Media 1-3 questions

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Term Test #1 (10% of final course mark) : Covers pp. 3-90 in the course textbook and lecture content from Weeks 1-3. Chapter 1 M edia literacy an understanding of mass communication developed through the critical process—description, analysis, interpretation, evaluation, and engagement—that enables a person to become more engaged as a citizen and more discerning as a consumer of mass media products. M ass media the industries that produce and distribute songs, video games, movies, novels, news, Internet services, and other cultural products to a large number of people. Communication the creation and use of symbol systems that convey information and meaning (e.g., language, traffic lights, clothing, and photographs). Culture the forms and systems of expression that individuals, groups, and societies use to make sense of daily life, communicate with other people, and articulate their values. Affordances - features of a technology that imply how it can be used. the features or capabilities of a technology that help establish how we use it. M ass communication the process of designing cultural messages and stories and delivering them to increasingly large and diverse audiences through mass media channels like newspapers, magazines, movies, radio, and television. M asspersonal communication a method of communication that mixes and matches aspects of mass and interpersonal communication. M ass nation a society in which a large percentage of a diverse population goes to the same movies, listens to the same Top 40 hits, watches the same TV shows, and trusts the same evening news anchors. C onsensus narratives stories that reflect certain values and assumptions about what the world is and should be like; for much of the twentieth century, the impact of the mass media helped establish these stories as well as a mainstream American culture and identity. D igital communication converts, or encodes, media content into combinations of ones and zeros (binary code) that are then reassembled, or decoded , when you play a video game on your console, view a picture on Instagram, download a textbook to your laptop, and more. Convergence the first definition refers to the technological merging of once distinct and incompatible formats into a single format, which can then be accessed through one device. The second definition refers to the trend of media companies merging together in order to better position themselves for a world in which all media can be digital.
N iche nation a society in which people navigate a more varied and complex media landscape. Rather than providing widely shared touchstones and consensus narratives, media technologies and media products sort us into narrow niches or subcultures, connecting us to some people but disconnecting us from others. P articipatory culture a culture in which it is relatively easy for people to create and share their own content and build connections with others that often reflect and deepen the dynamics of a niche nation. M edia environment media as the habitat in which we conduct almost every aspect of our daily lives. Text anything that conveys meaning or communicates information; anything people “read” or interpret. T echnological determinism a common but sometimes simplistic way of thinking that sees technology as an independent force that appears out of nowhere and changes everything. Politics in the context of the cultural approach and our role as media citizens, refers to the process by which power, resources, status, and visibility get distributed in a society—usually unequally. Narrative the structure underlying most media products, it includes two components: the story (what happens to whom) and the discourse (how the story is told). M odern era The term describes a historical era spanning from roughly the 1800s to the 1950s; coincided with the rise of mass communication industries, which were bound up with the era’s faith in expertise, rationalism, and progress. P ostmodern era the term describing a contemporary historical era spanning from roughly the 1950s to the present; a period marked by growing skepticism about expertise and the idea of progress. Populism a political approach that pits ordinary people against educated elites and the wealthy; nurtures a variety of movements on both the right and the left. C ritical process the process whereby a media-literate person or student studying the forms and practices of media communication employs the techniques of description, analysis, interpretation, evaluation, and engagement. Description the first step in the critical process, it involves paying close attention, taking notes, and researching the subject under study.
Analysis the second step in the critical process, it involves discovering and focusing on significant patterns that emerge from the description stage. Interpretation the third step in the critical process, it involves asking and answering “What does that mean?” and “So what?” questions about one’s findings. Evaluation the fourth step in the critical process, it involves arriving at a judgment about whether a cultural product is good, bad, or mediocre; this requires subordinating one’s personal taste to the critical “bigger picture” resulting from the first three stages (description, analysis, and interpretation). E ngagement the fifth step in the critical process, it involves working to create a media world that best serves democracy by taking some action that connects our critical perspective with our role as citizens and watchdogs who question our media institutions, thereby adding our voice to the process of shaping the cultural environment. Low culture a symbolic expression supposedly aligned with the “questionable” tastes of the masses, who enjoy the commercial “junk” circulated by the mass media, such as reality television, teen pop music, and violent video games. H igh culture - lofty, academic, archaic and gatekept media (e.g., Shakespeare) meant to segregate media and distinguish the “high class” from the “low class”. ° low culture - the opposite of high culture. Usually associated with the working class (e.g., rock music) a symbolic expression that has come to be identified with “good taste” and higher education and supported by wealthy patrons; it is associated with fine art, which is available primarily in museums, theatres, and concert halls. Understanding the Media Today 1. What is media literacy , and why is it important? How We Got Here: Culture, Technology, and the Evolution of Media Communication An understanding of mass communication developed through the critical process—description, analysis, interpretation, evaluation, and engagement— that enables a person to become more engaged as a citizen and more discerning as a consumer of mass media products. To become critical consumers of media products and reflective users of media technologies by understanding how media construct meaning Allows us as consumers (and possibly creators) to grasp the full meaning of the media without subject to outside bias and other forms of skewed narratives 2. Define mass media, communication , and culture , and explain their interrelationships. Mass media: the industries that produce and distribute songs, video games, movies, novels, news, Internet services, and other cultural products to a large number of people
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Communication: the creation and use of symbol systems that convey information and meaning (e.g., language, traffic lights, clothing, and photographs) Culture: the forms and systems of expression that individuals, groups, and societies use to make sense of daily life, communicate with other people, and articulate their values a process that delivers the values of a society through products and other meaning-making forms. Communication between various people serve as the basis for the creation of different cultures; usually stemming from people with similar beliefs grouping together Mass media encourages its consumers to communicate with other consumers in order to expand its popularity and generate more attraction. As a result, cultures may form between people with various views on the media object 3. What are affordances of technology? Give an example from two different media technologies. Different technologies have different affordances , which are the features or capabilities of a technology that help establish how we use it. What kind of information does a technology allow us to send, how quickly, in what form, and to whom? Does technology make it possible to store information or not? Does it allow for one-way or two-way communication? Examples: “ a large Nordic media organization identified six reliable and valid organizational media affordances: pervasiveness, editability, self-presentation, searchability, visibility, and awareness.” Pervasiveness: the ability of the medium to be widely used/common (e.g., almost everyone has Instagram) Editability: the ability of the medium (social media) to be personalized, and the capacity it gives its users to make their own content and posts (e.g., your ability to make a Twitter post is because Twitter has editability)
