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43 Cards in this Set

  • Front
  • Back
Innovation
An idea, practice, or object perceived as new
Diffusion
The process by which an innovation is communicated and spreads, through certain channels, over time, among members of a social system
Adoption
The process by which an individual begins to attempt and use an innovation
Self-efficacy
Belief in one's ability ro affect change, confidence to adapt to this change
Internet Paradox
Internet is used mainly for communication, yet heavier users are more lonely/isolated
What are the 5 steps of the adoption process
1. Knowledge

2. Persuasion


3. Decision


4. Implementation


5. Confirmation

5 categories of adopters
Innovators - technological enthusiasts that require short adoption period

Early adopters - visionaries/willing to try new innovations


Early majority - pragmatists who prefer to deliberate before making a decision


Late majority - skeptic, conservative and cautios even after others embrace innovation


Laggards - only adopt when certain technology won't fail or when forced to

What category primarily defines the critical mass of innovation?
Early Adopters
At what point have you reached saturation?
Laggards


6 factors affecting adoption rates
Status Incentives

Relative advantage


Compatibility


Complexity


Trialability


Observability

Status incentives
the degree to which one desires to be the first to have and use an innovation
Relative advantage
the degree to which an innovation is perceived as better than the thing it is replacing
Compatibility
the degree to which an innovation is perceived as being consistent with the existing values, past experiences and needs of potential adopters
Complexity
the degree to which an innovation is perceived as difficult to understand/use
Trialability
the degree to which an innovation can be experimented with and if necessary, discarded without undue costs
Observability
the degree to which an innovation's results are visible and measurable
General Aggression Model
- Used to explain how violent video games affect levels of aggression in players

- Players are primed in short term by violent video game play which creates elevated levels of aggression


- Repeated priming makes these mental pathways more accessible


- Eventually these become hardwired and create a more aggressive personality

Desensitization
long exposure to violent content in video games makes the player less sensitive to the graphic material
flaws of video game research?
1. Aggression is not clearly defined

2. Only one game is played for a fixed amount of time


3. The causal relationship between aggression in real life and in playing video games is not straightforward


4. Many studies are conducted with small, nonrandom, non-representative samples

What are the 3 categories of positive video games?
- Educational games for fun/learning (ABC mouse)

- Exergames for exercise (Wii Sports)


- Social Change (games that are directed to breaking stereotypes)

Media Exposure and Tobacco
- 83% of studies found link between media exposure and smoking initiation

- Higher ad recognition, more likely one is to smoke


- Tobacco companies spend more money advertising than all others combined

Media Exposure and Alcohol
- Alcohol use/abuse in young people higher than any other drug

- Alcohol use by movie characters associated with early-onset drinking


- Likelihood of adolescent drinking of beer or liquor directly related to TV alcohol ad exposure

Media Exposure and Prescription Drugs

1997 - FDA approved mass media advertising of Rx drugs to public



6% discuss advertised drug w/ doctor

30% are prescribed drug


11.5% were prescribed drug although doctor did not believe it would help

Risk Learning Model
relates new information about health risks and the behaviors that minimize those risks
Stereotype Priming Model
uses salient preexisting social stereotypes about people who do or do not behave as advocated. Can have both negative and positive effects.
Four Types of Messages to Increase Self-Protective Behavior
Severity - show severe consequences of behavior

Vulnerability - show ease of contracting disease


Response efficacy - show how protective behaviors reduce or cure disease


Self-efficacy - show effectiveness of protective behavior

What type of health news do people pay most attention to?
public hearth issues
When do we see greatest impact on public policy?
when at local level experts are in agreement and media supports efforts of interest groups
Minority Portrayals in past: TV (no need to memorize)
1975-1980 – Black men in TV minor roles and bit parts, fewer leading and supporting roles

1970s – only 13% of Black-White interactions on TV shown as friendly/respectful


1979 – Blacks and Native Americans portrayed as killers rather than victims


1970s-1980s – characters of color usually in blue-collar/service jobs but percentage depicted in professional/white-collar jobs exceeded numbers in society


Disabled characters – 75% portrayed with abnormal or deviant personality traits; half were victimized during film

Minority Portrayals in past: Movies
- Blacks and other minorities historically were cast only in roles specifically requiring a minority character

- 1990s films broke new ground – Blacks cast in starring roles and non-stereotypical roles that could be played by any actor

Minority Portrayals in past: Advertising
1940s-1960s – Blacks appeared in only 3% of national magazine ads, all were well-known entertainers, famous athletes, or unknowns in servant roles

1970s-1980s – presence deteriorated; one study showed only 2% presence, another <1% presence in ads


Studies showed White magazine readers did not respond negatively to Black models


1990s – portrayal of characters of color in TV ads greatly increases to overrepresent population percentages by more than double


Native Americans and disabled continue to be avoided

Minority Portrayals PRESENT
Blacks = Prime-time television characters 14–17% Black in a society with 12–13%

Typical Blacks are middle-class professional males in thirties, least aggressive characters, dress more provocativelyNews depicts Black juvenile offenders


Hispanics = 27% of population, 2-6% of TV charactersPortrayed as less intelligent, less articulate, and lazierPortrayed on news as crime perpetrators more frequently than WhitesAsian-Americans = About 5% of population, 1–3% of TV charactersUsually portrayed in important professional jobsNative American characters <.5%, population 1%

Social Capital
resources accrued from individuals in a network
Social Network Site
- Construct public profile within a bounded system

- Connect with others, creating list of "friends"


- View and traverse connections

What are the motivations associated with social network site use?
- focus on established relations

- seek information


- reduce stress and record events


- networking

What are the key developments in the history of the internet?
1960's - developed shared computer time with military and academic researchers

ARPA - developed by advanced research projects agency of defense department


1971 - e-mail developed for users to communicate


late 1980's - world wide web developed for engineers to collaborate on the web via HTML


- First web browsers were mosaic and netscape

What are the uses & gratifications associated with mobile communication
Usage patterns and the outcomes of mobile use are the prominent factors of study
How is mobile communication distinct from other media forms we have covered in this class?
Mobile is different from portable. Mobile media is weaved into daily life (as opposed to carrying a laptop around)
What are some effects mobile media has had on social life?
The way people interact and coordinate has changed (more flexible). Can make plans on the go.
How does mobile communication relate to political/civiv engagement
Investigated the relationship between mobile comm and civic/political participation found that those using mobile technology for informational purposes are more likely to be civically engaged
How does the concept of habit help us understand the effects of mobile communication?
texting and driving
Social Capital
Bridging – many weak friendship ties (common in U.S.)

Bonding – close relationships providing emotional support


Maintained – users stay connected with old social networks despite lack of physical connection

Microblogging

Focuses on interactivity, engagement, and conversations, similar to SNS



Information source – large group of followersInformation seeker – users log on but do not postFriends – connections with people actually known