to calculate exact strength of effects because there are so many other factors o Some estimates (violence and sex-role attitudes) are significant but small-to-modest  Other factors naturally stronger (parents, peers)  Hard to measure effects because media so pervasive, no control group o Effects always larger in laboratory than field studies o Effects may be underestimated  Unethical to use strongest stimuli, especially on kids  Frequently assume linear effects, but may be curvilinear  Difficult to demonstrate causality  Effects may be much larger on some than others
47
Social cognitive theory
(social learning, observational learning, modeling)  Watch mediated others perform behavior –> then imitate  1) Attention, 2) retention, 3) reproduction, 4) motivation  First applied to violence but has other relevance (sex, purchasing, prosocial media)
48
Cultivation
 The more we are exposed to media, the more our worldview reflects the media world  Depends on repeated exposure to messages with similar themes  First-order effects * Heavy media users tend to overestimate prevalence in society  Second-order effects (“mean world syndrome”) * Heavy media users evaluate society based on media perception  Resonance when media world more or less consistent with real world (e.g., high-crime areas)  Mainstreaming
49
Uses and gratifications approach
 Stresses reasons for using media and what is gained  Hedonic v. eudaimonic motivations
50
Agenda setting
creation of public awareness and concern for salient issues  Media (especially news) do not tell us what to think, but what to think about * Particularly true for news and politics * Applies to other topics, such as the role of religion and safe sex in entertainment  Framing
51
Framing
the way a problem is described selects or highlights certain aspects of its reality and neglects or downplays others
52
Schema (script) theory
 Knowledge structures that organize memory of objects  Activated by media and used to help comprehend  Schemas and scripts learned from media
53
Script
schema about an activity
54
Limited capacity model
 Also called the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP)  Ability to process information is limited  Three major subprocesses: encoding, storage, retrieval  Automatic processes take fewer resources than controlled processes (e.g., orienting response)  Importance of cognitive load
55
Administrative research
done by or for TV networks, social media companies, publishers, corporations, or ad agencies for commercial purposes
56
Critical research
performed by independent scientists, most often professors at colleges and universities, with the goal of understanding and explaining the effects of media and studying their role in society and in people’s lives
57
Theory of uniform effects
argues that most individuals in a mass society perceive messages from media in the same fashion and react to them strongly and in a very similar way
58
Attitudes
our impressions and evaluations of people and things
59
Cognitive dissonance
Holding such inconsistent attitudes simultaneously
60
Classical conditioning
whereby a conditioned stimulus (e.g., an advertised product) is associated with an unconditioned stimulus that naturally elicits some positive response
61
Mainstreaming
gradual homogenization of viewpoints from exposure
62
Construction
viewers learn about the real world from observing the world of media
63
Resonance
When this constructed world and the real world of one’s experience have a high degree of consistency, and the cultivation effect is even stronger.
64
Drench hypothesis
a highly respected and popular TV character can have far more impact than a dozen other characters seen and identified with by far fewer viewers
65
Hedonic
assumption of the wish to be entertained, or pleasure-seeking
66
Eudaimonic
May be seen as non-hedonic, involving personal expressiveness, competence, autonomy, self-development, and deep meaning
67
Information processing involves three major subprocesses:
encoding (understanding and putting information in), storage (hanging onto information for possible later use), and retrieval (being able to recall information later)
68
Online processing
moment-by-moment workings of attention, perception, comprehension, interpretation, and memory o Assumes we actively process, not passively receive media o Important issue, because processing varies so much o Difficult to study, so less research
69
Attention
We select some information to attend to and process further; this necessarily means neglecting other info
70
Multitasking
* Typical adult or child over age 5 attends to the TV between 55% and 70% of the time it is on o Depends on time of day/type of program being watched o Morning and afternoon: receive less attention (and more multitasking) than evening o Comedies: more attention than dramas, news, or commercials o While multitasking with TV, we cognitively process information at a lower, more concrete and superficial level
71
How to measure attention
 Looks  Visual fixation  Reaction time (RT) to secondary task – longer time means more attention to primary task  Physiological measures
