COMM 200 exam 2

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True self vs actual self

(Bargh, McKenna & Fitzsimons, 2002) True self: inner self that exists but is not truly expressed in social situations Your personal psychological self Not only who u are now, but your ideal self, and possible selves (future selves) Actual self: public self The self expressed in social life

narcissim

(Buffardi & Capbell, 2008) Keep in mind: diff levels of traits, Narcissism is a personality trait that means a person has: An exaggerated self concept, a high level of self importance, and a desire to be admired Narcissists believe they better than others, unique, or special Prefer online communities w shallow ties Misplaced confidence . . (Kapidzic, 2013; Mehdizadeh, 2010; Moon et al., 2016; sheldon & bryant, 2016) Narcissists are more likely to: Use social media more often Use social media more actively Post selfies more frequently Post social media photos emphasizing their attractiveness Spend more time editing photos before posting them But remember when we see selfies, there can be others reasons for selfie were seeing other than assuming narcissism, mayb self esteem boost, updating family, etc

"Highlight reels"

(day, 2013; Freitas, 2017) (mentioned in readings) We know that ppl tend to: Be cautious about what they post on SNS Post mostly positive statements about themselves Broadcast their achievements, successes, milestones Protect their more intimate information Highlight Reel: social media as a "social resume"; presents only one's "best" moments.

On selfies...

(deeb-swihart et al, 2017; Diefenbach, 2017) A common stat is that we post over a million selfies ea day On instagram, more than 50% of selfies are appearance based More females than males post selfies (59% to 41%) While 77% of ppl say they regularly take selfies, 82% want fewer selfies on social media (selfie Paradox) Thought selfies are more personal, funny etc, but others are narcissists, judge more harshly, etc

Best selling video games super genres

**26.9% Action, 20.9% Shooter, 11.3% role pay, 11.1% sport, 7.9% adventure, 7,8 Fighting, 5.8% racing, 3,7% strategy, 4.6% all other Very stereotypical masculine genres, and cultivate that in the genre game, masculing traits and communication, and tend to be rather violent

Time magazine: we have emojis rules

1. Emoji tend to come at the end of messages (almost as if to replace a period) 2. We respect linear time and actions 3. In sets of 2-3 emoji, the face tends to come first (professor skeptic about this one)

Technology and memory

1. Internet can lead to information overload Information overload makes it harder to retain info in the working memory 2. We listen and read better when we dont use technology Students who take notes on paper learn more than those who type notes We also read faster online, which means we dont digest as much Reading online impacts our ability to remember abstract ideas (who and when, but not how or why) Students who text in class do worse on tests 3. We are getting lazy in terms of digesting and remembering info We no longer retain info in many cases, bc we dont have to (the google effect) The internet= external harddrive or storage device for our brains What are some things other generations were more likely to remember by heart that we now rely on the internet/technology for? Addresses online, contacts

Clash of cultures critiques

1. Many problems of cultures clashing are due to political and economic differences rather than cultural ones 2. We often overestimate many of the differences between cultures 3. We often underplay/ignore many of the differences within a culture

Smartphones today

81% of US adults own a smartphone Nearly all ppl of 18-29 have a smartphone (96%) One of the most quickly adopted technologies in history 1 in 5 US adults are "smartphone only" internet users More common amongst younger adults, poc, lower income americans

Cyber bullying and minors

AT LEAST 1 in 3 young ppl have been victims of cyberbullying (33% and over) 70% of teens say they've seen cyberbullying: 95% say they've ignored it, only 5% done something about it Girls are more likely to be victims Instagram is the most common SNS for bullying Overlap for online and in real life Common in youth, but adults can be cyberbullies/cyberbullied too! 41% of US adults reported having some exp w online harassment (2017)

Who plays games?