4. Explain what masspersonal communication is and how it incorporates elements of both mass and interpersonal communication. Masspersonal communication: a method of communication that mixes and matches aspects of mass and interpersonal communication Essentially forms of communication which serve to show more personal messages (interpersonal) but altered in a way so that it is suitable for those other than the original recipient to view (mass) 5. What key technological breakthroughs accompanied the transition to the print and electronic eras? Why were these changes significant? Printing press, allowed much easier access to large scale reproduction of written media Previously, written forms were gatekept to the higher (richer) class or those with power as it required expensive materials (at the time) of ink, parchment, and human labor Encouraged widespread literacy Served as a better way to spread ideas Telegraph, allowed for long range communication Visual & Audio reproductions — radio and film Served as new modes of expression and recording information about the world Lead to the creation of television Established a mass nation (the “mainstream” media) where much of the population (consumers) consumed the same media Established consensus narratives Internet Media in Our Digital Era 6. What are the two ways in which convergence has occurred in the digital era? The technological merging of once distinct and incompatible formats into a single format, which can then be accessed through one device. The trend of media companies merging together in order to better position themselves for a world in which all media can be digital. 7. What has changed us from a mass nation to a niche nation ? What is the impact on consensus narratives ? The media technologies we use and the media products we consume now sort us into narrow niches or subcultures through: New viewing practices The availability for us to consume content at our own time and leisure instead of collectively at the same time (eg. Netflix vs. TV shows on cable) Participatory culture Allowing consumers to also become creators in ways to increase engagement with the media and deepen connections Fragmentation As people gain different opinions after being exposed to different kinds of media the original (mostly) singular consensus narrative (for a population) has split into indefinitely many through differing world views on various situations
8. What are two different ways of thinking of the word medium and how it applies to thinking about media in our time? - The word media is a Latin plural form of the singular noun medium, a term that has evolved to have subtly different usages. - When thinking about the mass media, a medium is often understood to be the intervening channel or conduit through which messages are conveyed, usually from a powerful company or organization to a large audience. - In this approach, a medium operates in the middle—between a speaker and the audience. - We can think about how media forms “a general environment for living—for thinking, perceiving, sensing, [and] feeling”—not just a channel for communicating. - Think about media as the habitat in which we conduct almost every aspect of our daily lives. Doing so pushes us to define a wider range of experiences as media experiences—not just the things that occur when mass media companies communicate with us, but also the many and varied ways we use technologies to manage and navigate our relationship to the world around us. - Certain aspects of the digital era make it particularly useful to think of media as an environment in which we live, work, and play. Thinking Differently about Media and Culture 9. What are the three roles we each play in relation to the media? How do these roles relate to one another? - Media citizens: rights and responsibilities to act in the way we believe is right and just to contribute to the digital society’s value - Media consumers: consume the content, media through several media platforms - Media producers: produce, upload, share media content with audience - 3 roles can dovetail smoothly sometimes. As producers , we can draw on our experiences as consumers to make better media products; likewise, our experiences as producers can enrich our media consumption. As citizens, we might seek out media products that reflect our values and boycott those that don’t; and as media producers, we may turn down jobs we don’t think support our values or the common good. But tensions can also arise between these three roles. Our favorite YouTube channels may include content we feel guilty watching. We may continue to share photos with our friends on Instagram while knowing full well that social media deepens political polarization and hurts our democratic system. Professional media producers often work on projects that conflict with the values they hold as media citizens because they need the job. As you read this book, keep these three roles in mind and reflect on the possible tensions that may exist for you. 10. What are shortcomings of the linear model of mass communication? How does the cultural approach address those shortcomings? - The linear model of mass communication: Senders (authors, producers, and organizations) transmit messages (programs, ads, images, sounds) through mass media channels (newspapers, books, magazines, radio, television, the Internet) to large groups of receivers (readers, viewers, and consumers). In the process, gatekeepers (news editors, executive producers, and other media managers) function as message filters, making decisions about what messages actually get produced for particular receivers. The model also allows for feedback , in which
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citizens and consumers can return messages to senders or gatekeepers - Shortcoming: the overestimated senders’ control over their messages since nothing can guarantee the messages can be encoded properly in the way senders want even it has been crafted carefully - In the cultural approach, every element of the linear model—senders, gatekeepers, messages, channels, and receivers—is an active part of complex cultural conditions and processes, with far more going on than a message moving from point A to point B. The cultural approach has five elements: media texts, technologies, industries, users, and the cultural context within which the other four are embedded. Each individual element focuses our attention on a different aspect of media and its relationship to culture, though ultimately, the model encourages us to analyze the interconnections among these five elements 11. What are the dangers of an overly technologically deterministic approach to thinking about our relationship with the media? - We become cynical and convinced that we have no responsibility or power in terms of media issues, we are less responsible media citizens. Media and the Politics of Culture 12. When we talk about the politics of culture, what does that mean? - It refers to the process by which power, resources, status, and visibility get distributed in the society. Culture is part of that political process. - Society’s values get established and delivered in certain ways and certains kinds of people: determine who can be defined as valuable, normal or irrelevant, abnormal. - We can better understand that role by examining how media represent the world and how our culture encourages us to feel about the media texts we consume. 13. Why are narratives important to media representation? - They determine how a story is told (who tells it, who’s story is told, from whose perspective, what kind of “norm” does it push) 14. Describe the skyscraper model of culture and the historical context that existed when it emerged. The skyscraper model is how society in most of the twentieth century (critics and audiences) perceived the culture around them. Society functions in a hierarchy with superior things at the top and inferior things at the bottom. It can be imagined as a skyscraper with the top of the building high culture and the bottom low culture. Historically the top of the skyscraper things like ballet, art museums and classical literature. The things at the bottom of the hierarchy include things like reality television, pop music, video games. 15. What are the chief differences between modern and postmodern values? Modern era (roughly 1800–1950s) and a postmodern era (roughly 1950s–present). - Each period is characterized by large-scale economic, political, and social developments, as well as the cultural values that became dominant during that time. - These developments include the emergence of mass media and the cultural hierarchies that shaped how people thought about mass media. The modern era coincided with the rise of mass communication industries, which were bound