72
Principles guiding visual attention
 Attention guided by comprehension * Attention less if material incomprehensible or overly comprehensible (too predictable) * Children don’t attend to what they can’t understand
73
Change blindness
We do not notice changes in a continuous visual scene as we watch it
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Inattentional blindness
The inability to see something because our focus is drawn elsewhere
75
Movie mistakes (continuity errors)
 Present in virtually all movies (www.moviemistakes.com)  Not noticed due to change/inattentional blindness
76
Attentional inertia
 If currently paying attention, more likely to continue  If currently inattentive, more likely to continue  Attentive viewers tend to look away during segment boundaries, inattentive viewers look at TV
77
Comprehension
o Knowledge necessary to comprehend media stories  Knowledge of story forms – narrative script (exposition, complication, resolution)  Knowledge of the world * Scripts about particular activities * Specific knowledge of that content area  Knowledge of medium conventions * Formal features
78
Willing suspension of disbelief necessary to appreciate media:
We accept the characters portrayed on screen as real human beings so that we can identify with them to experience their joys and sorrows
79
Transportation
 Absorption into a narrative  Involves narrative understanding, attentional focus, emotional engagement, and narrative presence  Both cognitive and emotional activation
80
Identification
 We mentally compare ourselves to and imagine ourselves like a media character  Easier to identify with characters with whom we have more experiences in common or like (but not necessary)
81
Parasocial interaction
the perception of conversational give-and-take between a media user and a character
82
Parasocial relationship
a seeming face-to-face relationship between media user and character
83
Parasocial breakup
the loss of a media character with whom one has a parasocial relationship  Shares many characteristics with a real-life breakup
84
The reflection myth
Media as vehicles for reflecting world
85
Media not merely reflecting world – rather construct a world which then becomes reality...
 Accepted by viewers, who are often unaware such a process happening  Especially important in cases of less life experience
86
Second screening
our attention while watching TV is drawn to our phones, tablets, or computers
87
Factuality
(magic window, literal reality)  Did events actually happen, or is it fiction? * By age 4, kids differentiate real and televised images o Improve up to age 10 (when comparable to adults) o Unreality mostly cued by physically impossible events (e.g., people flying) * Important whether perceived as real or fiction
88
Social realism
 Events similar to real life, believable, useful  Depends more on content than age  Personal vs. social level
89
Typicality
to judge the social reality of television; the more typical a situation seems, the more real it is judged to be
90
Parasocial grief
When decades-old soap operas have been canceled, faithful viewers feel a genuine sense of loss at the demise of beloved characters
91
Parasocial romance
Those who are single are more likely than those in an ongoing romantic relationship to develop romantic parasocial connections, although parasocial romance is equally common among men and women
92
Emotion
affective state  Unobservable directly, must be inferred  Two components * Physiological * Cognitive (thought) o Person searches for reason for physical change  Theoretical issue whether physiological or cognitive comes first o Emotions experienced vicariously by consumers during viewing, listening, reading
93
Emotional expression
o More acceptable in some mediated contexts o May be greatly affected by presence of others  Depending who they are and how they’re reacting o Children learn to deal with and express emotions through media
94
Empathy
the ability to understand and feel what someone else is feeling  Emotional identification  Trait and state  Cognitive empathy  Emotional empathy  Limited by omniscient nature of audience * Sometimes less enjoyable if we know outcome and thus can’t experience same emotion  Empathy is dispositional, excitatory, and experiential * One may override the others, particularly negative disposition
95
Cognitive empathy
ability to take the perspective of another
96
Emotional empathy
responding at a purely emotional level
97
Suspense
 The blend of positive and negative emotion that is experienced when we encounter narrative situations with unknown outcomes that threaten liked protagonists * Outcome uncertain, but neg. outcome strongly suggested * Omniscient knowledge may increase suspense
98
Text-orient approach to suspense
Outcome uncertainty, delay factors, threats to the character
99
Reception approach to suspense
Identify with characters, expectations and curiosity, emotions (such as empathy), and concurrent activities/social situation
100
Incongruity plus resolution in humor
Show contradiction, resolve it in punch line
101
Challenge enhances humor if not too much...