According to a survey by the enterntainment software association (2019) 75% of US households have at least on gamer 65% of American adults play videogames (avg age=33, m=32, f=34) 46% of regular US gamers are female

Microcelbrity

Aka= celebrities that seem like traditional celebrities but differ in that they are: Linked exclusively to internet technology Constrained in the size of potential audience Constrained in potential profits Constrained in potential influence Not able to export their celebrities to "traditional" avenues Original microcelebrity were camigirl & tech execs This does not hold up well today, as internet is different Lot of brand, influence, profits, and advertising from online celebrities

Some new tech privacy issues

American Civil Liberties Union Website: Consumer online privacy (ex. IP addresses, data collection) Social networking privacy (sim to above, bc they are integrated) Cell phone privacy Email privacy Electronic comm privacy act (1986): intended to create "a fair balance btw the privacy expectations of citizens and the legitimate needs of law enforcement (vague, diff lines/take aways of our privacy, act is not uptodate w current time) Airport security (Ex. electronic device searches, advanced imaging devices (that can see thru ppls clothes)) Surveillance technologies (ex. location,eavesdropping) cyber security /cyber threats (ex. scams, hacking, security breaches)

Memes

An amusing or interesting item or genre of items that is spread widely . Word coined in 1976 by Richard Dawkins: Things that go viral In today's age, we use the term to refer to things that spread online Most commonly associated w static images w captioned text

meme

An amusing/interesting item spread widely online especially through social media Ex. overly attached girlfriend tried to capitalize, joined youtube etc. Ermahgerd didn't face hate Guy who made star wars remake got bullied really badly in school and online, had to receive psychiatric care, and dropped out of school Memes can feature offline celebrities, Steve harvey comparing him to marshmallow man But it can also create new "stars" Celebrity look alikes? Man reading at beyonce concert (unintentional) Dad who recreates daughter's selfies (actually tries) Watermelon boy (kid eating watermelon wo cutting it)(unintentional) Super bowl Selfie kid (he is known, ppl know him, but not high celebrity)

Advancements to the phone

Answering machines Call waiting Third person calling Video phones

Top 20 best selling video games of 2018 by units sold

Call of duty black opsIIII (mature) Red dead redemption (mature) NBA 2K19 (E) Madden NFL 19 (E) Grand Theft Auto V (Mature)

Cell phones

Car phones were a precursor to cell phones 1973: first handheld mobile phone call was made (Dr. Martin Copper credited) 1983: cell phones go public (motorola first to go public) 1989: first flip phone 1993: texting starts 1992: first phone w a touch screen (first smartphone but we didnt call it that) (IBM simon- combined cellphone with stick thing) 1995: "smartphone" became a word 2002: first camera phone 2007: first iphone released

Is text speak good for language?

Change does not mean decay It is easier to clarify meaning wo interrupting flow (ex. Lkie *like) It is easy to EMPHASIZE certain things (bolding, capitalize) Singly symbols can convey whole messages (ex. emojis)

Profits from games

Consumers spent $43.4 billion on gaming industry in 2019 Content is spent on content 35.8 billion, hard ware 5.1 billion, 2.4 b acc &VR 17$ physical format sales, 83% digital format sales

Is cyber bullying worse?

Cyber bullying poses unique concerns bc it can be: Persistent Permanent (stays online, ppl cna screen capture, download) hard to notice (hard to recognize) Anonymous (ability to hide identity) wide reaching (larger scale)

Digital media and disembodiment

Disembodied identities: identities that exist only in actions and Words (Baym, 2010) Possible bc of digital media, we can hold bc of digital media The body plays no role in these identities Opens up new opportunities for exploration and deception (ex. Character avatars fantasy, change of gender, races, ages, etc) Nancy Beam is big scholor in personal connections online: she works for microsoft research, studied disembodied identities,

Downward vs upward comparison

Downward social comparison: comparing the self w someone who is perceived to be worse off Often creates positive effects Upward social comparison: comparing the self with someone who is perceived to be better off Often creates negative effects Can be about self enhancement Upward social comparison on SNS is related to: Poorer self perceptions, poorer self esteem, envy, depressive symptoms

Notable hacks in recent times

Equifax: 2017, leak of personal info, ⅓ of all americans (147 million ppl~), Though nothing of it, bc so many ppl were affected, charged stuff Target Had coupl 70 million customer info, w credit card numbers Sony emails 170 thousand, posted on wiki leaks, ppl lost jobs for comments they said in private online in hollywood circles "The fappening" Posted on forchan, leaked nude and photos from icloud, biggest victim of jennifer lawrence Ashley madison Website for ppl trying to married ppl who want to have affair, ppl were exposed Snapchat 2014 98 thousand were exposed, 2018 user details were exposed

Should we be held accountable?