up with the era’s faith in expertise, rationalism, and progress. To be modern meant valuing the ability of logical and scientific minds to solve problems, which fostered confidence in experts and an assumption that the future would be better than the present. Postmodern era—a period marked by a growing skepticism about expertise and the idea of progress. By the end of the twentieth century, scientific advances were no longer new and miraculous but the “new normal” and expected. As a result, an unquestioning faith in science and a deference to experts has eroded, fueling a growing political and cultural populism—a political approach that pits ordinary people against educated elites and nurtures a variety of movements on both the right and the left. In the postmodern era of the niche nation, powerful hierarchies continue to tell us what media products we should and shouldn’t consume, but they are more likely to reflect the norms and expectations of narrower social groups we identify with Media Literacy in Action: The Critical Process 16. What are the five steps in the critical process? Which of these is the most difficult, and why? - Description: paying close attention, taking notes, and researching the subject under study - Analysis: discovering and focusing on significant patterns that emerge from the description stage - Interpretation: asking and answering “What does that mean?” and “So what?” questions about one’s findings - Evaluation: arriving at a judgment about whether something is good, bad, or mediocre, which involves subordinating one’s personal taste to the critical “bigger picture” resulting from the first three stages - Engagement: taking some action that connects our critical perspective with our role as citizens and watchdogs who question our media institutions, adding our voice to the process of shaping the cultural environment - 17. What is the difference between cynicism and criticism Cynicism is when you believe that everyone is only acting out of self-interest where criticism is expressing judgment of something based on acts of mistakes. The difference is that Cynicism is complacent and intolerant. It doesn’t examine issues the way criticism does. Criticism is “media literate”. Chapter 2 Internet the vast network of fiber-optic lines, wireless connections, and satellite systems that links laptops, mobile phones, tablets, game consoles, smart TVs, and a growing array of smart devices to enormous data centers around the world. Byte the basic unit used to measure digital information. Protocols - “rules” and policies for websites, services and manufacturers. rules established by ARPA that allowed early supercomputers to join the
ARPA network, or ARPAnet, and speak to one another. ARPAnet the network, designed by the U.S. Defense Department’s Advanced Research Projects Agency (ARPA), that enabled researchers to pool computing power and established the cornerstone of what would become the Internet’s infrastructure. B ulletin board services - the first “forums” used by early researchers and internet engineers to discuss work. They eventually moved on to be used for common interests. precursors to websites, where people with a shared interest in topics could post information and become part of a community. Microprocessors miniature circuits that process and store electronic signals. F iber-optic cables thin glass bundles of fiber capable of transmitting along cable wires thousands of messages converted to shooting pulses of light; these bundles of fiber can carry broadcast channels, telephone signals, and a variety of digital codes. They have dramatically increased the amount of data networks can handle and the speed by which data can be transmitted.4 World Wide Web a data-linking system for organizing and standardizing information on the Internet; “the web” enables computer-accessed information to associate with —or link to—other information, no matter where it is on the Internet. HTML (hypertext markup language) - Coding language made for displaying text and images to create multi-page websites that are more user-friendly. a language for displaying text, images, and other multimedia that allows users to link files to one another. Browsers software applications that help users navigate the web, such as Chrome, Safari, and Firefox. Internet service providers (ISPs) - Internet company. E.g., Verizon, Comcast, AT&T companies that provide Internet access to homes and businesses for a fee. Broadband data transmission over a fiber-optic cable—a signaling method that handles a wide range of frequencies and allows for fast download speeds. S earch engines sites or applications that offer an automated way to find content by allowing users to enter key words or queries to locate related web pages. Read-only - the state of Web 1.0. You could only read the contents of a website and communication was 1 way. an early state of the web, in which websites were places people went to view information. Read-write - the state of Web 2.0. Users can now interact with websites and two way communication is developed. when the web became interactive, a place where users could read information, contribute their own digital content, and directly engage with other users. Section 230 part of the 1996 Communications Decency Act; it protects any company operating an “interactive computer service” from liability for anything published on their service by a third party.
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Wikis open and collaborative websites where people work together to edit and create content; the best-known example is Wikipedia. Sematic Web - uses data and machine learning to tailure searches and “recommend” things to you. version of the web in which web pages and databases are created in such a way that a computer—functioning as something akin to artificial intelligence —can examine the web’s vast quantities of data and automatically provide useful solutions to people’s needs. Internet of Things - the Internet is becoming integrated into almost all machines (printers, home security systems, fridges, etc.). technology that allows a growing array of devices—TVs, tablets, smartphones, cars, refrigerators, thermostats, traffic lights, and more—to communicate with each other and with the Internet. Gatekeepers newspaper editors, network TV managers, record executives, and other media leaders who have traditionally decided which messages get circulated. Misinformation false or misleading information spread by people who assume it’s true. Disinformation false or misleading information spread knowingly by people with malicious intent. F ilter bubbles spaces where we are exposed only to ideas and opinions that match our existing beliefs. C onfirmation bias the tendency to socialize with people similar to ourselves as well as to favor information that conforms to our preexisting beliefs over information that challenges us. Analog a category of media products that encode information in ways that existed before binary code, such as records, which play songs using grooves carved into vinyl, or photographs, which are created when chemical processes convert images onto celluloid. R emix culture a term used to describe a society in which people are able to create and communicate by mixing, editing, combining, manipulating, or repurposing existing texts. GIFs animated images culled from popular culture that are often used in conversations over text or social media. R ight of fair use a legal doctrine that permits people to use copyrighted material without permission as long as the use does not compromise the material’s value. Deepfakes images or videos that use advanced digital editing technology to create fraudulent but convincing content. S urveillance capitalism an increasingly important business model that involves making money by controlling the personal data of millions of users.
D ata mining the gathering of data by online purveyors of content and merchandise that sometimes raises ethical issues. Cookies computer files that automatically collect and transfer information between a website and a user’s browser, which makes revisiting a website easier or more personalized but also makes it possible for companies to track a user’s browser history. IP (Internet protocol) address the unique number that every device uses when communicating on the Internet. A ddictive design principles developed from research into human behavior modification and used by social media companies to increase the time users spend on their platforms and to make checking for updates and messages a habit. S urveillance states societies in which governments conduct systematic mass surveillance on their populations. W alled gardens highly managed digital app environments that provide continuous streams of content directly to our feeds in an effort to discourage us from leaving to browse elsewhere; examples include Instagram, Facebook, and Pinterest. N et neutrality the principle that all data being sent across the Internet should be treated the same—that is, it should have the same access to the network and travel across it at the same speed. O pt-in policies policies that require websites to gain explicit permission from consumers before the sites can collect browsing history data. O pen-source software noncommercial software shared freely and developed collectively on the Internet. U niversal access the notion that every citizen, regardless of income or location, should have the opportunity to use and benefit from a technology. D igital divide the growing contrast between the “information haves”—those who can afford to purchase a computer and pay for Internet services—and the “information have-nots”—those who may not be able to afford a computer or pay for Internet services. 5G the next generation of mobile networking technology that promises download speeds on par with home broadband. The Internet Today 1. What is the Internet, and how is Internet use evolving around the world?
