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95 Cards in this Set

  • Front
  • Back
Internet
the vast network of telephone and cable lines, wireless connections, and satellite systems designed to link and carry computer information worldwide.
ARPAnet
the original Internet, designed by the U.S. Defense Department’s Advanced Research Projects Agency (ARPA).
E-mail
electronic mail messages sent over the Internet; developed by computer engineer Ray Tomlinson in 1971.
Microprocessors
miniature circuits that process and store electronic signals, integrating thousands of electronic components into thin strands of silicon along which binary codes travel.
Fiber-Optic Cable
thin glass bundles of fiber capable of transmitting thousands of messages converted to shooting pulses of light along cable wires; these bundles of fiber can carry broadcast channels, telephone signals, and all sorts of digital codes.
World Wide Web (WWW)
a data-linking system for organizing and standardizing information on the Internet; the WWW enables computer-accessed information to associate with—or link to—other information, no matter where it is on the Internet.
HTML (hypertext markup language)
the written code that creates Web pages and links; a language all computers can read.
Browsers
information-search services, such as Microsoft’s Internet Explorer, Firefox, and Google Chrome, that offer detailed organizational maps to the Internet.
Internet Service Provider (ISP)
a company that provides Internet access to homes and businesses for a fee.
Directories
review and cataloguing services that group Web sites under particular categories (e.g., Arts & Humanities, News & Media, Entertainment).
Search Engines
computer programs that allow users to enter key words or queries to find related sites on the Internet.
Digital Communication
images, texts, and sounds that use pulses of electric current or flashes of laser light and are converted (or encoded) into electronic signals represented as varied combinations of binary numbers, usually ones and zeros; these signals are then reassembled (decoded) as a precise reproduction of a TV picture, a magazine article, or a telephone voice.
Social Media Sites
Web sites that allow users to create personal profiles, upload photos, create lists of favorite things, and post messages to connect with old friends and to meet new ones.
Instant Messaging
a Web feature that enables users to chat with buddies in real time via pop-up windows assigned to each conversation.
Blogs
sites that contain articles in reverse chronological journal-like form, often with reader comments and links to other articles on the Web (from the term Web log).
Wiki Web Sites
Web sites that are capable of being edited by any user; the most famous is Wikipedia.
Massively Multiplayer Online Role-Playing Games (MMOR-PGs)
role-playing games set in virtual fantasy worlds that require users to play through an avatar.
Avatar
an identity created by an Internet user in order to participate in a form of online entertainment, such as World of Warcraft orSecond Life.
Telecommunications Act of 1996
the sweeping update of telecommunications law that led to a wave of media consolidation.
Portal
an entry point to the Internet, such as a search engine.
Data Mining
the unethical gathering of data by online purveyors of content and merchandise.
E-Commerce
electronic commerce, or commercial activity, on the Web.
Cookies
information profiles about a user that are usually automatically accepted by a Web browser and stored on the user’s own computer hard drive.
Spyware
software with secretive codes that enable commercial firms to “spy” on users and gain access to their computers.
Opt-In or Opt-Out Policies
controversial Web site policies over personal data gathering: opt–in means Web sites must gain explicit permission from online consumers before the site can collect their personal data; opt–out means that Web sites can automatically collect personal data unless the consumer goes to the trouble of filling out a specific form to restrict the practice.
Phishing
an Internet scam that begins with phony e-mail messages that appear to be from an official site and request that customers send their credit card numbers and other personal information to update the account.
Digital Divide
the socioeconomic disparity between those who do and those who do not have access to digital technology and media, such as the Internet.
Open-Source Software
noncommercial software shared freely and developed collectively on the Internet. 
Media Effects Research
the mainstream tradition in mass communication research, it attempts to understand, explain, and predict the impact—or effects—of the mass media on individuals and society.
Cultural Studies
in media research, the approaches that try to understand how the media and culture are tied to the actual patterns of communication used in daily life; these studies focus on how people make meanings, apprehend reality, and order experience through the use of stories and symbols.
