EXAM 4 Flashcards

(96 cards)

1
Q

Lasswell’s 3 major functions of mass media

A

survey the environment (keeps users informed)
correlation of environmental parts (helps form more accurate holistic views)
transmits societal norms and customs to new generations of viewers

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2
Q

Other major functions of mass media

A
  1. Entertainment
  2. Parasocial interaction
  3. Escapism
  4. Anxiety reduction
  5. Play
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3
Q

Transactional Model

A

characteristics of the message plus psychological orientation of viewer.

only effects as much as persons psych will allow. If the report relates to you you’ll be more effected

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4
Q

Gratification-Seeking and Audience Activity Model

A

pay more attention to a message that relates to you

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5
Q

Expectancy-Value Model

A

go in with an expectation, but evaluate after a new message

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6
Q

Assumptions of Uses and Gratifications

A

Audience activity varies
Media use for gratification
Social and psychological factors
Competition and mediation

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7
Q

Audience activity varies

A

selections based on

personal motivations, goals, and needs

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8
Q

Media use for gratification is either..?

A

proactive or passive

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9
Q

Generally recognized motives for media use

A
Learning 
Habit 
Companionship 
Arousal
Relaxation 
Escapism
Diversion
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10
Q

Third-person effects

A

consumers perceive content

to affect others more than themselves

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11
Q

Parasocial Interaction

A

media consumers believe

celebrities are more like friends than strangers

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12
Q

Recent research on Facebook and IM

A

Instant messaging – develop and maintain relationships
Women – maintain relationships
Men – develop new relationships

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13
Q

Recent research on reality TV

A

Viewers live vicariously through featured participants Multitasking possible while viewing
Topic of conversation with other viewers
Competition reality programs gratify on an individual level

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14
Q

Innovation

A

An idea, practice, or object (e.g., product) perceived as

new.

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15
Q

Diffusion

A

The process by which an innovation is communicated

and spreads through certain channels over time among the members of a social system.

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16
Q

Adoption

A

The process by which an individual begins to attempt

and use an innovation

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17
Q

Diffusion an Adoption Process

A
 Knowledge 
 Persuasion 
 Decision 
 Implementation 
 Confirmation
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18
Q

Knowledge

A
An individual (or other decision-making
unit) is exposed to an innovation and gains some understanding of how it functions.
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19
Q

Persuasion

A
An individual (or other decision-making
unit) forms a favorable or unfavorable attitude toward the innovation
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20
Q

Decision

A
An individual (or other decision-making
unit) engages in activities that lead to a choice
to adopt or reject the innovation.
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21
Q

Implementation

A
An individual (or other decision-making
unit) puts an innovation into use
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22
Q

Confirmation

A

seeks reinforcement of an innovation-decision already made, or reverses a previous decision to adopt or
reject the innovation

