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43 Cards in this Set

  • Front
  • Back
small group
intimate/social
primary group- family
-shape psychological and social identity
- also peer gropus, clubs, etc
small group
task-oriented
formal decision-making (juries)
problem solving/discussion (committees)
education and therapy
effects of working in groups
wheel barrel experiement- if 1 is good, 2 is better
- not automatically true regarding productivity
-sometimes a group gets better productivity, sometimes its gets equal, sometimes worse
social facilitation
two minds are better than one
inspire each other, something happens to get better ideas
social loading
too many cooks in the kitchen spoil the soup
either individual or group as a whole
less productivity than on own because hindering each other
factors leading to productivity
group size
group cohesiveness
group leadership
group size
anywhere from 3-25 people
big group- able to hide
-few people tend to dominate discussion
-more time needed to reach decisions
-subgroups tend to form
- PRODUCTIVITY= NEGATIVE LINEAR RELATIONSHIP
MORE PEOPLE=LOWER PRODUCTIVITY
optimal group size
5-7 people
group cohesiveness
how close, connected, mutually liked are group members

cohesiveness increases
-cx participation increases
- satisfaction increases

HIGH SATISFACTION= HIGH COHESIVENESS= POSITIVE LINEAR RELATIONSHIP

HIGH CX PARTICIPATION=HIGH COHESIVENESS= POSITIVE LINEAR RELATIONSHIP

PRODUCTIVITY:
curvilinear relationship
the middle is the optimal level
group leadership
what makes a good leader?
situational approach
-effectiveness depends on the leaders ability to adapt style to group needs
-change overtime

often more than one leader in a group

look at table regarding relationship orientation and task orientation and leadership
organizational cx
system of individuals
typically organizd in a formal hierarchy
pursuing multiple goals
within complex cx networks
flow of messages (org cx)
downward cx
upward cx
informal cx
downward distortion
selective exposure- attention, perception, reaction, action

we choose what info we take in; remember
ex: only open certain emails; only read parts of it; only act on certain parts
upward cx
employees to bosses
downward cx
-how do "bosses" cx
-often take cx for granted
usually trained in another area
tend to rely on official channels (requests, orders, memos, guidelines, policy statements)
upward distortion
condensed, simplified
-people above you break it down more
-upper people have to look at tons of reports, only want important info
-standardized, idelized, syntheszed
informal cx
"the social grapevine"
not the official reports and guidelines; people talking to eachother
informal distortion
leveling- info gets dropped off; key parts of story
sharpening- key parts - fixate and build up on them
assimilation- fix info into self; way pass on info (ads spin, frame of reference)
organizational culture
shared beliefs, values of he org; norms of working, interacting
EX: university- new faculty wear suit and tie BUT few weeks break them down to casual attire

some widespread org. norms
-EX- "casual fridays"
- different concepts of casual friday
-industry jargon/office speak
some norms are specific to the org.
organizational culture sustained/created:
stories and myths
rituals and ceremonies
the "social grapevine"
Nature of Mass Cx
messages sent to large and diverse audience
professional communicators as source
messages mediated (through print or electronics)
Mass Cx vs other contexts
more one way
-feedback reduced and delayed
"Knowing" your receiver (audience) is more difficult
-audience research- industry based on it
more likely mismatch in meanings
-what you intend to tell audience may not be what they receive
influences on media content
societies/nations
cultural and political values are important
-ex: funding - ads vs the govt
different systems even within the US
-print media
-broadcast media (over air tvand radio)
-cable/satellite TV Channels
-movie industry
-internet (not always mass cx)
influence on media content
government
US- influence on content is very limited - 1st amendment rights- censorship
-1st amendment gives protection for speech

Some influence
-ban on broadcast indecency
---only applies to networks and radio
---cant ban entirely- protecting kids (not 24 hrs a day- 6AM-10PM)

cant fine violence

childrens advertising and educational TV Rules
--host selling-> cant have spongebob show, then have spongebob in a fruit roll-up comercial
-----differentiating between commercial and show