Propaganda Analysis
 the study of propaganda’s effectiveness in influencing and mobilizing public opinion.
Pseudo-Polls
 typically call-in, online, or person-in-the-street nonscientific polls that the news media use to address a “question of the day.”
Hypodermic-Needle Model
  an early model in mass communication research that attempted to explain media effects by arguing that the media figuratively shoot their powerful effects into unsuspecting or weak audiences; sometimes called the bullet theory or direct effects model.
Minimal-Effects Model
 a mass communication research model based on tightly controlled experiments and survey findings; it argues that the mass media have limited effects on audiences, reinforcing existing behaviors and attitudes rather than changing them.
Selective Exposure
 the phenomenon whereby audiences seek messages and meanings that correspond to their preexisting beliefs and values.
Selective Retention
 the phenomenon whereby audiences remember or retain messages and meanings that correspond to their preexisting beliefs and values.
Uses and Gratification Model
a mass communication research model, usually employing in-depth interviews and survey questionnaires, that argues that people use the media to satisfy various emotional desires or intellectual needs.
Scientific Method
a widely used research method that studies phenomena in systematic stages; it includes identifying a research problem, reviewing existing research, developing working hypotheses, determining appropriate research design, collecting information, analyzing results to see if the hypotheses have been verified, and interpreting the implications of the study.
Hypothesis
 in social science research, tentative general statements that predict a relationship between a dependent variable and an independent variable.
Experiments
 in regard to the mass media, research that isolates some aspect of content, suggests a hypothesis, and manipulates variables to discover a particular medium’s impact on attitudes, emotions, or behavior
Random Assignment
 a social science research method for assigning research subjects; it ensures that every subject has an equal chance of being placed in either the experimental group or the control group
Survey Research
 in social science research, a method of collecting and measuring data taken from a group of respondents.
Longitudinal Studies
 a term used for research studies that are conducted over long periods of time and often rely on large government and academic survey databases
Correlations
 observed associations between two variables.
Content Analysis
 in social science research, a method for studying and coding media texts and programs.
Social Learning Theory
 a theory within media effects research that suggests a link between the mass media and behavior.
Agenda-Setting
a media-research argument that says that when the mass media pay attention to particular events or issues, they determine—that is, set the agenda for—the major topics of discussion for individuals and society.
Cultivation Effect
 in media research, the idea that heavy television viewing leads individuals to perceive reality in ways that are consistent with the portrayals they see on television
Spiral of Silence
 a theory that links the mass media, social psychology, and the formation of public opinion; the theory says that people who hold minority views on controversial issues tend to keep their views silent
Textual Analysis
 in media research, a method for closely and critically examining and interpreting the meanings of culture, including architecture, fashion, books, movies, and TV programs
Audience Studies
 cultural studies research that focuses on how people use and interpret cultural content. Also known as reader-response research
Political Economy Studies
 an area of academic study that specifically examines interconnections among economic interests, political power, and how that power is used
Public Sphere
 those areas or arenas in social life—like the town square or coffee house—where people come together regularly to discuss social and cultural problems and try to influence politics; the public sphere is distinguished from governmental spheres where elected officials and other representatives conduct affairs of state.
Product Placement
the advertising practice of strategically placing products in movies, TV shows, comic books, and video games so the products appear as part of a story’s set environment.
Space Brokers
in the days before modern advertising, individuals who purchased space in newspapers and sold it to various merchants.
Subliminal Advertising
 a 1950s term that refers to hidden or disguised print and visual messages that allegedly register on the subconscious, creating false needs and seducing people into buying products.
Magazine
a nondaily periodical that comprises a collection of articles, stories, and ads.
Slogan
in advertising, a catchy phrase that attempts to promote or sell a product by capturing its essence in words.
Mega-Agencies
in advertising, large firms or holding companies that are formed by merging several individual agencies and that maintain worldwide regional offices; they provide both advertising and public relations services and operate in-house radio and TV production studios.
