• Shuffle
    Toggle On
    Toggle Off
  • Alphabetize
    Toggle On
    Toggle Off
  • Front First
    Toggle On
    Toggle Off
  • Both Sides
    Toggle On
    Toggle Off
  • Read
    Toggle On
    Toggle Off
Reading...
Front

Card Range To Study

through

image

Play button

image

Play button

image

Progress

1/104

Click to flip

Use LEFT and RIGHT arrow keys to navigate between flashcards;

Use UP and DOWN arrow keys to flip the card;

H to show hint;

A reads text to speech;

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

Non-linear web browsing

No sequence or order but just Icon's that can link users up

Netscape navigator

A web browser that was pushed out of competition by explorer; introduced graphical use interface

Graphical user interface

a program that allowed users to interact electronically using icons and visuals (got succeeded by AOL)

Metcalfe's (founded Ethernet) Law

value of internet increases with increase number of users

Moore's (intel co-founder) Law

Processing capacity in computer chips has doubled every 18-months since 1960's

cookies

- Files left by websites on your hard drive

- Collate information with other websites, without users’ knowledge

spyware or adware

Programs that accompany other forms of downloads; programs that your personal information without knowledge

Creative Commons

allow viewers to use theirproduct as long as you give them credit

Net neutrality

Service providers should allow for free and open access to all

Factors of interactivity online

MUDs (multi-user dungeons)


MMO's (multi-multiplayer online)

Semantic web

idea that computers are talking to each other to give you the best info

- machines are able to talk with each other

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)

PC and internet games

acted as turning point for both video games and personnel games; why PC sales increased

Virtual reality

program that immersed users in virtual world


head mounted displays known as oculus rift



Augmented Reality

Superimpose game objects on real-world environment

Video game first wave

coined operated games

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)

VG industry components

1. Consumer electric company


2. Developers


3. publishers


4. Retailers

Consumer Electric Company

responsible for game gear

Developers

Design the game


Graphicartists + Computer programmers


there's amateur, professionals, and independent developers

Publishers

Make the game (top publisher is Electric Art)


- distribute by third party

Retailers

sell game to public

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

Casual Games

Social network games IE farmville

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

Entertainment Software Review board

provide rating systems for games: Wanted to be self-regulating, why they created the board

Agenda setting

Media sets agenda with what to think about

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)

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)

independent variable

proposed causal mechanism or variable (IE VIOLents is video games)

Dependent Variable

Consequences or outcomes (Aggressive exposure is shown in kids who play violent video games) (think of booboo doll experiment)

Reliability

results are STABLE and CONSISTENT

validity

Actually measure what we are intending to measure

Generalizability

Can the research samples and procedure be extended to the real world?

- making it general

ethnographical research

Naturalistic way of looking at the impacts ofcommunication media; Participantobservation and Interviewing

- actually looking at human behavior

Issues with ethnographical research

Difficult to generalize


researchers might have subjective bias

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)


Random assignment

unbias/random procedures (IE do not play favorite)

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)

Content Analysis in media

explains content in media; analysis is based on objective set of definitions of words, images and sex

Survey Research

questionaires to gather large scale data (IE education and internet use)


- more generalized than experiments

Cultivation Theory

New media reiterates the same view in audience's world view

resonance

when real-life experiences confirm the media view, the effect intensifies (IE violence in violent neighborhoods)

Mainstreaming

heavy TV viewers will think the world view presented on TV -- exposure affects socialization

multistep flow model

media that indirectly influence you and shape your opinion

Selective Process

Media affects; selective exposure, selective perception and selective retention

Selective exposure

media that is watched or read messages that conforms to our beliefs

selective perception

looking for proof that supports one view

selective retention

remembering information that is consistent with what audience already knows (brining up an event)

Grenig's model

4 models that discusses aproach to Public relation

Grenig's model: Press agentry or publicity (one-way)

when one manipulates public opinion or behavior

Grenig's model: public information or Journalism (on-way)

when one dissiminate information to the public

Grenig's model: Two-way assymetric

to persuade and find out how the public reacts

Grenig's model: tow-way symmetric

to gain a mutual understanding and find a common ground

propaganda

information, especially of a biased or misleading nature, used to promote or publicize a particular political cause or point of view.

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

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

public relations

organized activity intended to favorably influence the public

buying motive

thoughts that make the buyer purchase content

hard sell vs. soft sell

a policy that controls the progressiveness of the salesman or advertisers


soft cell: selling under subtle persuasion

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?



snowball effect

sharing with friends and networks creating a buzz

Data mining

the practice of examining a large database in order to generate new info

permission marketting

privledge to deliver to the viewer the information they want

Click through rates

rate that viewer have to click through to get to message one wants receive

E-Commerce

Electronic Word of mouth factors are impulse and directional

Impulse

purchasing on a whim

directional

buying products directly on companies website

CANSPAM laws

laws that are anti-spam

Permission Market techniques

consumers volunteerily give email adress

demographic segmentation

Target consumers based on social and personalcharacteristics

Psychographics

appealing to consumers based on lifestyles, attitudes, values, behavior....

Brand loyalty

when consumers become committed to your brand and make repeat purchases over time.

copy testing

a test to further understand researching target audiences

ad effectiveness

measured by; ad recall, Ad recognition, purchase intentions ad attitudes

Ad recall

Consciously recall a specific ad or aspects / features associated with an ad

ad recognition

Recognize a particular brand name or logo, from a collection of other similar products


purchase intentions

Ad attitudes

Extent to which consumers indicate (or express their intention) that they would like to buy a product

Policy

principles or protocols that guide the formation of laws; How to structure and regulate media

Laws

1. binding rules passed by legislature that are 2. enforced by executive powers then 3. applied or adjusted by supreme courts

Standard

industry-specified technical characteristics -- standards dictate what media technologies to use and manufactured

self-regulation

industry codes and practices (IE MPAA ratings or ESRB ratings)


have self monitoring and voluntary restrictions

Obscenity

appeals to prurient, or sexual arousing interest

indecent speech

graphic language that pertains to sexual or excretory functions

censorship

Formal restriction of media or speech by the government, political or religious authorities

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"

Children's internet protection act

using filtering software, schools and libraries can block inappropriate program or content and government can pay for it

Fairness doctrine

was to promote diverse viewpoints; there can be scheduled times for stations to broadcast controversial issues and multiple opposing views

Chilling effect

stations avoided controversial programming-which resulted in supreme court abolishing Fairness doctrine in 1987

commercial speech

commercials have free speech rights, as long as products are legal (IE in 97 FTC banned Camel ads but not alcohol ads)

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"

Internet censorship

SOPA (Stop Online Piracy Act)


PIPA (Protect IP Act)

internet censorship bill Pros and Cons

Pros - protects intellectual property, prevented copyright violations


Cons - Threats to free speech, threat to innovations, will hurt libraries



Aristotle's Golden Mean

Moral virtue is in between two extremes, we need to find a balance between views

Morality

being able to distinguish between right and wrong

Ethics

Standard of conduct, moral rules

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)

Veil of ignorance

treat all members of society equally (IE Paula deen)

Hutchins comission

'47 recommendations are the model of four professionals.


- With great freedoms come great responsibility


- societys welfare trumps individuals' professions

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



Intellectual property

Laws to protect original ideas that have commercial value

Patents

exclusive rights given to an inventor for 20 years, to make, use or sell his/her inventions

copyright

limited because similar ideas are not necessarily the same ideas