The Internet is the vast network of fiber-optic lines, wireless connections, and satellite systems that links laptops, mobile phones, tablets, game consoles, smart TVs, and a growing array of smart devices to enormous data centers around the world. Those data centers house an astonishing number of computers that store, process, and relay a striking amount of digital information. In 2020, over 4.5 billion people—roughly 60 percent of the world’s population—were active Internet users. On average, each Internet user currently generates 1.7 million bytes of data every second. How We Got Here: The Development of the Internet 2. How did the Internet originate? What role did the government play? The internet originated as a decentralized (meaning there was no one “main station” or “center”) system for communication following the fear and uncertainty of the Cold War. It was inspired by the American highway system. This was done to protect information. If an attack destroyed a central office of information/communication, then everything went down with it. It was also part of an age-old technological “arms race” the USA and Soviet Union have been engaged in. Protocols (rules) and infrastructure (phone lines, servers, domains, fiber optics cables, etc) allowed for the verification and support for early computers who were looking to be linked to the then internet. Before the end of the Cold War (80s), it was illegal for the internet to be used for commercial or private purposes. After this, it became accessible to people who knew how to use the early registries and pre-HTML internet. 3. What ethos guided early Internet users? The researchers who made the very first boards and “forums” believed that information and fqree self expression should be freed from the government and be made available to the “little people” at the bottom (us). “For example, they published all the documentation explaining how Internet connections work, making it available for anyone to read and implement. In a 1996 manifesto declaring the independence of cyberspace from government
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interference, poet and Internet activist John Perry Barlow declared, “We are creating a world where anyone, anywhere may express his or her beliefs, no matter how singular, without fear of being coerced into silence or conformity.”” 4. What factors laid the groundwork for the commercialization of the Internet in the 1990s? The end of the Cold War. The beliefs of the first people to have access to the internet that it should “be for everyone”. CERN scientist Tim Berners-Lee creates HTML, a coding language for allowing websites to display text and images, and allowed for single webpages to be compiled together into one hyperlinked webpage (for example, the fact that “home” and “shop” exist on the same website is because of HTML). HTML is the backbone of all websites, and it led to CSS (Cascading Style Sheets) which allowed for people to design their websites to look nice and user-friendly. 5. What are the key distinctions between the pre-web Internet, Web 1.0, Web 2.0, and Web 3.0? Web 1.0 - Dial up internet, registry based browser (manually created “directory”, basically a list of all sites), had only 22k sites, still inaccessible to people who didn’t know how to code, “read only”. Web 2.0 - Websites are now interactive and not read-only, the browser is now algorithmically based (calculations/code based), there are billions of sites, more multimedia compatible, wikis and user submitted content begin to form, intractable, and cost efficient. Web 3.0 - Semantic web (usage of data to tailor searches to people's needs), The INternet of Things (the internet is integrated into almost everything ). Our Complex Digital Environment 6. What are the benefits and complications of unrestricted communication? a. Benefits - Reduce the centralization of the government which control propaganda and information. - Allow free speech and users can challenge the repressive regimes b. Complications - Can be used as a tools for cyberbulling, criminals, authoritarian government and terrorists. - Can be exploited by highly centralized institution for malicious intention 7. What is the relationship between online communities and political polarization? - Online communities have different beliefs, values and people tend to connect with people share the same interests, opinions => People lost connection with those from other communities - Different communities with different beliefs causes the “us-versus-them” mentality => opinion polarization - Creation of “focus bubbles”: echo chambers/algorithms only showing you what you already agree with 8. What are the benefits and complications of remixing?
Benefits: - Helps communication, references art - Allows artists to remix other art - Empower users with their role of creation in mass media Complications - Fights over copyright and royalties - Unrealistic beauty norms - Legal battles - Deepfakes - Spreading news disinformation 9. Why and how do companies like Facebook, Amazon, and Google mine our data? Google uses google maps which gathers information by using our location. - Google uses this information to deliver tailored content and hyper-targeted advertisements to each of us. - Controlling our attention helps companies like Google and Facebook collect more data and create opportunities to sell more ads—all essential tactics in the emerging attention economy. For example, Facebook and Instagram (both owned by Facebook Inc.) are designed to mine enormous amounts of data from users through their profiles, likes, and posts. How does it shape their business practices? - These companies created their platforms using the additive design principles to maximize user engagement. By doing so, they are able to collect more information and show the suitable ads that are personalized to consumers' interests. 10. Why and how do governments use digital surveillance technologies? - in order to maintain national security, social order, or political control. - government agencies worldwide have obtained communication logs, web browser histories, and the online records of individual users who thought their online activities were private. In the United States, for example, the USA PATRIOT Act (which became law shortly after the September 11 attacks in 2001) grants sweeping powers to law enforcement agencies to intercept individuals’ online communications, including email and browsing records. - China’s Great Firewall, chinese government media censorship, social credit 11. Why and how has the Internet become increasingly closed? - Internet providers and governments creating “walled gardens” (internet ecosystem where certain content is restricted or held back from you by the algorithm) 12. What is net neutrality, and why is it such an important issue? - Net neutrality: the principle that internet service providers should enable access to all content and applications regardless of the source, and without favoring or blocking
particular products or websites. - The fundamental principle of the Internet is that network should treat all information the same. Net neutrality can ensure this principle of the Internet 13. How have people begun to push back against corporate and government control of the Internet? An open Internet environment seems to fulfill the dream many people have for unrestricted communication—a dream fueled by the belief that everyone has the right to speak without government or elite gatekeepers interfering, and that this freedom makes our society stronger by allowing diverse voices to be heard. Through their decentralized social media accounts, they have challenged repressive regimes, usurped their governments’ centralized control of information and propaganda, and exposed government atrocities. Such manipulated digital content raises obvious political and social concerns—concerns that are all the more serious because the Internet’s open structure makes it easy for disinformation to enter the web, often through social media networks. As Internet disinformation campaigns have weaponized social media, major challenges exist for governments, companies like Facebook, and all of us as media citizens. We need to find a way to maximize the benefits of communicating via digital networks while minimizing the negative consequences of these interactions. The Internet, Digital Communication, and Democracy 14. What is universal access, and what role has it played in people’s visions for democratic media systems? - Universal access: the notion that every citizen, regardless of income or location, should have the opportunity to use and benefit from a technology. - 15. What is the digital divide, and what threat does it pose to the Internet’s democratic potential? - Digital divide: the growing contrast between “information haves” - those who can afford to purchase a computer and pay for Internet services - and the “information- have-nots” - those who may not be able to afford a computer or pay for Internet services. Chapter 3 P enny arcade the first thoroughly modern indoor playground, filled with coin-operated games. P inball machine the most prominent mechanical game, in which players score points by manipulating the path of a metal ball on a slanted table sealed within a glass-covered case. Arcades establishments that gather together multiple coin-operated games. Consoles
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devices people use specifically to play video games. 1977: Atari released the 2600 with an 8-bit processor 1983: the wildly popular Nintendo Entertainment System also used an 8-bit processor 1989: Sega Genesis launched the first 16-bit console 1992: 32-bit computers appeared on the market 1993: 64 bits became the new standard 1999: Sega Dreamcast began the 128-bit era Today: 256-bit processors are standard Microsoft the first console to feature a built-in hard disk drive the first to be connected to an online service (Xbox Live) the first to have Dolby Digital sound, for a cinematic sound experience Gameplay the way in which a game’s rules, rather than its visual or narrative style, structures how players interact with it.