Ex. 1. girl dressed up as victim of 2013 boston marathon before coming to work and twted to the whole world, and lost her job in the process Ex. 2. Ashley Payne was forced to resign from her teaching job after posting pic to fb of her drinking, she is fighting to get her job back Ppl have diff lines to draw of what's bad: If we hold others accountable for lines we think they've drawn, what's to stop someone else from holding us accountable for things we think are fine but they think are distasteful We should think: how private our info should be/ is, how much accountability we should hold, and what the repercussions should be from legal and moral standpoint

Video games and attention

Gaming may not be good for sustained attention, might good for selective attention bc: High frequency gamers have good reactive control (Sustained attention could affect over long term)Video Games do not necessarily create better proactive attention over mundane tasks Some research shows a connection btw excessive gaming and ADHD (however no causality, we dont kn this for fact)

Cultural hybridity

Globalization brings forth a blending/mixing of cultures This leads to the creation of new cultural forms (ex. Food, fashion, etc) This is the middle point on the continuum Glocalization: the commingling of global and local

Cultural convergence

Globalization leads to a growing sameness of cultures Global culture is overtaking local culture Cultural Imperialism: the cultures of less developed nations are taken over or "invaded" by those of more developed nations

You tubers and money

Highest paid youtube stars (forbes) Short term, mostly male, networth rising, Making money on youtube 1. Views (cost per 1000 views, cost per mill) 2. Companies pay to be mentioned, discussed, and "reviewed" Get money from affiliate Links, mentioning,etc 3. Google AdSense Popups that appear in videos 4. Outside ventures Tv shows, writing books, makeup lines, tours, etc

Writing skills

In addition to grammar, the internet may be hurting other language skills: Ability to accurately convey ideas and feelings in written form Ability to understand what is formal/informal language Knowledge of words (ex. Using thesaurus) Knowledge of spelling (ex. Spell check) Handwriting

Famous vs infamous

Infamous: notable but for the wrong things, unintentionally memes,

Expression of true self online

Internet connections can make expression of the "true" self easier bc: 1. Anonymity: able to remain relatively unidentifiable 2. Fewer barriers: social costs are fewer than offline Ex. Strangers get into deep conversations bc ur never gonna see again (no social costs) Disclosure of qualities of self self fosters bonds of empathy & understanding and contributes to fast relationship formation

Materialism

It is about trying to maintain/construct the self... By acquiring/using products, services experiences, relationships of perceived value We use material possessions to achieve.maintain identities, signal our identities to others, and signal status or membership in a group Often times we rely on material things for happiness, or if we don't have enough, and see others w more we are unsatisfied

Text speak

It is the abbreviated language commonly associated w texting and other digital communication It only exists in written form It is characterized abbreviations, acronyms and symbols It does not follow typical grammar, spelling, punctuation, or style standards

New media=new terms

Language is not static As we develop new technologies and practices, we develop new words to describe them (eg. blogging) Some terms are even specific to one site/app (ex. Tagging, liking, googling) We also give new meanings to existing words (ex. Troll, engagement) Ex. Hotspot then= travel destination, trendy location to now= location for wifi

Social media and remembering self info

Looked at recall of daily experiences Participants better remembered events they had posted on social media than events they did not Posts w images can further enhance memory recall Is this a good or bad thing?

YouTube celebrity

Many ppl become famous because of their youtube content: Vloggers, gamers, sketch comedians, singers, beauty gurus. Activists, prankster's/stunt artists, etc They can cultivate huge followings bc youtube is: The most used form of social media in the US The second most popular website IN THE WORLD Very popular w kids, teens, and young adults

Validation online

Many ppl get much of their validation externally External validation: when we reply on others for recognition and acceptance rather than relying on our internal understandings of our worth We strive for the attention and approval of others The number of facebook likes ppl get is positively related to their self esteem (Burrow & Rainone, 2013)

Materialism online

Materialistic behavior online goes hand in hand w selective self presentation Wealth And status are signaled by the material possessions we show off/discuss Sometimes, we might fabricate/exaggerate possessions, experiences (trying on watch, posing in front of car that's not yours) Materialism has been related to lower wellbeing, depression, anxiety, physical health problems and dysfunctional consumer behaviors (addiction)

