Exam 2 Media Review

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Narrowcasting

-Broadcasting: Focus on mass audience, economic model; rely on advertising revenues -Narrowcasting: Focus on niche audience, economic model; Basic cable to rely on advertising+subscription fees and Premium cable for subscriber income; need for ads (HBO, Showtime, Cinemax)

Early TV genres

-By 1950s, TV was considered a more powerful medium than radio -Early TV programming often featured shows about idyllic happy family -Often these programs feature a very patriarchal view of American society -TV bound up with the 1950s notions about the importance of consumption -TV becomes very political

How are personal network ties changing because of social media usage?

-Easy for shared interests to find each other, chats, searches, forwards -East for formal/informal group to form and sustain, websites, listservs -online and offline interpenetrate, easy linkages between groups, web links; members of multiple groups Implications: Fragmentation -Even in multi-person households, fragmentation of attention to different devices and contents, accelerated by channel fragmentation, carried to logical extreme on social nets

Soft power vs. public diplomacy

-Flows of popular cultural defining US image -MPAA and the ambassador from Hollywood -High tide of US popular music in 1960s-70s -US television programs dominant in 1960s, declining in 1970s -For years, the MPA was represented in South America by Harry Stone (British Calvary officer type, bilingual) US policy under Carter promoted human rights, nuclear non-proliferation. Pleased journalists, civil society, most political parties. Alienated military, which cancelled military assistance contracts with US. Before, Brazil blamed US for the military coup that happened in their country. This change worsened relationship between US military and Brazilian military, but strengthened Brazilian sentiment towards America.

HBO and quality TV

-Increase production value and sex/violence to lure/maintain subscribers -Increase focus on original programming: Keeps subscribers for multiple months -Popular for DVDs/downloads, associate brand with "Quality Television," keep paying high costs for Hollywood movies

Concentration of economic power or oligopoly among major tech companies

-Oligopoly: access controlled by telecom conglomerates (cable companies: Time Warner, Comcast and phone companies: AT&T, Verizon, etc.) -Private commercial sector (esp. conglomerates) gaining too much power over the internet, need for more gov intervention

The history of public relations

-While a 20th century development in terms of a profession, techniques used to persuade people to accept the authority of government and religion have been used throughout time -Techniques still in use today such as: interpersonal communication, speeches, art, literature, staged events, and publicity -Not called public relations at the time but the purpose and effect were the same as today Civilization and its PR -Caesar's Gallic Wars, personal writing as PR, Augustus: Money=PR -Bureau d'Espirit: Catholic Church invents the term propaganda, from propagandist the faith -"Greatest Show on Earth" - P.T. Barnum

Netflix strategy vs. Amazon Prime, Hulu, Disney+, HBO Max, Paramount+

-YouTube, Netflix, transnational, transverse: Following diverse producers, genres, taste, interests, like Spanish, Danish, Norwegian, the rest of the world including the US -Targeting audience based on genre, taste, psychographics from Big Data, AI

Impacts of telephone history & its development

1876 Alexander Graham Bell invents telephone -Bell gets crucial patents and 1877 Bell Telophone acquires Western Electric- vertical integration -Extremely useful tool for business -Home service almost equally important -Before switching, set up individual wired connections, late 19th century Military discovery of huge advantage to portable phone in WWII

Major innovations in PR and politics in 2008, 2016, and 2020

2008 The key technological innovation that brought Barack Obama to the White House wasn't his tweets or a smartphone app. It was the Obama campaign's novel integration of e-mail, cell phones, and websites. 2016 The Clinton team built upon the institutional knowledge of the Democratic Party, trying to optimize and improve little things instead of developing a new "killer app." 2020 If the 2016 presidential race brought "fake news" into the lexicon, in 2020 the struggle to distinguish it from reality will reach a new level. For companies like Facebook, already under siege for permitting conspiracies and hate speech to circulate on their platforms, this may finally force a reckoning with society—and with legislators and regulators—about their responsibility, as the world's largest purveyors of information, to prevent the spread of personalized disinformation.

ARPANET

A computer network developed by the Advanced Research Project Agency (now the Defense Advance Research Projects Agency) in the 1960s and 1970s as a means of communication between research laboratories and universities. ARPANET was the predecessor to the Internet.

Hard vs. Soft sell

A soft sell is a promotion or person-to-person sales technique that is indirect. It may focus on building a reputation and relationship with customers. A hard sell is a direct approach to promotion and sales. It is characterized by aggressive sales pitches and repeated calls to action.