--3 hours of kids educational shows a week required
v-chip requirement
1996 law
chip in TV sets
parents can use it to estrict what the kids watch
no one even knows about it now
influences on mass cx
technoligical influence
recording and time-shifting ability
-watch it when you want
-allows consumers to be more demanding with what they want/when they want it
-increased interactivity
economic influence - mass cx
want people to watch show- make shows in order to get viewers to watch
mass media messages are expensive to make and deliver
only 10% of product(films, TV shows, albums) account for 90% of the revenue(amazingly high failure rate)
profits in the US come from-
---consumers
--- advertisers
consequences of economics
very broad appeal
-tv content dumbed down?
---lowest common denominator or value - pitch message low enough to have broad audience, but not so low that you loose the "opera people"
--- passive medium, no imagination needed

OR

-getting smarter? (since the 90's)
could be due to ability to re-watch stuff
-now have shows with complex stories

More narrow appeal possible for cable/satelite TV (although TV ratings still matter)

Print media much more narrow targeting

Very little risk-taking
-do not want viewrs or advertisers offended
-consumer boycotts can be effective
-industry self-censorship is common
--BUT controversy CAN boost ratings

Repeat what works
All-powerful media view
20's-40's
post WWI- Propaganda
media act as "hypodermic needle" or "magic bullet"
- have no choice
- audience has no say
- effects are direct, immediate, uniform
- now evidence to support this
Limited effects view
40's to present
not everyone is affected and not in the same way
audience is active
-selective exposure and attention
---whats interesting
--- choose/interpret media to fit/reinforce existing attitues
-use media to serve needs
-bad day, just want to to watch face show
-compete with other sources and with each other

filter messages through interpersonal relationships and opinoin leaders
powerful but subtle effects view
60's to present
social learning of behaviors and scripts
cultivation of views about reality
priming of thought or mental scripts
social learning of behaviors and scripts
-learn behavior by watching models
- imitate rewarded (or unpunished) behavior
EX: violence
short term effects vs long term
cultivation of views about reality
tv viewing is related to beliefs about the "real world" (high TV, high fear of violence)-amount of tv, not what is being watched
priming of thoughts or mental scripts
priming-brought to the forefront of your mind
media can do it by making something an issue
media messagesbring to mind thoughts/emotions that we then act upon (TV violence can prime anger)
politics-agenda setting-issue with lots of coverage- Important, bring to peoples mind, creates halo on

ex: president deal with issues = how well he is doing job
internet use
grown so quickly since 1995
issues for interpersonal cx internet
lack of nonverbals
now slightly different- photos/videos/ichat
less immediacy (showing involvement, connectedness) than face-to-face
creative use of keyboard/enriched text
-typing in all caps, colors, etc
emoticons
issues for interpersonal cx internet
connection or fragmentation
facebook parody: the IT Crowd
studies show:
increased use for social purposes (keeping in touch, maintaining rels)
no less intimacy thatn F-t-F (But takes longer)
online cx can even be hyperpersonal
-arguing, airing dirty laundry, people odnt realize its public
issues for group cx
sense of anonymity
issues for group cx internet
sense of community
people feel likethey belong
exchange of info and support (but also, "flaming" and "bullying")
group roles emerge (elders, contribute most)
issues for group cx internet
netiquette (norms)
etiquette used online
particularly in groups
brief messages valued
acronyms shortcuts common
each group has its own norms too

messages can reach thousands (mass cx)
issues for group org cx internet
info-based society -specialized knowledge/skills
increased need for collaboration
rise of the virtual organization
cx networks critical
issues for mass cx internet
narrowcasting
can more selectively target audiences
how "mass" it is varies widely
--highly localized to major org and mass media markets
issues for mass cx internet
a democratizing technology
no real skills required, so anyone can use it
connects "marginalized" voices
--people who wouldnt normally get media coverage can via web
--news that mainstream media avoid
--2nd opinions on info-> drs. tell you something go look it up-> other sources with different opinions
--hate groups, pedophiles, terroists, too
individuals have voices
personal publishing - digital video, essays, blogs, fan clubs

interpersonal elemtn- interactivity and feedback