Media multitasking and students

Media multitasking : simultaneously engaging w diff media Heavy media multitasking is associated w a REDUCED ability to: ignore distractions, focus attention on pertinent info (even when not using media at the time)

Meme vs gif

Memes are static images and some captioned text Animated gifs are clips that either loop or run thru a sequence Some ppl call animated gifs w added words "animated memes" Irl we dont need the caption to be a meme, just the reaction

Instafame

Microcelebrity or "instafame" is seen as desirable Instafamous people tend to: Be conventionally good looking Work in cool industries Emulate the tropes/symbols of traditional celebrity Instafame is linked to self branding

We even kill ourselves for selfies

More than 250 ppl have died taking selfies since 2011- CNN, 2018 Most Common is falling from height, Other ex. Shooting themselves, drowning, electrocution, getting run over

Parasocial relationships and YouTube

Parasocial interaction: the phenomenon by which audience members develop one way relationships w mediated personalities Parasocial relationship: the relationship itself Develops in a similar way to an interpersonal friendship Lacks reciprocity More youtube consumption is associated with parasocial relationships development For youtube audiences, parasocial relationships: Rely on perceptions of youtubers authenticity Are positively impacted by homophily Are positively impacted by social and physical attractiveness Make people more likely to accept advertisements form a youtubers Are associated w actively commenting on videos

Cultural influence

Pieterse: there are 3 possible outcomes thru which to consider the impact of globalization on culture Cultural differentialism, convergence, and hybridity These 3 outcomes can be seen as operating on a continuum

Addiction to video games

Playing video games has been shown to stimulate the release of dopamine Diff types of games might be more likely to foster addiction Games affect different types of people differently (NOTE: we can't assume causality when it comes to addiction)

Benign online disinhibition

Positive aspects of disinhibition (benign=harmless) Ex. sharing intimate confessions, fears, wishes, emotions, anxieties, etc Being able to explore/express identities wo judgement Engaging in extraordinary acts of kindness (ex. Social support, crowdfunding)

Self presentation

Process of packaging and editing the self in order to create a certain impression upon the audience (Goffman, 1959) It is about image construction Identity management: concealing or revealing info in order to control how others perceive you Ex. always presenting ourselves in front of ppl, impressions on diff audiences, trying to construct an image We think about: What info to include What to leave out What to emphasize (w/ words, outer appearance) Whether to deceive We make these decisions based upon the target audience & the context of the situation

Why do we share online?

Reasons ppl share info online 1. To bring content, entertaining/valuable content to others 2. To define ourselves to others 3. To grow/nourish relationships 4. For self fulfillment Ex. dopamine (pleasure chemical, eat good food, have sex)Chemicals released for feelings they get 5. To market causes/brands (ex. Reviews, talk about exp) From NYT study, "the psychology of sharing"

Video games and skills

Regular gaming has been found to enhance 1. vision skills 2. Reaction time 3. Hand eye coordination 4. Executive control functions (tasks switching, working memory, reasoning)

McDonaldization

Ritzer: "the process by which the principles of the fast food restaurant are coming to dominate more and more sectors of American society as well as the rest of the world (pr. 169) Efficiency Predictability Calculability Control

Toxic online disinhibition

Rude or offensive language threats Illegal and/or unethical behaviors ex . Hacking, sex crimes, identity threat) Addictive behavior (Ex. Online gambling, pornography addiction

Social networking sites and identity

SNS connect your online identity to your offline one ("Nonymous"), known to public but ppl who follow/friend me So, we micromanage the information on our SNS, for example: tagging/untagging photos editing/filters Status updates check ins Not Social networking: (ex. Reddit, youtube) not really creating contact, network of friends, etc

Social media and the self

SNS has created 3 possible selves (Zhao, Grasmuch, & Martin, 2008): 1. True self: expressed in anonymous environments w/o social constraints (ex. Reddit, etc) 2. Real self: conformed individual constrained by social norms in FTF settings 3. Hoped-for, possible self: displayed on SN (future, idealized self, highly cultivated, biased snippets of who we are on sns)

