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Communication Technology: Continuing To Push the Boundaries of What We Believe to Be Possible

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Question 1:
Convergence, according to our text on page 19, is the process of coming together or uniting in a common interest or focus. This could be the combining of multiple products into one single product, but in the world of mass media there are two main communication and media processes; content and distribution. Our text, The Dynamics of Mass Communication, talks about what is called corporate convergence. Author Joseph Dominick says corporate convergence would involve media companies that were focused on providing content (movie. television and music studios) acquiring companies designed to distribute content (cable and satellite companies).
A second process of convergence is called operational convergence. This is where …show more content…

An example of device convergence can be found in almost every Americans pocket in the form of smart phones.
In the glossary on page G-7 of our text, the definition of the uses and gratifications model reads, “A model proposing that audience members have certain needs or drives that are satisfied by using both non-media and media sources.” This definition is broken down and classified into four categories which are; cognition, diversion, social utility and withdrawal. Cognition is described as the action of gaining knowledge or “coming to know something.” When the Internet is used to stay up-to-date on the daily news, the person reading that news is engaging in the activity of cognition.
Diversion is described as an individuals need to obtain relief or stimulation from the humdrum aspect of the daily grind, or escaping from daily activities that might be boring. It is also used as a means of relaxation, an escape from daily problems and an “emotional release” from pent up feelings. Media can be used as a diversionary tactic for almost any reason. Reading, watching, music, or surfing the web are all very common mediums people today choose to use to take their mind off of what bothers them, or to alleviate boredom. Video game systems have had a major role in diversion and serves as part of the uses and gratifications model. Evidence can be found simply by looking at the number of gaming consoles and hand held units

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