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104 Cards in this Set
- Front
- Back
Arpanet |
Advanced Research Project Agency Network - First demonstration of network to implement TCP protocols and IP protocols, - constructed for military purposes |
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Non-linear web browsing |
No sequence or order but just Icon's that can link users up |
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Netscape navigator |
A web browser that was pushed out of competition by explorer; introduced graphical use interface |
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Graphical user interface |
a program that allowed users to interact electronically using icons and visuals (got succeeded by AOL) |
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Metcalfe's (founded Ethernet) Law |
value of internet increases with increase number of users
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Moore's (intel co-founder) Law |
Processing capacity in computer chips has doubled every 18-months since 1960's |
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cookies |
- Files left by websites on your hard drive
- Collate information with other websites, without users’ knowledge |
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spyware or adware |
Programs that accompany other forms of downloads; programs that your personal information without knowledge
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Creative Commons |
allow viewers to use theirproduct as long as you give them credit
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Net neutrality |
Service providers should allow for free and open access to all |
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Factors of interactivity online |
MUDs (multi-user dungeons) MMO's (multi-multiplayer online) |
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Semantic web |
idea that computers are talking to each other to give you the best info
- machines are able to talk with each other |
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Internet of things |
- Everyday objects connected to one another and being able to communicate with one another
(IE technologies like smart fridges that can alert you if you run out of food) |
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PC and internet games |
acted as turning point for both video games and personnel games; why PC sales increased |
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Virtual reality |
program that immersed users in virtual world head mounted displays known as oculus rift |
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Augmented Reality |
Superimpose game objects on real-world environment
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Video game first wave |
coined operated games |
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artificial intelligence in VG |
process of change depending on behavior
- Game continues to change according to opponent’s moves - Gets progressively difficult - Virtual characters in the game act as if they are human(not just preprogrammed paths) |
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VG industry components |
1. Consumer electric company 2. Developers 3. publishers 4. Retailers |
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Consumer Electric Company |
responsible for game gear |
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Developers |
Design the game Graphicartists + Computer programmers there's amateur, professionals, and independent developers |
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Publishers |
Make the game (top publisher is Electric Art) - distribute by third party |
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Retailers |
sell game to public |
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Serious Games |
Games that immerse you in a learning environment (educational games) that help you grasp complex skill and visual attention some cases simulations have positive effects |
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Casual Games |
Social network games IE farmville |
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How games influence society |
Used to present itself as a moral hazard to influence youth it presents itself as violent and desensitization (IE doom directly connected to columbine shooting) Also has sexual stereotyping and gender inequality |
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Entertainment Software Review board |
provide rating systems for games: Wanted to be self-regulating, why they created the board |
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Agenda setting |
Media sets agenda with what to think about |
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Framing |
Media effects how to think about an issue (is it positive or negative, Loss or gain) What media doesn't cover also go into this (IE media portrayal of katrina, was told of blacks looting instead of black suffrage) |
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Experiment research |
controlled laboratory environments that have a dependent and independent variable (experiments are good at making causal claims DV versus or compared IV and looking at outcomes) |
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independent variable |
proposed causal mechanism or variable (IE VIOLents is video games) |
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Dependent Variable |
Consequences or outcomes (Aggressive exposure is shown in kids who play violent video games) (think of booboo doll experiment) |
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Reliability |
results are STABLE and CONSISTENT
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validity |
Actually measure what we are intending to measure
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Generalizability |
Can the research samples and procedure be extended to the real world?
- making it general |
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ethnographical research |
Naturalistic way of looking at the impacts ofcommunication media; Participantobservation and Interviewing
- actually looking at human behavior |
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Issues with ethnographical research |
Difficult to generalize researchers might have subjective bias |
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Gratifications of media use |
-Understand audience’s media consumption behavior
- based on active audience -media seeks for new knowledge, social interaction, and diversion - different media tends to different needs (IE FB and twitter seek opinion)
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Random assignment |
unbias/random procedures (IE do not play favorite) |
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Social Learning Theory |
observing from the experience of others (Bobo dolls; adults model violent acts to doll and kids duplicate and pick up and more) |
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Content Analysis in media |
explains content in media; analysis is based on objective set of definitions of words, images and sex |
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Survey Research |
questionaires to gather large scale data (IE education and internet use) - more generalized than experiments |
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Cultivation Theory |
New media reiterates the same view in audience's world view |
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resonance |
when real-life experiences confirm the media view, the effect intensifies (IE violence in violent neighborhoods) |
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Mainstreaming |
heavy TV viewers will think the world view presented on TV -- exposure affects socialization |
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multistep flow model |
media that indirectly influence you and shape your opinion |
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Selective Process |
Media affects; selective exposure, selective perception and selective retention |
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Selective exposure |
media that is watched or read messages that conforms to our beliefs |
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selective perception |
looking for proof that supports one view |
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selective retention |
remembering information that is consistent with what audience already knows (brining up an event) |
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Grenig's model |
4 models that discusses aproach to Public relation |
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Grenig's model: Press agentry or publicity (one-way) |
when one manipulates public opinion or behavior |
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Grenig's model: public information or Journalism (on-way) |
when one dissiminate information to the public |
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Grenig's model: Two-way assymetric |
to persuade and find out how the public reacts |
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Grenig's model: tow-way symmetric |
to gain a mutual understanding and find a common ground |
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propaganda |
information, especially of a biased or misleading nature, used to promote or publicize a particular political cause or point of view.