M assively multiplayer online role-playing games (MMORPGs) role-playing games set in virtual fantasy worlds that require users to play through an avatar. Avatar a graphic interactive “character” situated within the world of a game, such as World of Warcraft . M ultiplayer online battle arenas (MOBAs)
virtual game environments in which players team up to destroy an opposing team’s structure; can have hundreds of thousands of active players worldwide. B attle royale games multiplayer digital games set in virtual environments in which players battle each other, but the number of players is limited as the objective is to be the last player (or team) surviving; a subset of MOBAs. PUGs in gaming, temporary teams usually assembled by matchmaking programs integrated into a game (short for “pick-up groups”). G uilds or clans in gaming, coordinated, organized team-like groups that can be either small and easygoing or large and demanding. C ollective intelligence the sharing of knowledge and ideas, particularly in the world of gaming. Modding the most advanced form of collective intelligence; slang for modifying game software or hardware. O nline fantasy sports games in which players assemble teams and use actual sports results to determine scores in their online games. These games reach a mass audience, have a major social component, and take a managerial perspective on the game. Cosplay a word coined by a Japanese writer that combines costume and play, cosplay refers to the performance of fans who dress in detailed costumes designed to accurately represent fictional characters of certain texts, such as comic books, novels, television shows, movies, and games. G ame publishers the part of the gaming industry that releases games to the public. G ame developers in gaming, they write the code to design games. I ntellectual property any product or invention that results from creativity, including movies, music, video games, and other outputs from media industries. I n-game advertisements integrated, often subtle advertisements—such as billboards, logos, or storefronts in a game—that can be either static or dynamic. Chapter Opener and Digital Gaming Today 1. What are the main business forces behind the rise of professional eSports? Riot Games and Activision Blizzard were the main business forces behind the rise of professional eSports. How We Got Here: The Development of Digital Gaming
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2. What sparked the creation of mechanical games in both the nineteenth and the twentieth centuries? By the late nineteenth century, the availability of leisure time had sparked the creation of mechanical games. Technology continued to grow, and by the 1950s, computer science students in the United States had developed early versions of the video games we know today. 3. How are classic arcade games and the culture of the arcade similar to today’s popular console games and gaming culture? Over time, digital games evolved from their simplest forms into the four major platforms used for gameplay today: consoles, handheld devices, computers, and the Internet. As these platforms evolved and graphics advanced, distinctive gaming genres emerged and became popular. Arcades were like nurseries for fledgling forms of amusement that would mature into mass entertainment industries during the twentieth century. For example, automated phonographs used in arcade machines evolved into the jukebox, while kinetoscopes in arcades set the stage for the cinema. But the machines most relevant to today’s digital games were more interactive and primitive than the phonograph and the kinetoscope. This portable and mobile gaming convergence is changing the way people look at digital games and their systems. With games no longer confined to arcades or home consoles, the mobile media have gained power as entertainment tools, reaching a wider and more diverse audience. In fact, the Entertainment Software Association reports that 31 percent of gamers play while waiting for an appointment, 27 percent play during a break at work or school, and 16 percent play during a commute. Thus, gaming has become an everyday form of entertainment rather than the niche pursuit of hard-core enthusiasts. 4. What advantages did personal computers have over video game consoles in the late 1980s and much of the 1990s? For a time in the late 1980s and much of the 1990s, personal computers held some clear advantages over console gaming. The versatility of keyboards, compared with the relatively simple early console controllers, allowed for ambitious puzzle-solving games. Moreover, faster processing speeds gave some computer games richer, more detailed 3-D graphics. Many of the most popular early first-person shooter games, like Doom and Quake, were developed for home computers rather than consoles. The Gaming Environment 5. What are some of the main genres within digital gaming? a) Action : - platform games, first-person shooter, fighting, stealth, survival, rhythm b) Adventure c) Action-adventure d) Role-playing e) MMORPG
f) Simulation : - construction/management, life, vehicle g) Strategy : - MOBA (Multiplayer Online Battle Arena) h) Sports i) Casual Games 6. How are MMORPGs, MOBAs, and virtual worlds built around online social interaction? Massively multiplayer online role-playing games (MMORPGs) are set in virtual worlds that require users to play through an avatar—a graphic interactive “character” situated within the world of the game—of their own design. The “massively multiplayer” aspect of MMORPGs indicates that digital games—once designed for solo or small-group play—now engage huge numbers of player-participants. Multiplayer online battle arenas (MOBAs) can also have hundreds of thousands of active players worldwide. At the game level, a team of up to five players aims to destroy an opposing team’s structure. Battle royale games, which are a subset of MOBAs, are also multiplayer, but the number of players is limited (usually to a hundred players), since the objective is to be the last player (or team) surviving. All these virtual worlds offer younger players their own age-appropriate environment in which to experiment with virtual socializing, but they have also attracted criticism for their messages of consumerism. In many of these games, children can buy items with virtual currency or, through a premium membership, acquire bling more quickly. Communities of Play 7. How do communities of play—including collective intelligence, interactive live streaming platforms, online fantasy sports, and conventions—enhance the social experience of gaming and make games different from other mass media? The ubiquity of digital games has fostered the development of communities outside games dedicated to gaming in its many forms. This phenomenon is similar to the formation of online and in-person groups devoted to discussing other forms of mass media, such as movies, TV shows, and books. These communities enhance the social experience gained through the games themselves. Gamers, too, collaborate with one another to share shortcuts and “cheats” to solve tasks and quests, and to create their own modifications to games. This sharing of knowledge and ideas is an excellent example of collective intelligence. Interactive Livestreaming Platforms: Gaming Becomes Television, one of the most notable developments in gaming is the extraordinary popularity of interactive live streaming platforms. As live game streaming has intensified, competition has also increased for the big-name professional gamers who draw viewers in with their high level of play and entertaining live dialogue. Live gaming platforms have also extended beyond gameplay, offering live streamed talk shows for teens, comedy. Online fantasy sports games also create communities of play. For decades before the advent of digital games, people used to play in friendly (and technically illegal) “office pool”