Selective vs sustained attention

Selective attention: the ability to focus on a specific set of stimuli, driven by internal motivations Sustained attention: the ability to maintain alertness over longer periods, often required during a tedious activity, take notice of many things

Types of memory

Sensory memory: impressions of sensory info retained after the original stimuli have ended Short-term memory: "working memory" Long term memory: permanent memory

Social comparison on instagram

Social comparison orientation (sco): the inclination to compare one's accomplishments, situation, and exp w that of others (diff levels of need to social comparing) Higher SCO was related to more: instagram interaction, Instagram browsing Higher SCO was not related to more: instagram broadcasting

Social comparison

Social comparison: Comparing yourself w others Social comparison theory: it is through comparison w others that ppl evaluate their own opinions, abilities, emotions and personality traits Ppl also try to enhance their self concept and self esteem by comparing themselves to others Lower self-esteem = more social comparison More self consciousness = more social comparison

Traditional phone

Telephone invent in the mid 1800s US patent was from alexander Graham Bell in 1876 The phone has always been a social medium For a long time, phones were limited by the actuality of time

Ted talk: how companies deceive you into giving up your data and privacy (finn lutzow Holm mystrad

Terms and agreements has power imbalance, no one will read since its so long, nor take time to understand it Data can be used for anything in anytime forever If we know were being surveillanced or monitored it will change our behavior, if what we said in the past comes back to haunt us, our voices will diminish My input: Businesses voices will get bigger while ours will get smaller, and start following the bigger voice What needs to be done: Companies prioritize users privacy/security to build trust, govt safer internet, reinforce laws and uptodate rules, users use voice if it respects basic rights

Selfie culture

The culture in which we now live, where in ppl have cameras at their fingertips and document their lives accordingly Selfie became a word in 2013 Oxford dictionary: photograph that one has taked of oneself typically one taken w smartphone or webcam and shared via social media Selfies are taken of themselves, if taken of wi group = groupie? However the first selfie was actually taken in 1839 Chemist-photographer Robert Comelius

Massive multiplayer online role playing games (mmorpg)

The most additives type of video games Larger scale, more interaction w others, more control over avatar/experience, game continues even when offline (want to continue w relationships, or helping team out)

Cat fishing

The practice of creating false online person for the purpose of tricking ppl into an emotional or romantic relationship IS NOT: exaggerating/lying about small things on your profile (weight, height) This is just selective self presentation, and is not creating a new persona or presence Taking on new characteristics in anonymous online space Motivators may include: loneliness boredom, or revenge IT IS: Long term practice and with an end goal (catfish on mtv)

News media and memory

The way we remember big news events/stories is largely depended on the way they are covered Exaggerated news stories lead to the development of false memories that shape public opinion more than moderate stories When we remember stories we may remember details but not if we were skeptical

Creating relationships

There are methods that Youtubers use to cultivate "relationships" w audience members, such as: Looking directly into a camera Using gestures First person address Nicknames Include others around them Be vulnerable Play up "liveliness"

Ted talk: peter

There is not single village, there is many villages village life still rules Very easy to misunderstand each other Dominance of english, unrelenting and total reliance on digital communication=cross culture...21 st century paradox Email: no oral or visual cue, unaware of cultural variables, all about context Does contact mean communication? No. Relying too much on pure data, rather than communication? Not what I say, but what you understand

Todaydefinition of celebrity

Traditional celebrities now need to use SNS to enhance fame "Online" celebrities can achieve great fame, profits, and influence "I am arguing that contemporary forms of celebrity are no longer entirely dependent on the traditional media; indeed the star of television show on a little watched channel may be more 'micro' than a youtuber or instagrammer w hundreds of thousands of international followers" (p.34)

How youtubers make money (from videos)

Variety of money streams Ex. google adsense (commercials), brand deals (pervideos, extra clicks, affiliate links, etc), merchandise, books, apps, movies, etc All about views, not subscribers 1 million views -> 500-10,000 (under 10 min, monetized, not inappropriate, "family friendly) Diff amounts based on views from outside us, and age (older, clicking on more stuff and buying) CEO of centburn: 370,000 views=$3000, a diff video: 2 mill views=$700 Not just about views, about watch time, how long video is, whos watching, location, etc She made video more than 10 min, and so she can add more ads, by adding bloopers, or extras