Rise and fall of the Big Three networks

ABC, CBS, and NBC; FOX came along a generation later) whose primacy was an unintended consequence of the FCC's early actions. Only VHF stations prospered because those signals are stronger and because the FCC did not require UHF tuners in all new TV sets until 12 years later, so that UHF stations had an inherently weaker appeal to advertisers. Most cities had only three VHF channels available. Radio pioneers David Sarnoff at NBC and William Paley at CBS (see Chapter 7) put the talent and sponsors developed by their commercial radio networks at the disposal of early television producers, leaving competing networks and independent stations at a disadvantage. By the mid-1950s, television was the leading advertising medium in the United States, ahead of radio, newspapers, and magazines.

Main characteristics of the Golden Age of TV

Advertisers sponsored entire shows that they named after themselves (e.g., The Kraft Television Theater) and filled with plugs for their brands. Today, when a sponsor's products appear during the scripted portion of the show, we call those program placements. Advertisers sponsored entire shows that they named after themselves (e.g., The Kraft Television Theater) and filled with plugs for their brands. Today, when a sponsor's products appear during the scripted portion of the show, we call those program placements.

Satellite TV

Allows stations to offer improved picture and sound quality Cable television gets very low marks from consumers for customer service and ever-rising prices, and as a result cable subscriptions are declining as consumers defect to satellite TV and the Internet.

Fairness Doctrine

An FCC requirement that broadcasters who air programs on controversial issues provide time for opposing views How to guarantee diversity? We could require television to cover controversial issues or give advocates of opposing views the right to reply. The Fairness Doctrine (see Chapter 15) once required it, but in 2000, the Supreme Court struck it down

Video games and theories of media effects

Another concern about video games has been the possible effects that the violent and sexual behavior they contain may have on children

Internet of Things and its implications (Interoperability)

As more applications and data move onto the Internet and from there to "the cloud," the amount of processing power and storage capacity needed in personal computers decreases. Continuing the trend, special-purpose computers might take over your office, living room, and kitchen—all connected through the Internet of Things.

Bonding vs. Bridging social capital

Bonding: exclusive, homogeneous ties Family, close friends, roommates Bridging: inclusive, heterogeneous ties Strangers, different backgrounds

Offline or tangible effects of online activities

Bowling Alone: Putman (2000) worried that the decline in participation in organize groups, like bowling leagues, would lead to less participation in civic and political organizations, too

Cable TV & segmentation

Cable TV isn't actually censored, just needs to create content that will be mild enough to draw in advertisers. Segmentation - content becoming more and more niche to appeal to a narrower audience of more hardcore fans

Consumer issues in telephony and mobile phones

Cell phone theft is still a crime problem in cities. Cell phone carriers put stolen phones on a blacklist that prevents them from being reactivated in the United States, but stolen iPhones in particular demand high prices overseas where they can still be activated on foreign networks The social impacts of mobile phones are becoming evident (Ling, 2004). On the plus side, they can convey a sense of security in emergency situations while traveling and intensify the nature of our social interactions. The downsides are that using mobile phones to talk or text while driving is a serious safety hazard comparable to drunk driving. Constant texting and chatting are annoying in public places, in one horrific instance resulting in the murder of a texting fiend in a Florida movie theater. And they can be a way of withdrawing from face-to-face interaction between those closest to us (e.g., parents and teens) and add to the stress of staying connected in a gadget-saturated environment (LaRose et al., 2014). There are also concerns about "addictive" qualities of smartphone use, especially text messaging, and the health hazards of the electromagnetic radiation that leaks from them (see Chapter 15).

Social network ties

Changes in how our social networks work (shift from local to distant friends and social networks, shift from strong to weak tie networks) Network Indivdualism: More individualism, opportunity, new network structures, very, specialized, Partial, multiple nuts, less intense local social connections, many weak/ thin, widespread ties -Social operating system: social networks exist on and off net, but changing, some strong ties, reduce distance, time, more distant ties ideas, networks over distance, Internet, mobile media

New questions related to the "presentation of self"

Concerns over a loss of face-to-face interaction, disintegration of community, social isolation, false identities, etc. -Similar concerns with all new communication tech (phone, film, TV, video game, pre-Internet computer)

Benefits and detriments (Pros and cons) of advertising for society

Cons: -Tied to growth of market capitalism -Industrial revolution gets turned to production of consumer product -Shapes media to become commercial, driven by advertising -Promotes consumption of more stuff -More broadly turns people into consumers -Promotes consumption even through debt -Major change in society since early 1990s Pros: -To create awareness, inform, remind customers, reassure customers, offset advertising by competitors, support the sales forces, promote ideas/ attitudes/ causes, increase market share, differentiate from rivals, encourage trial, build brand loyalty, encourage brand switching, change attitudes, support activities in the distribution chain

The definition of social capital

Contextual characteristics of communities that describe how people develop trust and social ties. Social capital is also described as the glue that holds communities together.

