Exam 1 Flashcards

1
Q

Definition of CMC (computer mediated communication)

A

the study of how people interact with other people through the intermediary of computing technology

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Examples of computing technology

A

telephone, email, texting, instant messenger, video conferencing, social network sites, etc.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Reasons for studying CMC

A
  • inextricable part of everyday life
  • new communication technologies affect our lives tremendously
  • design & redesign technologies capable of supporting human needs
  • understand human psychology better
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Technological affordances

A

Availability of nonverbal cues
Synchronicity
Edibility
Recordability
Audience access
Anonymity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Availability of nonverbal cues

A

the extent to which nonverbal cues are present in the interaction environment
types: body language, vocalics (voice), haptics (touch), proxemics (physical distance), olfaction (smell)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Synchronicity

A

whether or not the interaction is happening in real time

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Edibility

A

whether people have the opportunity to revise their messages once they have constructed them

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Recordability

A

whether messages can be saved and archived in an interaction space

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Audience access

A

when users can assemble large networks to broadcast their messages

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Context collapse

A

a characteristic of social network sites that can make it difficult for users to craft messages, because of the diverse nature of such a group

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Anonymity

A

the extent to which communicator’s identity is known to their interaction partners

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Flow of causality between technology and humans

A

technological determinism, social construction of technology, social shaping of technology, and domestication of technology

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Utopian examples

A
  • the Internet is the great equalizer
  • social networking sites make people more intelligent
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Dystopian examples

A
  • makes people lose their social skills
  • harms existing relationships
  • harms people’s intelligence
    *everybody lies on the Internet
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Technological Determinism

A

people think technology has a mind of its own, “making” people behave a certain way, according to logic

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Social Construction of Technology (SCOT)

A

technology arises from social processes and we should be thinking of…
(a) where the technology comes from
(b) what agendas the creators of the technology had
(c) what social, psychological, and contextual forces led to the creation of the respective technologies

17
Q

SCOT examples

A
  • Grant agencies - decide what technology investments to fund
  • Bill Gates - happened to have access to a computer lab (rare at the time)
  • Electric cars not gaining traction - strong economic and political forces against them
  • Finsitgram - people taking an app and changing how its meant to be used to fit their own needs better
18
Q

Social Shaping of Technologies

A

technology does have an effect on how people interact with one another, and how society functions, but this affect is…
(a) not uniform
(b) not one-sided

19
Q

Social Shaping Equation

A

Technological affordances/features + User characteristics and patterns of use = Technological effects

20
Q

Domestication of Technology

A

when technologies are so well integrated with everyday life, that they become invisible

21
Q

Social sciences theories

A

(a) defines and characterizes a phenomenon in a conceptual way
(b) makes predictions about how that phenomenon will unfold in the future

22
Q

Theory Building

A

the process of coming up with useful theories

23
Q

Qualitative research methods (build)

A

involves conducting systematic observations of human behaviors through interviews, focus groups, participant observations, or ethnographics

24
Q

Theory Testing

A

the process of validating theories through empirical evidence

25
Quantitative research methods (test)
includes surveys, experiments, and content analyses and involve numerical data
26
Cues filtered out theory
* Impoverished model: CMC loses nonverbal cues, which makes it lose its ability to connect with people * CMC is inferior to F-to-F Communication cues = communication functions No cues = No functions
27
Core cues filtered out prediction
CMC decreases social presence and therefore leads to cold, task-oriented, disinhibited & even hostile interactions
28
Social presence
the degree to which another person feels "real" in mediated communication
29
Cues filtered in theory
(a) communication cues are not equal to communication functions (b) humans have the capacity to adapt to communication environments that lack nonverbal cues and translate them (c) the process of translating missing nonverbal cues into verbal cues takes time
30
Cues filtered in prediction
1) relational processes will take longer to develop in CMC than F-to-F 2) given enough time, relationship partners will know and feel about each other similarly in CMC as in F-to-F
31
Cues bent and twisted theory
explains how strangers formed impressions of each other in text-based online environments that are highly editable, asynchronous, and lack nonverbal cues
32
Cues bent and twisted theory prediction
intensification loop - impressions and emotions are intensified when little acquainted individuals interact with one another in reduced-cues online environments compare to F-to-F
33