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34 Cards in this Set
- Front
- Back
Polysemy |
Individuals and societies can bring diverse meaning to messages based on: Gender, Ed, are, religion, race, occupation a text has many meanings not just on and not hot the meaning meant by the Creator |
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The Payne Fund Studies 1929 - 1932 |
Concerned with impact of movies on children, studies film context and used interviews and case studies. 75% of media has sex and violence, found that movies did in fact cause a change in behavior and attitude |
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Magic Bullet or hypodermic needle theory |
Derived from Payne Fund, says audience is powerless to resist messages: what goes in comes out |
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The peoples Choice |
Studied how media influenced voting behavior in 1940 election, found the media had limited effects found that interpersonal relationships are more influential |
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The Two Step Flow Theory |
Rather that taking straight form the media, we take information from "opinion leaders" interpersonal relationships were more influencial than the media itself |
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Reinforcement Theory |
1940's: people seek out the media that confirms what they already believe, argues for limited effect/impact of media
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Uses and Gratifications Theory |
People us the media to fulfill needs, to learn or explore an issues, to satisfy emotional needs, to construct personal identity, to release tension |
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Agenda Setting Theory 1972 |
Press and mass media filter and shape reality shown to viewers, more coverage in media leads audience to believe it is more important |
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Cultivation theory 1970s |
Suggests that heavy exposure to television over time cultivates a perception of reality. Looks specifically at TV violence. "heavy Viewers" 4 hours a day. Light viewers believe 1 and 100 chance of violence affecting them. Actually had a 1 in 10,000 chance |
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Socialization |
m |
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Intertextuality |
When a text refers or relates to another text,What does it remind yo of? Indirect illusion or direct mention |
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Symbol |
A Thing, material, or object that stands in for something else: Usually and Idea, quality, or abstract concept. Recognized by: being repeated in a text, may be prominent, may be intense and contrast to other things. |
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Idealogy |
Set of ideas put forth by the hegemony , represents a particular image of the world for a particular group of people, generalizations or simplifications |
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Denontative/Connotative Meaning |
Den: dictionary meaning of a text, definition. Con: Additional Secondary meanings and associations, What we actually analyze |
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Rhetorical Method |
to find persuasive ideas and meanings within a text. The "rules" of representation, how your supposed to act. Logos: organization, style. Ethos: plot, setting, conflict, are the characters relatable? Pathos:Emotional appeals within in a text. is it a unique approach to hegemony and ideology. |
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Modernity Vs. Post-Modern Text |
m |
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Study of Representation in PC |
how a group is represented by a text: Race or ethnicity, gender association. Under-representation making them feel "less than" or invisible |
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Videogames |
Started with arcade games in 70s, gameboy and consoles in 90s (1st person shooters) 2000s" Contemporary: MMORPGS: massive multiplayer online roleplaying games. Concerns with violence, representation, productivity, and addiction. |
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digital Nation |
m |
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1960's |
War, Cuban missile crisis, fight for civil rights, march on Washington, British invasion, beatles & Stones. Counterculture, not just hippies. |
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1970's |
End of Vietnam, watergate and nixon, roe V. wade. 70's cam social consciousness programs and "relevence TV" CBS, MASH, african americans in TV. Classic Rock |
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1980's |
Cold war, reagan, corporate greed. Sexual identity, AIDS, Gay Culture, gender bending, Hair bands, hair metal. TV portrayed everyone filthy rich, pop culture ruled by having money |
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1990's Video |
OJ Simpson, Don't ask Don't tell, Rodney kind riots, NAFTA, OKC bombing. Stabilized economy, monica lewinsky, Columbine, desert storm |
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Zeitgeist |
60s: repression, conformity, prosperity 70s: Me decade, preoccupation with self, self interest instead of community 80s: 81-92. Have a good time all the time, living in a material world: wealth excess, greed 90's: Cultural decade 92-01, opportunity and advancement |
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Dreamworlds 3 |
m |
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Ethnic notions |
m |
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Mass Communication |
mass media controlled by 6 companies, sends messages to large amounts of people, effects culture, "People consume what they already believe" |
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A Marxist Perspective |
idealogy, hegemony. material conditions and economic practices shape current ideology and hegemony. |
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Movies and the 1970s |
A change in genre of film, changed from to plot to character based, dominated by social outcasts and anti-heroes. jaws, king kong, Saturday night fever |
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postmodernism |
a term to describe the style the style of culture. suggests it was undergone a transformation from modernism due to technological advances. significant increase in the speed of sending info, enhances postmodern possibilities. |
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Reality bytes, 8 Myths Videogames |
m |
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meet your Ibrian |
how technology use effects the brain, makes us less social and reliant on others, increases self-worth |
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Multitasking state of mind |
m |
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TL: |
m |