Week 11 Flashcards

1
Q

cloud computing

A

storage of digital content including personal information-third party servers offering on demand access

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2
Q

uses and gratification approach

A

approach to media study focusing on peoples media use and the gratification they see from uses

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3
Q

entertainment theory

A

examines key psychological mechanisms underlying audiences uses and enjoyment of entertainment oriented media content

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4
Q

source dominated theories

A

message sources and content are not based on the needs and interests of audiences, ignores audiences ability to resist messages

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5
Q

fraction of selection

A

how individuals make media content choices based on expectation of reward and effort required (expectation or reward/effort required)

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6
Q

Revival 1 of uses and gratification

A

-New survey methods and data analysis techniques allowed the development of important new strategies for studying and interpreting audience uses and gratification, was made systematic and objective

-active media is a key mediating factor making effects more/less liklely

-concern over effects research

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7
Q

Revival 2 of uses and gratifcation

A

-interactivity
-demmasification
-asynchroneity

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8
Q

interactivity

A

participants have control and can change roles in their mutual discourse

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9
Q

demassification

A

ability of the media user to select and tailor messages to audiences need through selectivity

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10
Q

asynchroneity

A

audiences can receive messages anywhere at different times, manipulation of media is infinite once distributed

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11
Q

critiques of uses and gratification

A

exaggerates the amount of active use
-Activity has too many meaning

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12
Q

Activity meanings

A

1.Utility
2.Intentionality
3. Selectivity
4. Imperiousness

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13
Q

1.Utility

A

media has too many uses for people

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14
Q

2.Intentionality

A

consumption of media content can be directed by prior motivations

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15
Q
  1. Selectivity
A

use of media can reflect existing interests and preferences

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16
Q
  1. imperiousness to influence
A

audience members are obstinante (don’t want to be controlled) and avoid certain influences

17
Q

Activity

A

what the user does

18
Q

activness

A

audience freedom, autonomy (uses and gratification)

19
Q

Uses and gratification Strengths

A
  1. focuses attention on individuals in mass comm processes
  2. respects intellect and ability of media consumers
  3. Insightful analysis of how media content is experienced
  4. Difference in active vs passive users
  5. Studies the use of media as everyday social interaction
  6. provides insight into a domain of new media
20
Q

Uses and gratification weaknesses

A
  1. too often assumed with functionalism
  2. cant address abscence or presence of effects
  3. key concepts are unmeasurable
  4. too micro level
  5. not associated w effects
21
Q

Entertainment Theory

A

Process where entertainment activity is influenced, triggered, and shaped by the media product selected
-unconscious structures make us select types of entertainment content

22
Q

hedonistic motivations

A

intentionally selecting content that seems to maintain and maximize pleasure and diminish pain

23
Q

eudaemonic motivations

A

choosing content that provides for personal insight, self reflection

24
Q

Parasocial interaction

A

interaction between audience members and characters in media content

25
Q

mood management theory

A

predominate motivation for using entertainment media is to moderate/control our moods

26
Q

4 media content attributes

A
  1. Excitatory potential
  2. Absorption power
  3. semantic affinity
  4. hedonic valence
27
Q
  1. Excitatory potential
A

ability of content to arouse or calm emotion, get us excited or reduce stress

28
Q
  1. Absorption power
A

content directs our thoughts away from things that induce a negative mood and towards things that induce positive feelings

29
Q
  1. semantic affinity
A

degree to which entertaining content involves things similar to inducing a bad mood

30
Q
  1. hedonic valence
A

potential content has to induce positive feelings

31
Q

Entertainment theory Strengths

A
  1. stresses medias parasocial influence
  2. provides explanations why people seek entertainment from media
  3. expands empirical research on media effects
  4. useful basis for experiments
32
Q

Entertainment theory Weaknesses

A
  1. accepts status quo use of entertainment
  2. limits minimal effects found
  3. ignores cumulative effects
  4. considers entertainment effects in isolation
33
Q

Encoding

A

analysis of the social and political context in which content is produced

34
Q

decoding

A

consumption of media content

35
Q

reception studies

A

how various types of audience members make sense of specific forms of content

36
Q

preferred or dominant reading

A

In reception studies, the producer-intended meaning of a piece of content; assumed to reinforce the status quo

37
Q

negotiated meaning

A

result when an audience member creates a personally meaningful interpretation of content that differs from the preferred reading in important ways

38
Q

oppositional meaiong

A

the process of an audience member developing interpretations of content that are in direct opposition to a dominant reading

39
Q

semantic disobedience

A

Individuals’ ability to reinvent or subvert media content to op- positionally redefine that content for them- selves and others.