 Some “dumb” jokes appeal to kids but not adults  Esoteric in-jokes taking much thought are appealing if understood
102
Catharsis
 Emotional release through expression of repressed impulses * Humor as healthy outlet; comedian can say things we can’t * Same principle involved with sex and violence  NOTE: There is a little research support for media catharsis
103
Social factors of humor
 Presence of group – comedy funnier in group? * Laugh track to encourage humorous response  Person telling joke may be important * e.g., person of color can tell ethnic joke, white can’t
104
Individual / cultural differences of humor
 Individual differences in verbal humor, ethnic jokes, practical jokes  Changes within culture over time * Accept some sexual innuendo, but not jokes concerning violence toward women
105
Moral assessment
recipient of the humor is a “moral monitor” who either applauds or condemns the intentions of the other character(s)  Audience response depends on whether character’s response is positive or negative
106
Humor in context of serious information
 May increase motivation and interest  Comic relief  Issue of possibly trivializing serious topics  Risk of distraction * Ads: people may remember joke but forget message
107
Mood management
Use media to improve/maintain mood
108
Media judged on:
 absorption potential  excitatory potential  hedonic valence (positivity or negativity of content)  semantic affinity (similarity to events that caused current mood)
109
Emotional contagion
we unconsciously mimic and synchronize our language and behavior to those around us
110
Omniscient
we generally know more of what is going on than a character does, as when we know that the bad guy is just around the bend waiting to ambush our unsuspecting hero
111
Excitatory potential
a reflexive response to a stimulus (a factor of empathy)
112
Hedonic valence
positivity or negativity of content
113
Semantic affinity
similarity to events that caused current mood
114
To maintain good mood, choose media content that has:
low absorption potential, positive valence, high semantic affinity (excitatory potential depends)
115
To improve bad mood, choose media content that has:
high absorption potential, positive valence, low semantic affinity (excitatory potential depends)
116
Listening to popular music is...
one of most preferred leisure activities worldwide by young adults
117
Uses and gratifications of music
Physiologically arousing – get “pumped up”
118
Mood management with music
* Induce pleasant mood states (of different sorts) * Reduce feelings of anxiety, lift the spirits  Fill silence, background noise, company
119
Social function of music
* Background or a part of talking with friends, partying, etc. * May listen alone but for reasons that serve social relationships
120
Group identity (music)
music choice as mark of group Serves to separate adolescents from adults
121
Agent of socialization
brings one into that subculture Learn how to dress, act, etc.
122
Music content trends
 Most common theme over last 70 years is being in love * Lyrics more sexually explicit than they used to be  Increase of violent and misogynistic themes in 1990s (especially rap, punk, and heavy metal) * Increasingly these themes became more mainstream  Promotion of drug use * Many references to drug use, little mention of negative consequences  Interpretation of content * Teens may see less sex and more love than adults do in same lyrics * Girls see sexy woman as powerful figure, men as plaything * Often teens do not fully understand the lyrics
123
Music has clear research support for
* arousal * desensitization * eliciting behaviors (e.g., aggression, prosocial behaviors) * powerful memory cues o Involuntary Musical Imagery (IAMs), also called “earworms”  May be effect of genre perception * People over 40/parents liked lyrics less if told they were rap than if told they were country
124
Why do we watch sports?
Most likely media to be viewed in groups- fanship learning release companionship pass the time or because one is bored
125
Fanship
focus on thrill of victory and identification with the players
126
Learning
acquiring information about the game and the players
127
Release
“letting off steam,” relaxing, and eating and drinking
128
Companionship
watching in order to be in the company of others who are watching
129
Psychological issues of sports violence:
* Media tend to focus on brawls/fights on the field o Sets the agenda * Sports violence is enjoyed more if: o viewer is inherently violent o victim of violence is disliked o violence is morally sanctioned * Overall, more violence is more enjoyable (particularly for men)
130
Emotional benefits of sports media
* Catharsis – NO support * Disposition theory of sportsfanship o Enjoyment greater when you like winning team/dislike losing team * Basking in reflected glory (BIRG) * Cutting off reflected failure (CORF)
131
Sports and hero worship:
 Sports stars as heroes * Fans develop significant parasocial relationships * Imitation of heroes o Drug use of particular concern  Should there be harder penalties for sports star drug use? * Advertising contracts lucrative for stars o Must uphold certain image
132
Male sports coverage:
 Male sports get media coverage and money * Up to 95% sports media coverage overall of men's sports * In Sports Illustrated: 95% of covers feature male athletes * Do media create or reflect reality?
133
Female sports in the media:
more likely to be: * described in less powerful and success-oriented language * called by their first names * described in ambivalent language * described in terms of their attractiveness and sexuality (males in strength and athleticism)
134
Boys in sports:
pressured into playing and watching sports more than girls hard to be a boy not interested in watching sports
135
Sports is one of few areas when men can...
express emotion even social pressure to do so while watching
136
Black athletes in sports:
 Many black athletes, but few head coaches or front office personnel in NFL/NBA * Black athletes described more in terms of physical size and ability o Focus on “natural” athleticism and physicality
137