Exam One Flashcards

1
Q

What are the seven principles for media literacy?

A
  1. Media are texts that can be read
  2. media are representations that help construct our individual realities
  3. media are influenced by industrial pressures
  4. Media are influenced by political pressures
  5. media are impacted by format
  6. audiences are active participants
  7. people believe media tell us and influence who we are as a culture
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2
Q

Utopian Views

A

media is good, or it was bad but it’s getting better

- you can turn it off, it gives us a sense of common culture, watchdog function, educational/inspirational

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3
Q

Utopian Views Critique

A

ignores commercial interests

employs the myth of progress

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4
Q

Dystopian Views

A

media is bad or was good but it’s getting worse

-it’s a propaganda tool, passive consumption, an addictive drug, consumerist

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5
Q

Dystopian Views Critique

A

this view is elitist, a nostalgic argument, it’s difficult to prove causation or correlation, consumption can be active

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6
Q

Mirror Views

A

Media reflects reality or reflects the interests of the audience

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7
Q

Mirror Views Critique

A

ignores agenda setting function of the media, audiences may disagree or interpret it differently

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8
Q

Technological determinism

A

technology is the primary agent of change, and is a governing force in society

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9
Q

Social construction

A

people alter technology by using it how it is most useful to them
-influenced by: investors, government regulation, marketing, peers, price, access

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10
Q

Technological Determinism vs. Social Construction

A

technological determinism preaches technology changes society, social construction argues society changes technology

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11
Q

Social Shaping

A

technology and society change eachother, technology influences but doesn’t determine use and can fortify certain social structures while eroding others

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12
Q

The Medium is the Message

A

McLuhan

-medium itself is more important than the content

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13
Q

hot media

A

requires little thought

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14
Q

cool media

A

requires extra information to be filled in by the viewer/receiver

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15
Q

three media production logics

A
  1. commodities
  2. turnstile media
  3. ad-supported media
    - –or hybrid logics—
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16
Q

economies of scope

A

selling one product across multiple revenue streams

17
Q

rationalizing the consumption process

A
  1. pleasure
  2. social currency
  3. surveillance
  4. interpret
18
Q

Eight advertising persuasive strategies

A
  1. Famous person testimonial
  2. Plain folks pitch
  3. Snob appeal
  4. Association principle
  5. Bandwagon effect
  6. Irritation advertising
  7. Shock advertising
  8. Hidden fear
19
Q

seven key concepts for personal connections

A
  1. Interactivity
  2. Temporal structure
    a. Asynchronous vs. Synchronous
  3. Social cues
  4. Storage
  5. Replicability
  6. Reach
  7. Mobility
20
Q

convergence

A

• Blurring of boundaries between distinct forms of media into new types of media networks and delivery systems

21
Q

technological convergence

A
  • Combines a variety of technologies in a “black box”

* Consume a variety of different software on a single hardware device

22
Q

trans-media entertainment

A

• Draws viewers from TV to other content platforms and vice versa
o Ex: voting on American idol

23
Q

content convergence

A

• Content shared across different media

o Ex: watching Mad Men on TV, Hulu, YouTube, DVD

24
Q

advantages of content convergence

A

• Viewers exposed to more advertising, keeps audiences engaged between airings, reaches a broad audience and collects loyals

25
Q

convenience technologies

A

• Technologies that provide flexibility in what, how, when, where, viewers consume media content

26
Q

impact of convenience technologies

A

mobile viewing, more formats, more content, more viewing flexibility

27
Q

digital divide

A

• The difference between those who have access to digital technologies and those who don’t

28
Q

participation gap

A

the result of the digital divide

29
Q

spatial convergence

A

• Blurring of boundaries between public and private space and virtual and physical spaces

30
Q

did the iphone change it all?

A
  • Internet phone, hand technology, extremely customizable, on-the-go consumption, rise of mobile devices as primary computing devices
  • Created new configurations of space and practices
31
Q

iphone, apps and control of future uses

A

• Apple tries to control third party developers

32
Q

primary mobile kits

A

o Stuff you always take with you when you leave the house

• Keys, phone, wallet

33
Q

secondary mobile kits

A

o Stuff you take with you in order to occupy a public space

• Laptop, highlighters, chargers

34
Q

cocooning

A

• Separating yourself from interacting with the space and people around you

35
Q

camping

A

• Creating temporary workspaces in public

36
Q

footprinting

A
  • Incentives provided by businesses to encourage continued participation
  • Ex: member cards, stamp cards, etc.
37
Q

planned obsolescence pros

A
  • Creates inspiration to innovate and improve
  • Creates more revenue for companies
  • Big release dates
38
Q

planned obsolescence cons

A

• Easy to get left behind, waste, consumer frustration, unnecessary expense