Muckrakers
 reporters who used a style of early-twentieth-century investigative journalism that emphasized a willingness to crawl around in society’s muck to uncover a story.
Boutique Agencies
in advertising, small regional ad agencies that offer personalized services.
Market Research
in advertising and public relations agencies, the department that uses social science techniques to assess the behaviors and attitudes of consumers toward particular products before any ads are created.
General-Interest Magazines
 types of magazines that address a wide variety of topics and are aimed at a broad national audience.
Demographics
in market research, the study of audiences or consumers by age, gender, occupation, ethnicity, education, and income.
Psychographics
in market research, the study of audience or consumer attitudes, beliefs, interests, and motivations.
Photojournalism
the use of photos to document events and people’s lives.
Focus Groups
a common research method in psychographic analysis in which moderators lead small-group discussions about a product or an issue, usually with six to twelve people.
Values and Lifestyles (VALS)
a market-research strategy that divides consumers into types and measures psychological factors, including how consumers think and feel about products and how they achieve (or do not achieve) the lifestyles to which they aspire.
Pass-Along Readership
 the total number of people who come into contact with a single copy of a magazine.
Storyboard
in advertising, a blueprint or roughly drawn comic-strip version of a proposed advertisement.
Viral Marketing
short videos or other content that marketers hope will quickly gain widespread attention as users share it with friends online, or by word of mouth.
Webzine
a magazine that publishes on the Internet.
Media Buyers
in advertising, the individuals who choose and purchase the types of media that are best suited to carry a client’s ads and reach the targeted audience.
Saturation Advertising
the strategy of inundating a variety of print and visual media with ads aimed at target audiences.
Desktop publishing
 a computer technology that enables an aspiring publisher/editor to inexpensively write, design, lay out, and even print a small newsletter or magazine.
Account Executives
in advertising, client liaisons responsible for bringing in new business and managing the accounts of established clients.
Account Reviews
in advertising, the process of evaluating or reinvigorating an ad campaign, which results in either renewing the contract with the original ad agency or hiring a new agency.
Regional Editions
national magazines whose content is tailored to the interests of different geographic areas.
Interstitials
advertisements that pop up in a screen window as a user attempts to access a new Web page.
Spam
a computer term referring to unsolicited e-mail.
Split-Run Editions
editions of national magazines that tailor ads to different geographic areas.
Famous-Person Testimonial
an advertising strategy that associates a product with the endorsement of a well-known person.
Plain-Folks Pitch
an advertising strategy that associates a product with simplicity and the common person.
Demographic Editions
national magazines whose advertising is tailored to subscribers and readers according to occupation, class, and zip-
Snob-Appeal Approach
an advertising strategy that attempts to convince consumers that using a product will enable them to maintain or elevate their social station.
Bandwagon Effect
an advertising strategy that incorporates exaggerated claims that everyone is using a particular product, so you should, too.
Hidden-Fear Appeal
an advertising strategy that plays on a sense of insecurity, trying to persuade consumers that only a specific product can offer relief.
Evergreen Subscriptions
 magazine subscriptions that automatically renew on the subscriber’s credit card.
Irritation Advertising
an advertising strategy that tries to create product-name recognition by being annoying or obnoxious.
Association Principle
in advertising, a persuasive technique that associates a product with some cultural value or image that has a positive connotation but may have little connection to the actual product.
Magalog
a combination of a glossy magazine and retail catalogue that is often used to market goods or services to customers or employees.
Myth Analysis
 a strategy for critiquing advertising that provides insights into how ads work on a cultural level; according to this strategy, ads are narratives with stories to tell and social conflicts to resolve.
Commercial Speech
any print or broadcast expression for which a fee is charged to the organization or individual buying time or space in the mass media.
Zines
self-published magazines produced on personal computer programs or on the Internet.
Political Advertising
the use of ad techniques to promote a candidate’s image and persuade the public to adopt a particular viewpoint.