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49 Cards in this Set
- Front
- Back
Perception
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the active process of selecting, organizing, and interpreting people, objects, events, situations, and activities
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Cognitive Schemata
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We rely on schemata to make sense of phenomena: prototypes, personal constructs, stereotypes, and scripts
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Prototypes
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knowledge structures that define the clearest or ideal examples of some category
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Personal Construct
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a mental yardstick that allows us to measure a person or situation along a bipolar dimension of judgment
Ex. Intelligent - not intelligent |
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Stereotype
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a predictive generalization about a person or situation
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Scripts
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a sequence of activities that spells out how we and others are expected to act in a specific situation
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Attributions
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the act of explaining why something happens or why a person acts a particular way
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Self-serving bias
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constructing attributions that serve our personal interests
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Regulative Rules
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regulate interaction by specifying when, how, where, and with whom to communicate about certain things
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Constitutive Rules
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define what a particular communication means or stands for
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Punctuation
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a way to mark a flow of activity into meaningful units. It is our perception of when interaction begins and ends
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Arbitrary
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verbal symbols are not intrinsically connected to what they represent
Ex. Apple, mouse - use to be fruit or rodent, now can be used as computer term |
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Ambiguous
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doesn't have clear-cut, precise meanings.
Ex. Good friend - someone to hang out with or someone to confide in? |
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Abstract
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words are not the concrete or tangible phenomena to which they refer.
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Symbols
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representations of people, events, and all that goes on around us and in us
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Indexing
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a technique to remind us that our evaluations apply only to specific times and circumstances
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Kinesics
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refers to the body position and body motions, including those of the face
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Haptics
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a term for nonverbal communication involving physical touch
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Artifacts
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personal objects we use to announce our identities and to personalize our environments
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Proxemics
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refers to space and how we use it
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Chronemics
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refers to how we perceive and use time to define identities and interaction
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Paralanguage
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communication that is vocal but not actual words
Ex. Sounds such as murmurs or gasps |
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Dyadic processes
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Breakdown of est. patterns, understandings, and rules that have bee part of the relationship. May want to talk about their problems
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Social Support Processes
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signal an increase in the likelihood of breaking up. Center on telling others about problems, once out in open, harder to ignore the seriousness
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Grave Dressing Processes
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Definitely parting ways - decide separately or in collaboration, how to explain problems to friends, children, etc. When there is no joint explanation friends may take sides, gossip
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Group
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Three or more people who interact over time, depend on one another, and follow shared rules of conduct to reach a common goal
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Team
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special kind of group characterized by different, complementary resources of members and by a strong sense of collective identity
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Group Advantages
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greater resources, more thorough thought, heightened creativity, and enhanced commitment to decisions
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Cohesion
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the degree of closeness among members and the sense of group spirit
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Power To
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ability to empower others to reach their goals - work behind the scenes to enlarge others' influence and visibility and help others succeed (encourage)
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Power Over
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ability to help or harm others - expressed in ways that emphasize and build the status of the person wielding influence
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Rites
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dramatic, planned sets of activities that bring together aspects of cultural ideology in a single event
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Rituals
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forms of communication that occur regularly and that members of an organization perceive as familiar and routine parts of organizational life
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Extemporaneous Speaking
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Substantial preparation and practice but stops short of memorizing the exact words of the speech and requires notes
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Corporate Stories
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Convey the values, style, and history of an organization
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Collegial Stories
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Offers accounts of other members of the organization
Ex. When I first became a faculty member, a senior colleague took me to lunch and explained anecdotes about people in the department |
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Personal Stories
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members of organizations also tell stories about themselves
Ex. Announce how they see themselves and how they want to be seen by others |
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Specific purpose
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exactly what you hope to accomplish
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General purpose
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to entertain, inform, or persuade
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Central Idea
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Thesis statement, the main idea of the entire speech
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Introduction
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First thing the audience hears - it should gain listeners' attention, give them reason to listen, est. the credibility of the speaker, and state the thesis
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Conclusion
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Speaker's last chance to emphasize ideas, increase credibility, and gain listeners' support or approval - summarize ideas of speech, leave listeners with memorable final idea
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Hypodermic Needle Theory
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"magic bullet theory" - media are powerful forces that are injected directly into vulnerable, passive, audiences
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Use and Gratification Theory
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we choose to attend to mass communication to gratify ourselves
Ex. We select media that we think will give us something we value or want |
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Agenda Setting
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the media's ability to select and call to the public's attention ideas, events, and people and offer frames, or ways of seeing, those phenomena it selects
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Gatekeeper
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the people and groups that decide which messages pass through the gates that control information flow to reach consumers
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Cultivation Theory
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claims that television cultivates, or promotes, a worldview that is inaccurate but that viewers nonetheless may assume reflects real life
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Cultural Studies Theory
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focus on the connections between mass communication and popular culture, including history, politics, and economics
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Audience Analysis
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focuses on the meanings that audiences assign to their engagement with media
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