Game play and design

Cyberdrama (Murray) -Immersion: experience of being transported to a simulated realm, co-creation of player and text, belief building (creation of space and story, people want to experience immersion, games more immersive overtime) -Agency: "The satisfying power to take meaningful action and see results of our decisions and choices" (1977: 126), the play in gameplay, journey stories, unfolding solutions to seemingly impossible situations -Transformation: Interactive media's ability to offer users multiple imaginary roles and opportunities to see processes unfold in varying ways, can have multiple journeys into same world, participate in stories, see different outcomes

Impacts of WW I and WW II propaganda on PR techniques, research

During World War I, Bernays—who was a theatrical press agent at the time—joined the U.S. Committee on Public Information, also known as the Creel Committee, which was successful in selling war bonds and generally promoting the war effort. George Creel was a remarkable practitioner who was able to form public opinion through information vehicles such as movies, cartoons, photographs, newsreels, and other media. The famous Uncle Sam "I Want You" poster was commissioned under Creel's direction.

Privacy and identity management in online environments

Everything visible with your online presence

Main new developments in the history of the video game industry

Games date back to the ancient Egyptians. Today's games evolved from classic board, arcade, and war games. The first popular arcade video game was "Pong," and Odyssey was the first console for home games, both from 1972. The video game industry survived major busts in the late 1970s and the early 1980s. Game consoles have evolved over eight generations of games, each adding to the quality of images and game play and extending the market for games. Early online games were text based and have evolved into massively multiplayer online role-playing games of today.

Anti-trust and other regulatory actions being considered against major tech companies

Government files suits against Google, Facebook, and Amazon -Google dominates the search engine, privileges its own products, abuse dominance Advertising -Google and Facebook control 57.6% of the digital ad market, and their slices of the pie are only growing -make it difficult fort any other media companies to survive

Advertising on social media

Hardly a week goes by without an announcement about a new way to reach consumers with advertising. Ads reach our ears in podcasts, satellite radio stations, and Internet radio streams. Advertising reaches our eyes through ad spots in streaming videos online, in product placements embedded in the programs we watch, through smartphone apps, and in movie theaters. Video games also include product placements, such as Adidas billboards that ring the stadiums in sports games, as well as interactive ads

Digital Networks

High-speed DSL, coaxial cable, and FiOS have replaced the pokey telephone modems of yesterday. Virtually all types of communication, including our daily phone conversations, are being converted to digital formats that can be transmitted as Internet data through packet switching.

Rise of the new TV networks

In 1987, Rupert Murdoch started the Fox television network. Cable TV helped Fox, since most Fox affiliates were independent UHF stations, which cable brought to most homes with excellent picture quality. Fox also pursued younger viewers beloved by advertisers. The WB, UPN (later combined into The CW), and Ion networks followed.

O&Os

In 1998, for the first time, the Big Three attracted less of the daily viewing audience than ad-supported cable networks (Figure 9.2). Only profits from the networks' owned-and-operated (O&O) kept them afloat The broadcast networks own their own stations (O&Os) in major markets and rely on affiliates to broadcast them elsewhere

Different types of advertising appeal

Informative Advertising -Building a brand and company image, telling the market about a new product -explaining how the product works, suggesting a new usage of a product -informing the market of a price change, describing available services and support, correcting false impression Persuasive Advertising -Building brand preference, encouraging switching your brand -Persuading customers to purchase new, convincing customers to tell others about the brand Reminder Advertising -Maintaining customer relationship, reminding customers that the product may be needed in the near future -reminding consumers where to buy the product

Public relations and politics

It is in the government's best interest to influence the public and to sway public opinion to support its decisions. (It should do more research to find out public opinion before making decisions!) A university promotes the safety of its campuses and educational benefits in times of student protests and marches to its stakeholders and employees and students.