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23
Q

Innovation Adoption Curve type

A

S-Curve. At first only a few, then a lot, then it slackens

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24
Q

Adopter Categories

A
 Innovators 
 Early adopters 
 Early majority 
 Late majority 
 Laggards
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25
Innovators
2.5% Tech enthusiasts Shorter adoption period Risk takers Resources to absorb unprofitable innovations Form cliques outside of local community
26
Early Adopters
13.5% Visionaries who are respected for their willingness to try new innovations Opinion leaders who are well connected in local community Motivated to preserve respect Seek greater knowledge of information Greater exposure to mass media channels
27
Early Majority
34% Pragmatists Prefer to deliberate before deciding Tend to avoid risk Rely on recommendations from people who have used the product Legitimize an innovation
28
Late Majority
34% Skeptic Wait until rest of community has it first May adopt it unwillingly
29
Laggards
16% Adopt only when certain the tech will not fail Lengthy decision process Suspicious of innovations limited resources Once adopted the innovation has become outdated
30
Critical Mass
once an innovation reaches a critical mass (5%-15%) the process takes of and is probably irreversible
31
Saturation level
when virtually everyone who is going to adopt it has done so
32
Factors Affecting Adoption Rates
```  Status incentives  Relative Advantage  Compatibility  Complexity  Trialability  Observability ```
33
Scales for second to last lecture???? pre smart phone post smart phone
..?
34
Status Incentives
The degree to which one desires to be first to use the innovation
35
Relative Advantage
The degree to which an innovation is perceived as better than the thing it is replacing
36
Compatibility
Degree to which an innovation is perceived as being consistent with the existing values, past experiences, and needs of potential adopters
37
Complexity
The degree to which an innovation is perceived as difficult to understand or use
38
Triability
Degree to which an innovation can be experimented with and discarded without undue costs Can they try it?
39
Observability
Degree to which an innovations results are visible and measurable
40
Minority Portrayals in TV
in 1970s Percentage of White characters increased beyond actual population percentage, percentage of Black characters increased slightly but remained below actual population percentage Other minorities were practically nonexistent
41
Minority Portrayals in Motion Pictures
Blacks and other minorities historically were cast only in roles specifically requiring a minority character 1990s films broke new ground
42
Minority Portrayals in Advertising
1940s-1960s – Blacks appeared in only 3% of national magazine ads, all were well-known entertainers, famous athletes, or unknowns in servant roles 1970s-1980s – presence deteriorated; one study showed only 2% presence, another <1% presence in ads Studies showed White magazine readers did not respond negatively to Black models 1990s – portrayal of characters of color in TV ads greatly increases to overrepresent population percentages by more than double Native Americans and disabled continue to be avoided
43
Minority Portrayals: Character Role Comparisons
1975-1980 – Black men in TV minor roles and bit parts, fewer leading and supporting roles 1970s – only 13% of Black-White interactions on TV shown as friendly/respectful 1979 – Blacks and Native Americans portrayed as killers rather than victims 1970s-1980s – characters of color usually in blue- collar/service jobs but percentage depicted in professional/white-collar jobs exceeded numbers in society Disabled characters – 75% portrayed with abnormal or deviant personality traits; half were victimized during film
44
Star Trek
Was a breakthrough racial melting pot. Also had the first interracial kiss on TV. Uhura one of the first black women on TV not as maid or nanny
45
Look through current pictures in book
..
46
Gender Schema Theory
stereotypes "pre-made schemas" affect how people view women
47
1980s-1990s women on TV
31.5% of characters, now more like 40%. Portrayed as younger than males, not professionals of importance.
48
Women in commercials
45-49% of people seen in commercials but likely to be sexualized
49
Disney
Male characters outnumber females 199:83 Females performed more in-home labor Males performed much wider range of out-of-home jobs Males held more positions of power than women Characters aligned with femininity (passive, dependent, emotional) and masculinity (aggressive, independent, unromantic, unemotional)
50
Priming Studies
Majority audiences blame minority crime on personal disposition, majority crime on unfortunate situation Long-term exposure to stereotypical portrayals of Blacks has been shown to result in subtle discriminatory thoughts among Whites
51
Cultivation Studies
Whites who are heavy TV viewers more prone to stereotype Blacks as lower socioeconomically due to lack of initiative, not lack of opportunity White heavy TV viewers cultivated stereotypical attitudes toward Hispanics; real-world contact lessened effects
52
Some Media Effects on Health
Use of condoms increases during the AIDS awareness campaign A woman makes a check-up appointment after hearing of Farah Fawcett’s battle with cancer Children beg their mothers for sweetened breakfast cereal advertised during a cartoon show A teen decides to start smoking after seeing the film Bridget Jones’ Diary
53
Tobacco Research Findings
``` 83% of studies found causal link between media exposure and smoking initiation (Nunez-Smith et al., 2010) ``` The higher the ad recognition, the more likely one is to smoke Tobacco companies spend more advertising dollars at point of purchase than all other advertising outlets combined
54
Alcohol Research Findings
Alcohol use and abuse in young people higher than any other drug including cigarettes and marijuana Alcohol use by movie characters associated with early-onset drinking among 10–14-year-olds Studies focus on causal relationship between media and (1) start of adolescent drinking and (2) increased consumption/drunk driving Likelihood of adolescent drinking of beer or liquor directly related to TV alcohol ad exposure
55
Prescription Drugs Research Findings
1997 – FDA approved mass media advertising of Rx drugs directly to the public, including magazines and television Advertisements influenced many people’s behaviors 6% discuss advertised drug with doctor 30% of those were prescribed the drug 11.5% were prescribed the drug although doctor did not believe it would help them
56
Food Research Findings
