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64 Cards in this Set

  • Front
  • Back
Digital
electronic technology that generates, stores, processes and transmits data in the form of strings of 0s and 1s; each of these digits is referred to as a bit ( and a string of bits that a computer can address individually as a group is a byte)
Analog
electronic transmission accomplished by adding signals of varying frequency or amplitude to carrier waves of a given frequency of alternating electromagnetic current. Broadcast and phone transmission have conventionally used analog technology
Convergence
the ability of different media to interact with each other easily because they all deal with information in the same digital form
Interactivity
the ability to track and respond to any actions triggered by the end user, in order to cultivate a rapport
Binary Digits
the zero-to-one system that is at the core of digital technology
ENIAC
the world's first operational electronic digital computer 1946
Transistor
a device that amplifies current and regulates its flow, acting as a switch or gate for electronic signals
Microprocessor
a miniaturized version of the central proecessing unit ( the brains) of a computer processor on a single microchip; designed to perform arithmetic and logic operations that make use of small number holding areas called registers. Typical microprocessor operations included, adding, subtracting, comparing two numbers and fetching numbers from one area to another
Modem
a device attached to the computer that performs a digital to analog conversion of data and then transmits the data to another modem, which reverses the process
Internet
1969; NSF and Department of Defense (ARPANet); originally created to allow researchers to talk to eachother; a worldwide system of computer networks; a network of networks in which users at any one computer can , if they have permission, get information from any other computer
HTML
Hyper Text Markup Language; computer language used to define the structure, content and layout of web pages; created by Tim Burners-Lee
Broadband Technologies
equipment that allows for the quick reception and transmission of a wide array of signals to come into the computer at the same time
User generated content
creative products, such as videos and music, generate by the people who visit websites such as myspace and facebook
Text Ads
typically comprise of a few lines of writing about the offered product or service that link to the advertisers website
Display Ads
add graphics and sometimes video to text and usually take up more space on a web page
URL
Uniform Resource Locators; purposes is to navigate the weeb
Profiling
The process of describing someone based n collecting data
Data Mining
The process of gathering and storing information about millions of individuals
Net Neutrality
Refers to the desire of web companies and advocates to make sure ISPs do not charge sites for transmission
(support= unlimited use/no restrictions against= charge for bandwith/right to restrict)
First Electronic Video Game
Pong; played on oscillioscope in 1958
Video game co. that dominated the market in 1970s/80s?
Atari
Video game maker that revived the market in 1985
NES; nintendo
Big Three video game companies
Nintendo, Sony, Microsoft
Average age of typical gamer in the USA
34 years old
Video Game Hardware
Device you play the game on ; consols, computers, phones etc
Video Game Software
The actual game or content that is available and played (ex: diff games)
Production in Video Game Industry
The creation of both hardware and software ( developers and publishers)
In house development of software for gaming consols?
The game is tied to a corporate entity; Nintendo-mario bros, Sony Playstation- God of War, Microsoft-Halo
Third Party or Independent Publishers ( Video Games)
Companies that are unaffiliated with hardware companys that typically create games for a variety of platforms
Exclusive Game Release
When one of the Big Three owns a developer ( Ex: Halo)
Distribution in Video Games
The sending, streaming or providing game content to exhibitors; includes promotion and marketing
Exhibition in Video Games
The retailers who sell content and the method in which the games are played
Advergaming
Using specific games to reach specific segments of the population with messagws that would lead the target audience to feel favorably toward the products
Two Most Popular Types of Advertising ( vid games)
Creating custom games ( sneak king) and Embedding Ads ( Obama '08)
Dynamic In Game Advertising
Network games and can put any advertisments in the game ( versus static and the ads are unchanging)
Dialogic Communication
Many-to-many communication
Contemporary social media is characterized by certaina ctivities that are not necessarily part of traditional mass media
Choice, Conversation, Curation ( ranking content, "tagging") Collaboration, Creation
Echo Game
What is said in the public sphere will find an echo in mass media
Relationship btw the physical public space and cyberspace
Real life is mimic onlined and vice versa
Online Social Network
Mass media forums for people to generate their own content
Panopticon
Used to describe how power institutions are constantly using and monitoring people
Rupert Murdoch
Murdoch relinquished his Australian Citizenship to become part of the American Dream and increase his media presence. Owns Newscorp which owns myspace
Research
The application of a systematic method to solve a problem or understand it better than the past
Mass Media Research
Involves the sue of systematic methods to understand different media related questions, problems and inquiries
Media Effects Research
Focuses on how media messages influence or impact how people feel, think and behave
Cultural Studies
Studies that start with the idea that all sorts of mass media present their audeinces with technology and texts and that audeinces find meaning in them. Scholars than ask questions that focus on how to think about what " making meaning" of tech and texts means and what consequences it has for those audiences in society
Conceptual Research
Research that focuses on the perspectives and phiosophies we should use wehn we think about the media
Empirical Research
Research that involves investigating and reporting on acutal things in the world
Quantitative Research
Involves the systematic collection and report of data in the numerical form (scientific; experiments, questions, surveys, content analysis, involves testing theories or hypotheses, measurement of concepts, numerical data is statistically analyzed to answer questions)
Qualitative Research
Involves making sense of an aspect of reality by showing how different parts of it fit together in particular ways. It relies heavily on conceptual frameworks, history and interpretation. ( Interpretivel; textual analysis, ethnography, field notes or interviews, guided by theory, conceptual frameworks or ways of thinking, observation and description, data- symobols, text or notes- are analyzed to answer questions or offer hypotheses regarding certain phenomena)
Theory
Theories are bodies of knowledge that contain tested explanations of how certain phenomena work- help make connections to testable thoeries- guide your way of thinking
Sampling
Drawing a subset of the population through a systematic method in a way that can be generalized to a larger population of concern- sampling so you can generalize
6 Different Ways to Evaluate Mass Media Research
Nature of the sample. Size of the sample. Design of the study. Reliability of the study. Soundness of the anaylsys. Validity of the study.
School recognized as having the first mass comm researchers in the USA
Chicago School of Sociology
Propaganda
Messages designed to change attitudes and behavior of otehrwise disconnected individuals on controversial social issues. Most powerful weapon of persuasion- opposition is shut out or marginalized.
Walter Lippman
Author of Public Opinion. Believed that US journalists were to blame for short sighted and slanted info. Argues that news media are a primary source of " pics in our head" ( agenda setting)
Payne Fund Studies
Investigated how motion pictures affected sleep patterns, knowledge about foreign cultures, attitudes abotu violence and anti social behavior
Hypodermic needle or Magic Bullet Theory
the idea that media messages have powerful or DIRECT EFFECTS
Two-Step Flow Model
Media influence is one step away from media exposure
Active Audience
We're not passive consumers
Three main areas of Media Effects Research
Opinion and Behavior Change, What People Learn from the Media, Why, When, and How People Use the Media
Frankfurt School ( later known as the New School)
Known for Critical Theory research- rooted in the belief that capitalism has a corrosive influnce on culture
Father of Critical Studies
Carl Marx
Paul Lazarsfeld
" Personal Influence" Two step flow model, active audience