110 final Flashcards

1
Q

what is journalism?

A
  • activity of gathering, assessing, creating, and presenting news and information
  • set of institutions that publicize information and commentary on contemporary affairs
    • normally shown as true and accurate
  • Aimed to provide people verified informations = personal better decisions
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2
Q

aim of journalism

A

to provide people with verified information they can use to make better decisions

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3
Q

journalism rhetorical aims

A
  • writing to report/inform
  • writing to explain
  • writing to persuade
  • writing to entertain
  • writing to change the world
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4
Q

journalisms democratic function

A
  • engaged citizenry
  • watchdog function
    -“the job of the newspaper is to comfort the afflicted and afflict the comfortable”
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5
Q

brief history of journalism

A
  • news accounts first appear around 16 century in Europe
  • broadsheets, pamphlets and smaller booklets announced single events
  • high speed printing
  • increased literacy
  • emergence of advertising
  • yellow journalism or tabloid journalism
  • the Canadian press
  • circulation in Canada of 5.7million in 1989
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6
Q

journalism and the public
(public sphere)

A
  • an abstract space where people can discuss and debate matters of common interest and concern (Jurgen habermas)
  • to know the world but also to act in the world
  • readers as citizens, not consumers
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7
Q

journalism and the public
(freedom of the press)

A
  • Universal Declaration of Human Rights
  • Right to freedom of opinion & expression without interference, and to
    seek-receive-impart info & ideas through any media regardless of frontiers
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8
Q

pipeline model

A

sources
- events
- meetings
- news conferences

———>

medium
- radio
- TV
- newspapers
- magazines

———–>

Audience

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9
Q

journalism as representation
(representations)

A

the production of meaning through language

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10
Q

journalism as representation
(re-presentation:)

A

the act of putting ideas into words, images, symbols, and texts

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11
Q

journalism’s representation
(agenda setting)

A

media tells us what to think about

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12
Q

journalism representation
(encoding/decoding)

A

encoding: placing meaning in a particular code
decoding: interpreting meaning making

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13
Q

frames

A

“composed of little tacit theories about what exists, what happens, and what matters”

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14
Q

how syntax changes:

A
  • Focusing on subgroup communications:
    -whether or not you understand it right away based on your connection towards the imagery
    • can be insulting through the “tell me you’re [blank] without telling me you’re [blank]”
  • Acts a new way of communicating with conversational goals that involve images
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15
Q

emojis

A
  • evolvd to meet new challenges of text-based writing
  • writing: lose non-verbal cues
    -“surrogate faces”
  • help us say things that are difficult to say
  • defend against the ‘meanness” of the internet
  • no built-in linguistic capacity for meanness
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16
Q

economic censorship and media conglomerates

A
  • What is presented to us, not just through television, but through various forms of media during this period is determined by the owners, the media conglomerates, the advertisers who are paying
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17
Q

economic censorship and television

A

media conglomerates, power and symbolic violcence, we can turn our attention to television, femal singers and music videos

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18
Q

telecommunications act 1996, & 2003

A

media conglomerates were allowed to
own more and more outlets, and what is being prioritized as “important news”
- Ex. Time Warner owning CNN & porn channels; sexualized drama
becoming mainstream through this convergence of ownership

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19
Q

why the change of the tellecomnications act

A
  • Media conglomerates (television, newspaper stories, radio, etc.)
  • Power
  • Symbolic Violence
  • Reality effect: belief in what is shown, power to mobilize, generate ideas, inflict negative feelings
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20
Q

post decision dissonacnce

A
  • We rate the decisions we make, after making them higher than before
    • Which University you chose to attend
    • How do you talk about/feel about this University?
    • Purchasing organic food
    • How do you feel about that purchase afterward?
  • You are providing a rationale to justify your decision, and this will impact future decisions and how you make them
21
Q

knowledge -era paradox

A

lots of information, lots of news, lots of fake news

22
Q

less risk paradox

A

risk assessments (Decisions, Decisions!), marketing
strategy-based decisions (is this clinically proven? Organic?)

23
Q

media and risk amplification

A
  • “we live in a media world that is a risk amplifier”
  • University of Warwick study found that the more media stories about risk (e.g. disease, terrorism, more pandemics, natural disasters)are shared, the more negative, inaccurate and hyperbolic, they become
24
Q

caulfields proposal

A

with our media enviroment it is easy to get caught up in misinformation
- easy to let misinterpreted risk override science
-conspirancy theories and health myths cloud decision making
- but with hour to hour, day to day thinking we can turn to science and make evidence-informed choices

25
Q

design justice netword 10 principles

A
  1. design to sustain, heal, & empower communities, & to seek liberation from exploitative and oppressive systems.
  2. center the voices of those directly impacted by the outcomes of the design process.
  3. prioritize design’s impact on the community over the intentions of the designer.
  4. See change as emergent from an accountable, accessible, and collaborative process, rather than as a point at the end of a process.
  5. See the role of the designer as a facilitator rather than an expert.
  6. Believe that everyone is an expert based on their own lived experience, & we all have unique & brilliant contributions to bring to a design process.
  7. Share design knowledge & tools with our communities.
  8. Work towards sustainable, community-led and controlled outcomes.
  9. Work towards non-exploitative solutions that reconnect us to the earth and to each other.
  10. Before seeking new design solutions, look for what is already working at the community level. We honor and uplift traditional, indigenous, and local knowledge and practices.
26
Q

the future

A
  • Increasingly lower barriers to entry
  • Augmented or Virtual Reality
  • Esports “Tidal Wave”
  • Continued use of microtransactions in games
  • Expansion of “game study” programs in academia
27
Q

the future
(syd bolton collection)