competitions, wherein workers would pool their small bets on football games or college basketball tournaments, with money going to the winners. The 1980s saw the development of fantasy baseball leagues in which players would act as owners, drafting their own teams with other “owners” and using the performance statistics of real baseball players as the measure of their team’s performance. Mid-1990s, the growth of the web enabled fantasy sports to go online, eliminating the need to calculate league statistics by hand, and expanded to cover all major sports. Fantasy sports players can choose to form leagues with friends or be part of a league of other players assigned through sites. In addition to online gaming communities, there are conventions and expos where video game enthusiasts can come together in person to test out new games and other new products, play classic games in competition, and meet video game developers. One of the most significant is the Electronic Entertainment Expo (E3), which draws about sixty-eight thousand industry professionals, investors, developers, and retailers to its annual meeting. Digital Gaming and Society 8. How have digital games influenced media culture, and vice versa? Beyond the immediate industry, digital games have had a pronounced effect on media culture. Like television shows, books, and comics before them, digital games have inspired movies. Books and digital games have also had a long history of influencing each other. Japanese manga and anime (comic books and animation) have inspired video games 9. To what extent are video game addiction and violent, misogynistic, and racist representations in gaming problems for the gaming industry? Media scholars have expressed concern about the addictive quality of video games and have raised the alarm about violent and misogynistic game content—standard fare for many of the most heavily played games—and issues of representation. - In 2019, the World Health Organization (WHO) included “gaming disorder” for the first time in its International Classification of Diseases. Gaming disorder is characterized “by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.” - Most games involving combat, guns, and other weapons are intentionally violent, with representations of violence becoming all the more graphic as game visuals reach cinematic hyperrealism. For the vast majority of players, the study concluded, violent video games have no adverse effects. - The source of the problem may be the male insularity of the game development industry; few women are on the career path to be involved in game development. Representation of diverse people in games is also a concern. One of the liberating elements of many games is that players can choose the identity of their character. The Business of Digital Gaming 10. What are the roles of two major components of the gaming industry: console
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makers and game publishers? 11. How do game publishers develop, license, and market new titles? - Development: investing money for the designing, coding, scoring and testing game process - Licensing: pay royalties to console manufacturers for the right to distribute a game using their systems; license for the intellectual property - Marketing: running online promotions, printing and illustrating banner ads, magazine print ads, in-store displays and television advertising 12. What are the three main pay models for selling video games today? - The boxed game/ retail model: the most traditional way of selling video games. It were being released on CD-ROMs and later on DVDs to handle the game files. Nowadays, in-store sales of boxed games are going the way of the video store. - The free-to-play model (freemium): offered online or as downloads without extra charges. These games can make money by selling extras or in-game subscriptions to upgrade. - The subscription model: players pay monthly fee; being transformed to freemium with subscription; this model has been adapted by major digital corporations and digital game publishers 13. In what ways has advertising become incorporated into digital games? - There are 2 mainly ways: - Advergames: the video games are created mainly for promotional purpose - In-game advertisements: ads are integrated into the game (billboards, logos, storefronts, etc). Some ads are permanently placed in the game; some are digitally networked and can be altered remotely. Digital Gaming, Free Speech, and Democracy 14. Why did the U.S. Supreme Court rule that games count as speech? - Video games can communicate a social messages, ideas through familiar literary devices and features - Digital games is a speech in an interactive medium provides entertainment that help people connect to the communities, help to express and play through fears, fantasies, hopes and dreams ❖Eras of communication ➢Oral ➢Written ■ Print revolution ■First mass medium→ book ➢Electronic ■ Millennia of the second era ➢Digital ■ Coded in 1’s and 0’s and translated that way ➢How much smaller the time is between the eras are they go one ❖Two models of mass communication ➢Message to put out into the world ➢Linear model ■ Senders (author, producer) ■ Message (programs,ads) ■ Mass media channel (tv, newspaper)
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■ Receiver (viewers, consumers) ■ Gatekeepers (editors, media management) ■Always feedback with the linear model → messages from receivers to senders ➢Linear model with multiple gatekeepers ■Gatekeepers between the messages → to the mass media channel → receiver ■ Gatekeeper is someone that keeps a certain message from being received ● Harmless ● Harmful Sensoring ◆By government → prior restraint ● Levels of problematic censorship Ex; rotten tomatoes v. book censorship ➢Cultural model ■ Recognizes that individuals bring diverse meanings to messages ■ Audiences actively affirm, interpret, refashion, or reject the messages and stories that flow through various media channels 1/23 ❖The power of media stories in everyday life ➢Euripides ■Art should imitate life ➢Plato ■Art should aim to instruct and uplift ➢Aristotle ■Art and stories should provide insight into the human condition, but should entertain as well ■Reality TV ❖Stories ➢The foundation of media ➢Narrative is the business of media ■Media builds narratives ❖Contemporary culture ➢Cultural critics are concerned about ■The quality of contemporary culture ■The overwhelming amount of information now available ● Keeping tabs on what is happening society and what is negative about it ➢How much the media shapes society is still hard to prove/ understand ■Chicken or egg discussion ➢Culture as a skyscraper ■A hierarchical order of how culture should be ■Comprised of high and low culture ●Better or worse → subjectively ■A hierarchical view where forms of media are deemed better than other forms ● Some critics still think in this way
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➢Culture as a map ■Same cultural artifacts but they are in different places ■Not deeming or prescribing this hierarchy ● Acknowledges that media artifacts are part of an ongoing process ■Accounting for media as something that is evolving ■The quality that we assign to different texts can change over time ❖Critiquing media and culture ➢ Media literacy → critical process that takes us through the steps of: ■ Description ● Taking notes, paying close attention, and researching the subject under study ■ Analysis ● Discovering and focusing on significant patterns that emerge from the description stage ■ Interpretation ● Asking and answering “what does that mean?” and “so what?” questions about one’s finding ■ Evaluation ● Arriving at a judgment about whether something is good, bad, or mediocre ● Involves subordinating one’s personal taste to the critical “bigger picture” resulting from the first three stages Be critical of the bigger picture ● Uncovering patterns ■ Engagement ● Taking some cation that connects our critical perspective with our role as citizens to question our media institutions, adding our own voice to the process of shaping the cultural environment ● Stepping forward for change ➢All media research returns to culture in some way ■Meaning ■Effects ■Differences ■Implanicatios ■Uses ❖Two types of mass communications research ➢Media effects ■Effects would be people like big bang theory more because there are more laugh tracks (hypothetical) ■The effect that media has on people and culture ■Media effects research ● Early theories Minimal effects model ➢We’re selective about our media ➢Selective exposure ➢ We are going to retain the stuff that interests us Hypodermic needle model ➢Idea that once you watch something in the media you are injected with media and you are changed forever
