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49 Cards in this Set

  • Front
  • Back
Perception
the active process of selecting, organizing, and interpreting people, objects, events, situations, and activities
Cognitive Schemata
We rely on schemata to make sense of phenomena: prototypes, personal constructs, stereotypes, and scripts
Prototypes
knowledge structures that define the clearest or ideal examples of some category
Personal Construct
a mental yardstick that allows us to measure a person or situation along a bipolar dimension of judgment
Ex. Intelligent - not intelligent
Stereotype
a predictive generalization about a person or situation
Scripts
a sequence of activities that spells out how we and others are expected to act in a specific situation
Attributions
the act of explaining why something happens or why a person acts a particular way
Self-serving bias
constructing attributions that serve our personal interests
Regulative Rules
regulate interaction by specifying when, how, where, and with whom to communicate about certain things
Constitutive Rules
define what a particular communication means or stands for
Punctuation
a way to mark a flow of activity into meaningful units. It is our perception of when interaction begins and ends
Arbitrary
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
Ambiguous
doesn't have clear-cut, precise meanings.
Ex. Good friend - someone to hang out with or someone to confide in?
Abstract
words are not the concrete or tangible phenomena to which they refer.
Symbols
representations of people, events, and all that goes on around us and in us
Indexing
a technique to remind us that our evaluations apply only to specific times and circumstances
Kinesics
refers to the body position and body motions, including those of the face
Haptics
a term for nonverbal communication involving physical touch
Artifacts
personal objects we use to announce our identities and to personalize our environments
Proxemics
refers to space and how we use it
Chronemics
refers to how we perceive and use time to define identities and interaction
Paralanguage
communication that is vocal but not actual words
Ex. Sounds such as murmurs or gasps
Dyadic processes
Breakdown of est. patterns, understandings, and rules that have bee part of the relationship. May want to talk about their problems
Social Support Processes
signal an increase in the likelihood of breaking up. Center on telling others about problems, once out in open, harder to ignore the seriousness
Grave Dressing Processes
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
Group
Three or more people who interact over time, depend on one another, and follow shared rules of conduct to reach a common goal
Team
special kind of group characterized by different, complementary resources of members and by a strong sense of collective identity
Group Advantages
greater resources, more thorough thought, heightened creativity, and enhanced commitment to decisions
Cohesion
the degree of closeness among members and the sense of group spirit
Power To
ability to empower others to reach their goals - work behind the scenes to enlarge others' influence and visibility and help others succeed (encourage)
Power Over
ability to help or harm others - expressed in ways that emphasize and build the status of the person wielding influence
Rites
dramatic, planned sets of activities that bring together aspects of cultural ideology in a single event
Rituals
forms of communication that occur regularly and that members of an organization perceive as familiar and routine parts of organizational life
Extemporaneous Speaking
Substantial preparation and practice but stops short of memorizing the exact words of the speech and requires notes
Corporate Stories
Convey the values, style, and history of an organization
Collegial Stories
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
Personal Stories
members of organizations also tell stories about themselves
Ex. Announce how they see themselves and how they want to be seen by others
Specific purpose
exactly what you hope to accomplish
General purpose
to entertain, inform, or persuade
Central Idea
Thesis statement, the main idea of the entire speech
Introduction
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
Conclusion
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
Hypodermic Needle Theory
"magic bullet theory" - media are powerful forces that are injected directly into vulnerable, passive, audiences
Use and Gratification Theory
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
Agenda Setting
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
Gatekeeper
the people and groups that decide which messages pass through the gates that control information flow to reach consumers
Cultivation Theory
claims that television cultivates, or promotes, a worldview that is inaccurate but that viewers nonetheless may assume reflects real life
Cultural Studies Theory
focus on the connections between mass communication and popular culture, including history, politics, and economics
Audience Analysis
focuses on the meanings that audiences assign to their engagement with media