Food commercials may have positive or negative effects depending on nutritional value of food advertised Food ads strongly related to childhood obesity, yet parental eating habits much more influential Ads for nutritional items with health benefits increases audience awareness – e.g. 1980s ads for Kellogg’s All-Bran stressed anticancer benefits of high fiber and low fat
57
TV and Health Research Findings
Smoking and drinking common on TV programs 20% of television episodes depict characters who smoke American “thin standard” for women on TV linked to global viewer eating disorders Portrayals of sexual activity increasingly abundant but few references made to safe sex practices or commitments – exposure linked to having sex earlier in life
58
Films and Health Research Findings
Studies show portrayals of characters who smoke and drink present even in G-rated movies and 75% of animated Disney classics Ill effects of drug use portrayed; drug addicts usually portrayed as evil Violent, sexually explicit films influenced college-age males to trivialize rape and show more sexually callous attitudes toward women after viewing
59
Health News Research Findings
News coverage of smoking dangers significantly impacts numbers of people who quit Framing of health stories can impact policy makers and affect public health policy Intense scrutiny can cause officials to act Greatest impact on public policy at local level when experts in agreement and media supports efforts of interest groups
60
Risk-Learning Models
relate new information about health risks and the behaviors that minimize those risks
61
Four Types of Messages that increase self-protective behavior
Severity Vulnerability Response Efficacy Self-Efficacy
62
Severity
show severe consequences of behavior
63
Vulnerability
show ease of contracting disease
64
Response Efficacy
show how protective behaviors reduce or cure disease
65
Self-Efficacy
Show effectiveness of protective behavior
66
Stereotype Priming Model
ex: smokers shown with yellow teeth/bad skin
67
1960s internet
developed to share computer time for | military and academic researchers
68
ARPA
developed by Advanced Research Projects | Agency of Defense Department – ARPAnet
69
1971 internet
E-mail developed for users to communicate
70
Late 1980s internet
World Wide Web developed by Tim | Berners-Lee for engineers to collaborate on the Web via HTML – HyperText Markup Language
71
First Web browsers
Mosaic, Netscape
72
Characteristics of Social Network Sites
Construct public profile within a bounded system Connect with other users, such as “friends” and “followers” View and traverse connections (and connections of connections) Also… (updated since book chapter) – “streaming”
73
Personality Factors and Uses and Gratifications
800 million active Facebook users, 50% on any given day (what is it now???) Multitaskers more likely to use SNSs and stay on longer Studies suggest SNS users do not seek out new people but focus on established relationships Collect info, reduce stress, record daily events, social networking
74
Effects on well-being
First-year undergrads use Facebook more than upperclassmen Heavy use connected to lower self-esteem and academic performance Honest self-presentation results in greater happiness from SNS use
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Negative Effects of SNS use
SNS users more dissatisfied with their own bodies after viewing profiles of attractive users, social comparison Fears of privacy invasion Older users are afraid burglars will monitor posts to determine whether they are home Passive use linked to lower well-being Active use not significantly linked
76
5 Uses of Tradition Sites
1. Document life events 2. Commentary and opinions 3. Express deeply felt emotions 4. Articulate ideas through writing 5. Form and maintain community forums
77
Microblogging
focuses on interactivity, engagement, | and conversations, similar to SNS
78
Twitters 3 main user motivations
1. Information source – large group of followers 2. Information seeker – users log on but do not post 3. Friends – connections with people actually known
79
Computer Mediated Communication
2010 – 107 trillion e-mails sent 2.9 billion e-mail accounts Messages asynchronous – sent and received at convenience of users Verbal and nonverbal cues greatly reduced
80
The Internet Paradox
One study found that although Internet is used mainly for communication, heavier users found to be more lonely and isolated Subsequent studies show extroverted users benefit from online socialization Easily used to maintain contact with family and friends
81
Social Capital
resources accrued from individuals | in a network
82
Why does mobile matter?
Really fast adoption rates,implications for how users relate to space, size matters, cost matters, distinctions between mobile, portable and fixed
83
Smartphone Era Effects
Perpetual contact – heightened sense of connection strengthens social bonds  Text messages symbolic of friendship/intimacy  Diversified channels (apps & social media) = more diversified connections fostered through mobile communication (opposite of cocooning)l
85
Pre-Smartphone era effects
 Individual addressability through texting & calling tightens flows of core network interaction  New rhythms and rituals  Heightened expectations for accessibility (among core ties)  Concerns about social insularity – overly connected in “cocoons” and “monadic clusters”?
85
Mobile Effects on Youth Culture
siblings are divided by different media use experiences because things change so fast heavy cell phone users more likely to steal, fight, drink, use drugs, and have sex Heavy use linked to lower GPAs
86
Private Use in Public Space of Mobiles
Forced eaves dropping, listening to halfalogue Users for information more likely to engage in conversation with strangers Users for relational purposes less likely to talk to strangers
87
HMonadic Clusters
..?
88
Absent Presence
Cell phone users physically present but minds are elsewhere
89
Social Capital (Mobile?)
Civic Engagement, Political Involvement, Trust in Others, and Life Satisfaction
90
Social Recreation (early finding for internet)
negatively linked to civic | engagement, trust in others, and life satisfaction
91
Information Exchange (early finding for internet)
Positively linked to civic engagement, trust in others, and life satisfaction
92
Information Exchange (mobile research)
positively linked to civic engagment & political
93
Relational Use (Mobile research)
Not significantly linked to civic & political (in | this study)
94
Recreational Use (Mobile Research)
positively linked to civic & political, but this | mostly applies to older users
95
Theory of Planned Behavior
conscious predictors of attitudes, norms, & perceived behavioral control
96
Habit
frequency PLUS automaticity