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Uses and gratifications model ** ➢We use certain media to gratify us in certain ways ● Contemporary media effects theories Social learning theory ➢Bandura’s bobo doll experiment ➢Adopting different styles based on patterns we want to see in the media ➢Attention ➢Retention ➢Motor reproduction ➢Motivation ➢How we learn from a social environment and what is part of that environment Agenda-setting ➢Idea that the media tells us what to think about -- not how to think Cultivation effect ➢Any heavy TV viewing will lead to an altered view of the world ➢Evolved from just violence Spiral of silence ➢People that have views in the minority will be concerned about voicing them for fear of being ostracized ➢Cultural studies ■More concerned about what the media actually is and what it says about our society ■Symbolic process where meaning is created ■Looking at these texts as artifacts and trying to understand the culture that creates it ● Public sphere ● Communication is culture ➢Content studies ■Studying the content and coming to conclusions ● Big bang theory laugh track to friends example ➢ 3rd → media psychology ■Looks at the effect of media and how media changes the way we see the world ■How we interact with media based on our psychology Chapter 1 Reading Review: ●Culture → made up of both the products that a society fashions and the processes that forge those products and reflect a culture’s diverse values ●Mass communication → the process of designing cultural messages and stories and delivering them to large and diverse audiences through media channels as old and distinctive as the printed book and as new and converged as the internet ●Mass media→ the cultural industries (channels of communication) that produce and distribute songs, novels, TV shows, newspapers, movies, video games, internet services, and other cultural products to large numbers of people
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○ Mass communication accompanied the shift of rural populations to urban settings and the rise of a consumer culture ○ Interrelationship among the three ○ Culture links the individuals to their society by providing both shared and contested values and the mass media to help circulate those values ● Oral and written eras ○ Info and knowledge first circulated through oral traditions ■ Poet Teacher ■ Tribal storytellers ○ Written culture (manuscript) eventually overshadowed oral communication ■ More reliable but most people are illiterate at this time ■ Went from roughly 1000 BCE to beginning of the industrial revolution ● Print revolution ○ Paper and block printing developed in china around 100 CE and 1045 respectively ○ Modern printing did not emerge until the middle of the fifteenth century ■ Johannes gutenberg invented the moveable metallic type and the printing press ■ Printers reduced the price of books ○ Books were the first mass-marketed products in history ○ Oral and written societies had favored decentralized governments ○ The print era supported the ascent of more centralized nation states ○ Printing press fostered nationalism ● Electronic era ○ Impact of industry’s rise was enormous ■ Factories replaced farms as main centers of work and production ○ Invention of telegraph in 1840s ○ 4 key contributions of the telegraph ■ Separated communication from transportation making media messages instantaneous ■ Transformed information into a commodity ■ Made it easier for military, business, and political leaders to coordinate commercial and military operation s ■ Led to future technological developments ● Radio ● Fax ● Cell phone ● Digital era ○ New technologies developed so quickly that traditional leaders in communication lost some of their control over information ○ Oral culture reinvented by the emergence of social media ● Cultural model ○ Contemporary ○ Concept recognizes that individuals bring diverse meanings to messages ■ Factors and differences a given ● Media ○ Tv, newspaper, music, etx are all capable of producing worthy products or pandering to society’s worst desires ● Evolution of media
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○ Development of most mass media is initiated not only by the diligence of inventors but also by social, cultural, political, and economic circumstances 4 stages of media innovations ● Emergence novelty ● Entrepreneurial ● Mass medium ● Convergence ● Media effects research ○ How do certain types of media create behavior changes ● Culture studies ○ What the media says about our culture ○ 2 foundations ** ■ Public sphere ● The public at large ● In ordered to be an engaged citizens you have to be in a public sphere ■ Communication as culture ● Communication serves as a cultural item ○ Interpreting a cultural text and looking at the audience that interprets that text ○ Karl Marx and Antonio Gramsci ■ Wanted to look at how media or culture ■ Hierarchies of power ● Tools that people in power use to keep other people down ■ Gramsci ● Hajeminy ● The way in which people are kept in their place ■ Frankfurt school ● Looks into the specific social groups this happens to ● Introduce the idea of time into the way we research things ○ Methods used in cultural studies ■ Textual analysis ● Ex: news, tv show, genre of television ● Text has to be meaningful ○ Reality TV ■ How character express power ● Subcultures in audiences ○ How do audiences perceive gender on reality television ○ How do the audiences reinforce gender stereotypes and gender norms ● Political economy studies ○Political → power haves and have nots ■ Following the money and the power ○ Downfalls of cultural studies ■ Limits Too narrow ● How people interpret specific aspects of a text ● Media research and democracy ○ Where we are going as a society
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○ Can act as a check in the balance of media and how its used 1. Designed by the U.S. Defense Department’s Advanced Research Projects Agency, what was the original Internet called? ARPAnet Designed by the U.S. Defense Department’s Advanced Research Projects Agency, the original Internet was called ARPAnet. 2. In the 1990s, AOL was the top Internet service provider in the United States True AOL (formerly America Online) became the dominant ISP by the mid- 1990s, and it was one of the first companies to offer customers e-mail accounts and other Internet-related services. 3. When you scroll through the latest memes on Reddit, you are acting as a media Consumer Our most familiar role in relationship to media is that of media consumer. Every time we watch a TV show, play a video game, visit a website, scroll through Instagram, or use Google Maps, we consume media. 4. The three roles we play in relationship to media always complement one another False 5. What is NOT a category designated by the Entertainment Software Rating Board? Teen 17+ The game ratings system of the Entertainment Software Rating Board includes Everyone, Everyone 10+, Teen, Mature 17+, and Adults Only 18+. 6. The modern ideal of individualism began in which historical era of communication? Print The print era fostered the modern ideal of individualism. With access to wider sources of information that they could discover and read on their own, people came to rely less on their local community and religious, political, and business leaders for information and guidance. 7. Which invention brought the Internet to mass audiences? Web browsers The release of web browsers—software packages that help users navigate the web—gave mass audiences greater access to online information. 8. Media portrayals of people, communities, events, and institutions reflect but do not shape existing attitudes False Media portrayals of people, communities, events, and institutions reflect existing attitudes in a culture and also shape the attitudes of those who consume them. 9. The Atari 2600, released in 1977, used which kind of a processor? 8-bit The Atari 2600, released in 1977, used an 8-bit processor, as did the wildly popular Nintendo Entertainment System, first released in 1983. 10. The Internet was designed so that a centralized authority could control electronic communication during a nuclear disaster. False Before the Internet, existing communication systems were highly centralized,