Impact of social media vs. 24-hour news on PR in politics

Managinfg the 24/7 new cycle- the need for PE people to constantly update information, answer journalists' inquiries at all hours of the day, and be aware that any and all information is readily available to a worldwide audience

The development of personal computers

Mid 1970s: Technological developments enable the personal computer (PC) -First used (or experienced with) by hobbyists- like radio -Bay Area, Stanford engineers, hippies, military contractors -By 1980s:Available for business and home -TV industry threatened by widespread use of PCs

Intersections between military history and video game history

Military commanders for whom aggression is a desirable behavior are using video games to train the troops. Serious video games have also proven effective in encouraging healthy behaviors and have the potential to improve upon conventional classroom instruction.

Vast wasteland image and issue

Minnow & others claimed that there was no value to TV, just sucked people's time. To combat this, PBS was created as an childrens' educational network

Impact of mobile phones on society

Mobile communication devices like the iPhone and iPad are the third screen, which, in addition to television and computer screens, offer a wide variety of entertainment and information services to their users. They are rapidly replacing conventional wireline phones and converging with Internet services to enable new forms of mobile transactions

Metcalf's Law and Moore's Law

Moore's law - computers double in speed every year and a half (18 months) Metcalf's Law - the effect of a telecommunications network is proportional to the square of the number of connected users of the system

Privatization of the Internet

Mosaic developed at University of Illinois. Was turned into a commercial web browser, NetScape, and opened commercially to enterprises and the general public.

Wellman and Rainey's theory of "networked individualism"

Network Indivdualism: More individualism, opportunity, new network structures, very, specialized, Partial, multiple nuts, less intense local social connections, many weak/ thin, widespread ties -Social operating system: social networks exist on and off net, but changing, some strong ties, reduce distance, time, more distant ties ideas, networks over distance, Internet, mobile media

Mobile Networks and Mobile Phones

Networked computers and mobile phones- expanding range of possibility -Laptops: greater power of creation -Slates, iPads: compromise solution, creations and consumption? -Smart phones: maximum portability, mobility -Tools for content production, dissemination, consumption

Critiques of contemporary PR industry

PR reps are chastised for not doing enough to persuade companies to come clean sooner rather than later about their deceptions. On the other hand, praised for helping corporations, gov agencies, and non profit orgs communicate w the public about crises: what happened & what to expect in the near future Practitioners need to conduct more research on their audiences and increase their evaluation of the impact and effectiveness of their PR efforts.

Product synergy, games, music, movies, etc.

Recognizing the possible link between game play and antisocial behavior, the Entertainment Software Review Board (ESRB) provides helpful content ratings to assist parents when selecting games for their children. Like similar content-rating systems that have been developed in the movie, music, and television industries, these are examples of industry self-regulation in which video game developers voluntarily submit their games to ESRB for review. The ratings initially developed in response to a public outcry following the introduction of fourth-generation games like "Mortal Kombat" in the early 1990s that featured extremely gory graphics. Critics contend that the Adults Only (AO) rating is only given for sexual content, whereas extreme violence should perhaps also be limited to adults

Role of major clients, like Coca-Cola and their brand images over time

Reminder Advertising - maintaining customer relationships - reminding consumers that the product may be needed in the near future - reminding consumers where to buy the product - keeping the brand in a customer's mind during off-seasons

Formal characteristics of advertisements (Repetition, Ubiquity, Hyperbole, etc.)

Repetition - Repetition advertisement refers to the number of times someone must see an advertisement to achieve optimal remembrance, elicit positive emotions and prevent the message of the ad from becoming stale or distasteful. Ubiquity - Advertising anytime, anywhere, in any media, and adapted to users' context. Hyperbole - depicting people, products, and objects in ways that far exceed their capability

Apps vs. Web pages

Smartphone apps fill a wide variety of entertainment, information, and personal productivity needs. Location-based services and mobile commerce are new categories of interactive applications unique to the third screen. Social media are rapidly moving to mobile platforms. mobile website is accessed by the user via the Internet (therefore requires being online) and the downloadable application is a separate app installed on the phone and can be accessed both online as well as offline.

Big data & algorithmic recommendations for streaming audiences

Targeting audience based on genre, taste, psychographics from Big Data, AI

Game systems, major players

The 10 Best Video Games of the 2010s -GTA V, the legend of Zelda: breathe of the wild, Fortnite, dark souls, league of legends, Pokémon go, Minecraft, the elder scrolls V: Skyrim

Public Broadcasting Service

The Public Broadcasting Act of 1967 established the Corporation for Public Broadcasting (CPB) to finance programming from federal tax funds, followed 2 years later by the Public Broadcasting Service (PBS) to distribute programs to public stations. PBS added some new viewing choices, notably children's programming like Sesame Street and British imports like Upstairs, Downstairs. However, those wholesome alternatives failed to attract audiences on the scale of violent cartoons and popular crime shows offered by the Big Three.