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Functions of PR practitioners |
publicity or media relations - gaining press coverage - News releases, press conference, etc promotions or selling - print or audio-visual materials on a product exhibits promotion giveaways |
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Lobbying |
working with legislature or political action committees to try and influence legislative action --- lobbyist can't give money to politician directly but indirectly through PAC's |
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public relations |
organized activity intended to favorably influence the public |
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buying motive |
thoughts that make the buyer purchase content |
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hard sell vs. soft sell |
a policy that controls the progressiveness of the salesman or advertisers soft cell: selling under subtle persuasion |
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social media as a PR tool |
PR research and data collecting asking questions like "what area do you line in or what products do you buy? |
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snowball effect |
sharing with friends and networks creating a buzz |
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Data mining |
the practice of examining a large database in order to generate new info |
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permission marketting |
privledge to deliver to the viewer the information they want |
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Click through rates |
rate that viewer have to click through to get to message one wants receive |
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E-Commerce |
Electronic Word of mouth factors are impulse and directional |
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Impulse |
purchasing on a whim |
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directional |
buying products directly on companies website |
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CANSPAM laws |
laws that are anti-spam |
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Permission Market techniques |
consumers volunteerily give email adress |
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demographic segmentation |
Target consumers based on social and personalcharacteristics
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Psychographics |
appealing to consumers based on lifestyles, attitudes, values, behavior.... |
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Brand loyalty |
when consumers become committed to your brand and make repeat purchases over time.
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copy testing |
a test to further understand researching target audiences |
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ad effectiveness |
measured by; ad recall, Ad recognition, purchase intentions ad attitudes
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Ad recall |
Consciously recall a specific ad or aspects / features associated with an ad
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ad recognition |
Recognize a particular brand name or logo, from a collection of other similar products purchase intentions |
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Ad attitudes |
Extent to which consumers indicate (or express their intention) that they would like to buy a product
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Policy |
principles or protocols that guide the formation of laws; How to structure and regulate media |
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Laws |
1. binding rules passed by legislature that are 2. enforced by executive powers then 3. applied or adjusted by supreme courts |
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Standard |
industry-specified technical characteristics -- standards dictate what media technologies to use and manufactured |
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self-regulation |
industry codes and practices (IE MPAA ratings or ESRB ratings) have self monitoring and voluntary restrictions |
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Obscenity |
appeals to prurient, or sexual arousing interest |
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indecent speech |
graphic language that pertains to sexual or excretory functions |
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censorship |
Formal restriction of media or speech by the government, political or religious authorities |
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First Ammendment |
Amendment that guarantee's protection in freedom of Press and speech and to be heard -- john milton said press is a "marketplace of ideas" |
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Children's internet protection act |
using filtering software, schools and libraries can block inappropriate program or content and government can pay for it |
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Fairness doctrine |
was to promote diverse viewpoints; there can be scheduled times for stations to broadcast controversial issues and multiple opposing views |
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Chilling effect |
stations avoided controversial programming-which resulted in supreme court abolishing Fairness doctrine in 1987 |
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commercial speech |
commercials have free speech rights, as long as products are legal (IE in 97 FTC banned Camel ads but not alcohol ads) |
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Deception |
ad misleading a consumer who is acting reasonably (IE sketchers forced to pay $40 million for having Kim Kardashian be the face of sketchers saying "shape up while you walk and get in shape without setting foot in a gym" |
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Internet censorship |
SOPA (Stop Online Piracy Act) PIPA (Protect IP Act) |
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internet censorship bill Pros and Cons |
Pros - protects intellectual property, prevented copyright violations Cons - Threats to free speech, threat to innovations, will hurt libraries |
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Aristotle's Golden Mean |
Moral virtue is in between two extremes, we need to find a balance between views |
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Morality |
being able to distinguish between right and wrong |
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Ethics |
Standard of conduct, moral rules |
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Principle of utility |
seek the greatest happiness for the greatest number (IE in investigative reporting, small groups of individuals may suffer but it is for the larger good) |
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Veil of ignorance |
treat all members of society equally (IE Paula deen) |
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Hutchins comission |
'47 recommendations are the model of four professionals. - With great freedoms come great responsibility - societys welfare trumps individuals' professions |
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5 guidelines for the press in Hutchins commission |
-present meaningful news separate froM opinion - serve as forum for exhange of comments and criticism, provide access to diverse views represent different groups of society (but avoid stereotypes and include diverse voices) - clarify goals and values - give broad coverage of what was known |
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Intellectual property |
Laws to protect original ideas that have commercial value |
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Patents |
exclusive rights given to an inventor for 20 years, to make, use or sell his/her inventions |
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copyright |
limited because similar ideas are not necessarily the same ideas |