Violence and video games

Violent video games account for the majority of video game sales Green field: "there is no evidence that videogames lead directly to criminal lvl violence, but a large body of data strongly indicates that they do induce an aggressive disposition in everyday life" (p193) Exposure to violent video games increase aggressive thoughts, feelings, and behaviors, increase arousal, decre helping behaviors

critiques of text speak

We are becoming lazy in our use of language Grammar and punctuation are becoming less important We are losing some of our knowledge Text speak is spilling over into new areas like work and school Text Speak can be rather ambiguous

Sharing isn't new

We have always shared! But in a new media context, we share: more content, on a large scale Social media has come to play a large role in how we share today Share more frequently, easily, & quickly

The commodification of culture

When culture is mass produced and distributed in direct competition w local culture 1. Limited range of cultural elements are shared, while others are ignored 2. We see a gramatiation of certain cultural elements 3. Cultural commodities are marketing in ways that intrude/disrupt life 4. The elite who operate cultural industries are ignorant about consequences

Celbrity

aka= a person who is well known in one of a wide variety of fields (boorstin, 1961) Aka= "the exo of being recognized by far more than one recognize back (Ferris, 2010, p.393) Ex some one popular in high school

Viral video

any clip of animation or film that is spread rapidly thru online sharing Some scholars would consider these videos memes other would not 3 kinds of viral videos (technopedia): 1. Unintentional viral videos: videos that the creators never intended to go viral 2. Humorous viral videos: videos that have been created specifically to entertain ppl 3. Promotional viral videos: videos that are designed to go viral w marketing message to raise brand awareness Viral videos & trends Ex. ice bucket challenge, do the harlem shake, kylie jenner lip challenge, tip pod challenge

Hacking

breaking into computer systems

Cyber bullying

comm using tech or digital media designed to hurt, threaten, embarrass, annoy, blackmail, or otherwise targe another person Many definitions but most have common characteristics: Electronic forms of contact An aggressive act Ill intent Repetition Harm to the target (ex. physically, psych, emotional, status, possessions

Cultural differentialism

cultures are distinct, strong and resilient Globalization brings cultures into close contact through media and migration but... distinctive cultures will endure despite globalization Cultures are destined to clash due to differing values

Multitasking

deal w more than one task at once Humans are not typically able to focus on more than one task at once Multitasking is actually about rapidly switching btw tasks and we don't do it as well as we think!

Emotions as expressions

emoticon=emotion icon (yellow character w emotion) Emojis are all the other things An emoticon is understood to be the expression of emotion Emojis are cartoon images and represent more than just emotions Still we often use these words interchangeably

Hactivism

free speech, human rights, FOI More focus on finding private info and revealing to world, rather than data

Smartphones have

made us accessible 24/7 Made us expect others to be constantly accessible Created a culture of immediacy Made it possible to document our every move Made it difficult to escape from technology

Online Disinhibition Effect

ppl do or say things in cyberspace that they are unwilling to do or say in an offline, FTF setting The internet offers a "false sense of protection" that decreases inhibition (Grosskopd et al 2014, p 512) Especially true in anonymous spaces Can be positive or negative

How do they play?

smartphones= 60% yes Computer 52% Dedicated consoles= 49% 63% of adult gamers play w others, The avg person says they spend 4.8 hrs w other ppl playing games online with others per week The avg person say they spend 3.5 hours playing video games w other ppl in person every week Ppl say gaming helps them connect w friends & family provides mental stimulation, provides relaxation Gamers can be ppl who play games w others, on phone not just on console or in seclusion

Online celebrity

someone who has become famous by means of the internet Youtuber Instargrammers Tiktokers Bloggers Ppl in memes, viral videos, etc. Ex. Justin Bieber, found on youtube but is he an online celebrity? No bc he is from a hollywood, and managed by company, Appears outside of just online only

Attention span

the amount of time someone can mentally concentrate on a task wo becoming distracted A microsoft study: humans now have an 8 second attention span "I can no longer wait in a grocery store line, or linger for a traffic light, or even pause long enough to let a bagel from the toaster wo reflexibility reaching for my smartphone" (egan, 2016, p 2) "When information is abundant, Attention becomes scarce" - from video


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