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which also made them vulnerable: If a Soviet nuclear bomb destroyed a central communication hub, the United States’ ability to respond would be compromised. Researchers at the Defense Department’s Advanced Research Project Agency (ARPA) envisioned a distributed network system where messages could be rerouted, meaning the loss of any single node would not disrupt communication. 11. Apple’s voice recognition assistant, Siri, is an example of what? Web 3.0 Apple’s voice recognition assistant, Siri, is an example of the two Web 3.0 developments: the Semantic Web and the Internet of Things. Siri uses voice recognition to answer questions and interact with various iPhone functions, such as the calendar, reminders, and the music player. 12. In which game genre do players solve puzzles by interacting with people or the environment? Adventure In adventure games, players solve puzzles by interacting with people or the environment. 13. Which statement about the internet is NOT true? It is a hierarchical network in which some users have the power to kick others off the network. One of the most hierarchically structured institutions in our culture—the national defense industry—created the Internet, one of the least controllable communication systems ever conceived. While companies own parts of the Internet’s infrastructure and organizations establish technical protocols that determine how computers get connected, no entity can turn off the network or dictate who can or cannot join it. 14. According to the textbook, what is a concern of critics of contemporary culture? Media multitasking Some critics warn about the problems of media multitasking—that we end up more distracted, that we engage less deeply with any one media product, and that we often pay closer attention to the media device in our hand than to people standing next to us. 15. Facebook is an example of Social media platform 16. What term refers to various ways of encoding information that existed before binary code? Analog 17. What helped establish a mainstream American culture and identity for much of the twentieth century? Consensus narratives
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18. Expertise and progress are both values of the modern period. True The modern era coincided with the rise of mass communication industries, which were bound up with the era’s faith in expertise, rationalism, and progress. 19. Digital games evolved from their simplest arcade form into each of these platforms EXCEPT Radio 20. Open-source software has code that can be updated by anyone interested in modifying it. True Open-source software is a collective effort. Its developers openly share program source codes along with their ideas for improving programs. 21. During the 1880s, roughly what percentage of Americans lived on farms and in small towns? - 70% 22. Which description BEST defines a media user according to the cultural approach to media and communication? - an active interpreter 23. The period beginning around 1800 and extending until about the 1950s is known as the - modern era. The postmodern era is where we are now, where there is a distrust of the scientific “elite” e.g., anti-vaxxers 24. Binna's grandparents grew up in the 1940s, when the main form of mass communication was radio. In which era of the Information Age did Binna's grandparents come of age? - electronic 25. Which person is functioning primarily as a media consumer? - Maanvi plays an online video game with her friends.
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26. Which statement about mass media in the modern era is true? - There was a belief that media experts were needed to ensure that "good" cultural products were produced. - (There were some concerns that mass media could have harmful effects if not controlled by media experts.) 27. Which scenario depicts a participatory culture - Ivan joins an online community for aspiring artists, where people share tips and feedback. 28. Sam has been tasked with getting local media attention for a voter registration drive her student group is organizing on campus. The group wants to bring awareness to its efforts in the larger community, beyond campus. The most direct approach to attaining this goal would be to - send press releases to editors at local news outlets. - Media gatekeepers (e.g., news editors) make decisions about what messages actually get produced. Sending the message to gatekeepers would be the most direct method 29. the forms and systems of expression that individuals, groups, and societies use to make sense of daily life, communicate with other people, and articulate their values. - Culture 30. the features or capabilities of a technology that help establish how we use it. - Affordances 31. the process whereby a media-literate person or student studying the forms and practices of media communication employs the techniques of description, analysis, interpretation, evaluation, and engagement. - Critical Process 32. the term describing a historical era spanning from roughly the 1800s to the 1950s; coincided with the rise of mass communication industries, which were bound up with the era's faith in expertise, rationalism, and progress. - Modern era 33. in the context of the cultural approach and our role as media citizens, refers to the
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process by which power, resources, status, and visibility get distributed in a society— usually unequally. - Politics 34. a common but sometimes simplistic way of thinking that sees technology as an independent force that appears out of nowhere and changes everything. - Technological determinism 35. a society in which a large percentage of a diverse population goes to the same movies, listens to the same Top 40 hits, watches the same TV shows, and trusts the same evening news anchors. - Mass nation 36. the structure underlying most media products, it includes two components: the story (what happens to whom) and the discourse (how the story is told). - Narrative 37. a culture in which it is relatively easy for people to create and share their own content and build connections with others that often reflect and deepen the dynamics of a niche nation - participatory culture 38. the industries that produce and distribute songs, video games, movies, novels, news, Internet services, and other cultural products to a large number of people. - Mass media 39. the creation and use of symbol systems that convey information and meaning (e.g., language, traffic lights, clothing, and photographs). - Communication 40. the first step in the critical process: it involves paying close attention, taking notes, and researching the subject under study. - Description 41. an understanding of mass communication developed through the critical process— description, analysis, interpretation, evaluation, and engagement—that enables a person to become more engaged as a citizen and more discerning as a consumer of mass media products. - Media literacy
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42. In which game genre do players solve puzzles by interacting with people or the environment? Adventure Digital games evolved from their simplest arcade forms into each of these platforms EXCEPT Radio. The modern ideal of individualism began in which historical era of communication? Print According to the textbook, what is a concern of critics of contemporary culture? media multitasking Which statement about the Internet is NOT true? It is a hierarchical network in which some users have the power to kick others off the network. Open-source software has code that can be updated by anyone interested in modifying it. False In the 1990s, AOL was the top Internet service provider in the United States. True What helped establish a mainstream American culture and identity for much of the twentieth century? consensus narratives The Atari 2600, released in 1977, used which kind of a processor? 8-bit Which invention brought the Internet to mass audiences? web browsers
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Apple’s voice recognition assistant, Siri, is an example of what? Web 3.0 Expertise and progress are both values of the modern period. True Media portrayals of people, communities, events, and institutions reflect but do not shape existing attitudes. False The Internet was designed so that a centralized authority could control electronic communication during a nuclear disaster False (Before the Internet, existing communication systems were highly centralized, which also made them vulnerable: If a Soviet nuclear bomb destroyed a central communication hub, the United States’ ability to respond would be compromised. Researchers at the Defense Department’s Advanced Research Project Agency (ARPA) envisioned a distributed network system where messages could be rerouted, meaning the loss of any single node would not disrupt communication.) The cultural approach has five elements: media texts, technologies, industries, users, and the cultural context within which the other four are embedded.
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