A
  • Almost 14,000 video games
  • Hundreds of consoles and systems
  • Over 5,000 issues of game magazines
  • hundreds of books and literature, peripherals, and related technology, materials, and documents.
  • One of the largest collections of its kind in the world
  • Largest known in Canada.
28
Q

how is social media changing the way we communicate

A

Textisms (<3), new words stemming from social media, emojis

29
Q

how syntax changes and what is creates

A

A little puzzle
- Rise of subordinate clause (can’t stand alone), the reader must complete
this clause/puzzle

A feeling of universal
- “That moment when”, shared knowledge of a situation = public engagement

It’s short
- Leaving the rest up to the reader

30
Q

experimenting with syntax

A

“i can’t even”, “because…”
- We do this to keep up with fast-paced society whilst being expressive

31
Q

tone of voice

A

formal/informal, punctuation, slang

32
Q

Bourdieu Article (1999):

A

even though we have access to media, censorship plays a major role in what exactly we are seeing and who’s saying it and what they’re allowed to say

33
Q

economic censorship

A

Portrayed media is controlled by the owners - companies that pay for ads, or by the government that gives the subsidies

34
Q

Media Conglomerates:

A

who has the power/ownership

35
Q

media conglomerates
(Symbolic violence)

A

people in power yield complicity in ways that aren’t physical;
keeps the violated person in their place to not expect more and people in power
remain powerful

36
Q

E.C & Television

A

turns our attention towards or away certain media
- SYMBOLIC VIOLENCE EXAMPLES
- Ex. Super Bowl Pepsi commercial with Beyonce, Britney Spears, & Pink
- Power: advertising a product to consumers, women on display
(powerless) in impractical clothing and replacing the position of slaves
who had to fight

37
Q

why the change

A
  • Media conglomerates, Power, & Symbolic violence
  • Corruption is being masked through more societal acceptable messages like the
    pepsi commercial & “female empowerment” when it is more demeaning
  • Reality effect: belief in what is shown, power to mobilize, generate ideas, and
    inflict negative feelings
38
Q

perfect paradox

A

how do we live up to this perfection?

39
Q

caulfields proposal

A

it is easy to get caught up in misinformation and let it cloud our judgement/decisions, but knowing what to look for (rhetoric), we can make better choices

40
Q

media & risk

A
  • If we look past the ad spin, marketing strategies, and popular media, we will find
    a less stressful way to move forward
  • Media amplifies risk; more risk stories = more negative & inaccurate they become
  • Ex. the telephone game
41
Q

bingeing perhaps

A
  • Reduces quality of viewing experience
42
Q

pictograms

A

Hieroglyphics, cave sketches

43
Q

Logograms & Ideagrams

A
  • Phone symbol & dollar sign
  • Handicap symbols for accessibility & traffic signs
44
Q

Rhetoric of Design & Video Games

A
  • Read invisible women by perez!
  • Language & Women being invisible in design and researchers
  • Robert moses: rebuilding cities, bridge design on the highways were too low for trucks,
    Robert was racist; buses used by lower class people could not go through these roads
  • Invisible effects (Don Norman): door design & human interaction
  • Standardization: iconography exists across mediums i.e symbols in a car and its dash
  • Housing design: ‘wicked-problem’, confusing, conflicting values, more greenery = less
    roads= less modes of transportation = less patrolling on the roads = decline of
    reputation
  • Healthcare: MRI scans, design requires empathy (kids do not feel comfortable in these
    machines), ask questions (hear from experiences to change design), define the problem (is it uncomfortable?), test ideas & learn from mistakes (does it need to be larger? softer?) = painting the machines
45
Q

gaming

A
  • Communication: focuses on visual narratives over text, icons
  • Read about gamergate!
  • Board games:
46
Q

forms of rhetoric

A
  • ethos, pathos, logos
  • encoding/decoding
  • spin, propaganda and advertising
  • visual communication
    -social media, syntax, language
  • media anxiety
  • podcasting rhetoric
  • journalism
  • gaming and design
  • Now, let’s turn the lens on ourselves
47
Q

Rhetoric to Self?
Goffman (1959) explanation

A

metaphor of the theatre and a drama:
- The metaphor considers life as a stage for activity

  • “activity of an individual which occurs during a period marked by his continuous presence before a particular set of observers and which has some influence on the observers”
  • continued presence allows individuals to tweak their behavior and selectively give and give off details, a process he termed “impression management.”
48
Q

What is cybervetting?
Berkelaar

A
  • the process where a person
    gathers online information to evaluate another person’s suitability for a particular role
  • People cybervet to help make decisions about prospective or current relationships.”
49
Q

how is cyBervetting used?
Berkelaar

A
  • leveraging people’s regular use of
    social media, search engines,
    search aggregators, and evolving Internet
    and communication technologies
  • people who cybervet can access more and different information about current and prospective employees, employers, romantic partners, jurors, students, roommates, criminals, or
    others.”