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68 Cards in this Set
- Front
- Back
3 standards of obscenity (Miller v California) |
1. Violate community standards. 2. Lack value (artistic, scientific). 3. Blatantly offensive (anyone who sees it would agree) |
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Trigger hypothesis |
Porn will trigger violence and aggression in viewers. |
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Safety valve hypothesis |
Sexual desires build up and must be released through pornography. If they are not released, they lead to violence. |
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Anecdotal evidence |
Evidence in the form of a story or individual experience. |
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Scientific evidence |
General patterns and data collected from many individuals. |
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Three eras of communication history |
Tribal era, print era, and electronic era. |
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Tribal Age |
Oral tradition and hearing were paramount. |
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Print Age |
Printed word and seeing were paramount. |
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Electronic Age |
Electronic media pervades our senses. |
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Gutenberg Printing Press |
Printing press which spurred the age of print. |
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Media |
The means by which we store and transmit information. |
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A Global Village |
Electronic communication negates the issues with time and space and facilitates instant communication around the world. |
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Media as an extension |
Book = extension of the eye. TV = extension of the ear. Electricity = extension of the nervous system. |
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Hot Media |
High definition communication with not very much involvement from viewer. Ex: photographs |
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Cool Media |
Low definition communication that demands active involvement. Eye has to work. Ex: pixels on a TV screen. |
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Technological Determinism |
Belief that technology determines how individuals think, feel, and act, as well as how our society operates. |
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Third-person effect |
We think that negative media influences everybody else more than it influences us. |
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Social Distance Corollary |
The greater the distance between us and others, the greater the third person effect. |
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Why does the Third Person Effect occur? |
Self-enhancement and desire to believe we are better than others. |
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First Person Perspective |
We think that we are influenced more by positive, pro-social messages than others. Self-enhancement again. |
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Behavioral component |
If we think others are more effected by negative media, we are more likely to try to censor that media. |
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Sociogram |
Ego - center - you. Nodes - circles - others. Arcs - connecting lines. |
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What threatens traditional advertising and marketing? |
Viral videos. |
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Characteristics of a Social Network Site |
1. Public profiles. 2. List of connections. 3. Hyperlinks. |
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Interactivity |
One-way or two-way. How much do we interact with this media? |
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Structure |
Is it linear? Linear = print, TV, radio. Non-linear = computer, hyperlinks. |
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Channel |
Visually, orally, or both? (TV = both, newspapers = visually, radio = orally.) |
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Textuality |
How much of the content is in text form? |
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Content |
What is the actual content? |
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Social Capital definition & 2 types |
Access to resources and information. Enforceable trusts and reciprocity norms. |
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Enforceable Trusts (Strong ties) |
High density (everyone knows each other), fast information flow, less diverse, small group, driven by social sanctions. |
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Reciprocity Norms (Weak ties) |
Low density (not everyone knows each other), slow information flow, more diverse, large group, driven by the norm of reciprocity. |
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Problems with Social Network Sites |
Lots of lurking on social media is correlated with more depression while having more online friends and posting a lot is correlated with less depression. |
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Social Augmentation |
Using social networks enhances our social relationships. |
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Social Displacement |
Social media displaces other things you could be doing. |
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Social Compensation |
When people have a small social group in real life, they compensate by connecting with more people on social media. |
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4 dimensions of media |
Semantic affinity, hedonic valence, excitatory potential, absorption potential |
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Excitatory Potential |
Media can be arousing or calming. |
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Absorption Potential |
Media can either absorb us or not draw us in very much. |
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Semantic Affinity |
Media can be more or less similar to our current mood. |
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Hedonic value |
Media can be pleasant or unpleasant |
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Implicit memory |
Detailed, specific events. |
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Explicit memory |
Overall emotion during event. |
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Slasher films |
Connecting sex with violence. |
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Conclusions about dangers of sexual content |
Unrealistic expectations, desensitization. |
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Definition of emotion |
a relatively brief state of arousal that is valenced positively or negatively |
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Valence |
Whether the emotion is positive or negative |
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Arousal |
Intensity of emotion |
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Still face experiment |
Mother stares at baby. Shows how we innately react to emotions or lack of them. |
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Five primary emotions |
Fear, sadness, happiness, anger, disgust |
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Secondary emotions |
Embarrassment, guilt, nervousness, shame. Come as a response to a primary emotion or from blending emotions. |
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Perceptual stage |
Years 2-7. Concrete visual appearance of things dominates child's reactions. Child perceives everything as real. |
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Conceptual stage |
Years 7+. Developing logic/processing skills, shift towards abstract thought. Frightened of what seems possible and has a poor sense of what events depicted in media are actually possible. |
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3 ways media influences emotions |
Triggers an emotional reaction, alters our emotions, and reinforces our emotions. |
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Law of apparent reality |
Emotions come from events believed to be real and intensity corresponds with the degree to which this is the case. When we consume media, we evaluate the level of threat vs how realistic it is. |
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Mood management theory |
Predicts our entertainment choices are a function of our emotion state in the present moment and how we think consuming certain media will make us feel. |
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Theory of excitation transfer |
When you get excited by the media, this excitement transfers to other emotions you have. For example, if you watch an exciting sports game, and then your brother drops a computer on your foot, you will be angrier than if you had not watched the sports game. |
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Perpetual linkage |
Tendency for youth to be constantly connected through technology. Downside: youth could become dependent on these connections. |
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Mix of attributes approach |
Media has a common set of features/attributes. Differences in media can be seen as differences in attributes. This approach compares media on whether attributes are similar or different. |
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6 media attributes |
Interactivity. Structure. Textuality. Control. Channel. Content. |
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Two potential effects of social media |
Activity displacement, displacing strong ties. |
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Marshall McLuhan |
Believed media was an extension of our physical bodies and each era had a dominant sense. |
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2 types of displacement |
Activity displacement effect and strong social ties. |
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Activity displacement effect |
Using the internet displaces other activities. |
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Strong social ties displacement |
Relationships formed online are weaker than real life relationships. |
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Media multiplexity theory |
We communicate more and in more ways with strong ties than with weak ties. |
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Norm of reciprocity |
"I'll help you now and you'll help me later" |
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Emotional atrophy |
The speed of response to other people's emotional cues. Predicted to get slower the more time you spend on screens. |