W1L1_Opportunities, Challenges, and Power of Media and Information Flashcards

Objectives 1.) Realize the opportunities and challenges in media and information. 2.) Research and cite recent examples of the power of media and information to affect change.

1
Q

Informational (Social Media and the Web)

A
  • Today, the World Wide Web is at the forefront of information providers given its multimedia format which have “enriched information through synergy of text, audio, image, and video (Liquigan, 2016)”
  • The new media has enabled audiences to faster, easier, and more efficient access and utilization of data and information especially that search engines have made information seeking and retrieval more interacting, engaging, and convenient.
  • It also links users through the vast networks of communication platforms such as e-mail, Internet search, and messaging application. Moreover, the Internet has afforded the audiences to a world that connects people and share cultures transcending physical boundaries.
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2
Q

what is called to communication channels that include newspapers, magazines, TV, radio, and Internet which reach or influence people widely?

A

media

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3
Q

what is called on web-based tools and platforms which main focus is for the users to engage, collaborate, create, and share contents over the Internet?

A

social media

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4
Q

what are the three dimensions of social media according to Kaplan and Haenlein?

A
  1. social presence
  2. media richness
  3. self-presentation/self-disclosure
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5
Q

it is the dimension of social media that pertains to the type of sensorial interaction

A

social presence

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6
Q

it is the dimension of social media that pertains to the amount of data transmitted in a time interval

A

media richness

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7
Q

it is the dimension of social media that pertains to the degree of freedom and control in creating one’s personal cyber-identity

A

self-presentation/self-disclosure

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8
Q

self-presentation/self-disclosure: low

A

social presence/media richness

  • low: collaborative projects (e.g., Wikipedia)
  • medium: content communities (e.g., Youtube)
  • high: virtual game worlds (e.g., World of Warcraft)
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9
Q

self-presentation/self-disclosure: high

A

social presence/media richness

  • low: blogs
  • medium: social networking sites (e.g., Facebook)
  • high: virtual social worlds (e.g., Second Life)
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10
Q

this media refers to projects that enable the joint and simultaneous creation of content by many end-users

A

collaborative projects

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11
Q

these are websites which allow users to add, remove, and change text-based content

A

wikis

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12
Q

what are the challenges/opportunities of collaborative projects?

A
  • the joint effort of many actors leads to a better outcome than any actor could achieve individually
  • from a corporate perspective firms must be aware that collaborative projects are trending toward becoming the main source of information for many consumers
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13
Q

this media refers to special type of websites that usually display date-stamped entries in reverse chronological order; the social media equivalent of personal web pages and can come in a multitude of different variations, from personal diaries describing the author’s life to summaries of all relevant information in one specific content area

A

blogs

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14
Q

what are the challenges/opportunities of blogs?

A
  • many companies are already using blogs to update employees, customers, and shareholders on developments they consider to be important
  • [it is risky because] customers who turn out to be dissatisfied with or disappointed by the company’s offerings may decide to engage in virtual complaints in the form of protest websites or blogs which results in the availability of potentially damaging information in online space
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15
Q

this media refers to platforms wherein its main objective is the sharing of media content between users; exist for a wide range of media types including text, photos, videos, and Powerpoint presentations

A

content communities

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16
Q

what are the challenges/opportunities of content communities?

A
  • from a corporate viewpoint, it can carry the risk of sharing of media content between users
  • while major content communities have rules in place to ban and remove such illegal content, it is difficult to avoid popular videos being uploaded only hours after they have been aired on television
  • on the positive side, the high popularity of content communities makes them a very attractive contact channel for many firms
  • other firms rely on content communities to share recruiting videos, as well as keynote speeches and press announcement, with their employees and investors
17
Q

this media refers to applications that enable users to connect by creating personal information profiles, inviting friends and colleagues to have access to those profiles,and sending emails and instant messages between each other; can include any type of information including photos, videos, audio files, and blogs

A

social networking sites

18
Q

what is the challenge/opportunity of social networking sites?

A
  • high popularity, specifically among younger Internet users
19
Q

this media refers to platforms that replicate a three-dimensional environment in which users can appear in the form of personalized avatars and interact with each other as they would in real life

A

virtual game worlds

20
Q

what is the difference between virtual game worlds (vgw) and virtual social worlds (vsw)?

A

vgw- require their users to behave according to strict rules in the context of a massively multiplayer online roleplaying game

vsw-allow inhabitants to choose their behavior more freely and essentially live a virtual life similar to their real life

21
Q

what are the challenges/opportunities of virtual game worlds?

A
  • provide the highest level of social presence and media richness of all applications
  • allows for an unlimited range of self-presentation strategies
  • offer a multitude of opportunities for companies in marketing, and human resource and internal process management
22
Q

what are the other challenges and risks of media and information?

A
  • age-inappropriate content
  • illegal content (i.e., racism and child pornography)
  • lack of verification of content
  • incitement of harm
  • infringement of human rights / defamation
  • inappropriate advertisement and marketing to children
  • privacy
  • copyright infringement