Impact of the Internet on Media Industries

The Web has had a disruptive influence on conventional media. Google is the new king of the media, surpassing television and cable networks, newspaper chains, and magazines as the number one vehicle for advertising New online outlets for promotion and sales Physical album sales drop, while digital download sales rise In 2008, 1.07 billion tracks legally downloaded/sold Offline music retailers struggling

Advertising on Internet vs. television

The broadcast television audience has been fragmented by cable TV and drawn away by the Internet and video games, while viewers avoid ads and delay viewing with digital video recorders (DVRs) such as TiVo and streaming video services like Hulu. This has led to a new television advertising form—or rather a return to one that was prevalent in the late 1940s and early 1950s (see Chapter 9)—in which products are featured, or "placed," in the entertainment portion of the program.

Generations of games

The gear wars continue into the seventh (PS 3, Xbox 360, Nintendo Wii) and eighth generations (Wii U, Xbox One, and PS4) with consoles packing multiple processors running in parallel, capacious hard drives, broadband Internet connections, high-definition graphics, and voice and gesture controls The gear wars continue into the seventh (PS 3, Xbox 360, Nintendo Wii) and eighth generations (Wii U, Xbox One, and PS4) with consoles packing multiple processors running in parallel, capacious hard drives, broadband Internet connections, high-definition graphics, and voice and gesture controls

Nintendo's role in the early video game industry

The list of the all-time best-selling video games (Table 12.1) offers few clues beyond the obvious fact that Nintendo is still the all-time number-one game console maker. These figures include games that were distributed free with game systems, fattening the sales totals. The five Wii titles in the top 10 are arguably little more than demonstration programs for capabilities of the Wii console. Working with genre categories commonly used in the industry, we have a puzzle game, two sports games, a role-playing game, a racing game, three platform games, and a shooter game rounding out the list.

Dot-com boom and bust, 1990

The operation of the Net was turned over to commercial providers in 1995 and the Internet craze was soon in full swing, fostering a cultural and economic phenomenon that became known as the dot-com boom. In 2000, the dot-com boom gave way to the dot-com bust as investors soured on Internet stocks, online consumers tired of the novelty of clicking on banner ads, and the general economy weakened.

History of advertising

The pre-industrial age (up to start of 19th century) -The Industrializing Age (mid 1700s Europe/ 1800s in U.S. to WWII): mass production need, cost less people less to buy products than to make them, manufacturers were concerned with production -The Industrial Age (1900s to 1970s): Luxury goods developed, manufacturers changed from a production orientation to a sales one -The Post-industrial age (starting 1980s): age of social responsibility/quality of life issues, lifestyle advertising -The Global Interactive Age (last 15 years): growth in world markets

Global PR and public diplomacy

The public relations industry is growing in many nations -Almost $8 billion spent each year in the US -Expected growth of 23% in. Asian revenue in the coming years -Annual spending of $2.2 billion in China

Fin-Syn Rules

These prohibited ABC, NBC and CBS from owning most of the entertainment programming they aired. They also limited networks' involvement in producing syndicated shows

Smart Phones

They are mobile phones that are able to perform other tasks apart from making phone calls and texting. They have touchscreens or physical built in keyboards and usually have a digital camera, GPS and wireless WiFi and Bluetooth connection.

Streaming TV

Today's alternative to Cable TV is streaming with a wide range of choices (Netflix, Amazon, Apple TV, Hulu, and host of others)- This is a real threat to "commercial TV" but who knows where it will go (remember cable)

Logic of networks

Today, smartphones and tablet computers are ushering in a new phase of our relationships with telecommunications networks, becoming the third screen (after personal computers and televisions) in our lives. However, the wireless networks of today were built upon the wireline networks of yesteryear that first defined the role of telecommunications in our world.

Artificial intelligence

Type of software that can process information on its own without human intervention.

History of mobile development

WWII portable phones -"with this technology, your only excuse for not answering the phone is that you are dead" - From talk I heard about potential for cell phones ib 1984

Web 1.0 vs. Web 2.0 (interactivity)

Web 2.0 defined by the decentralization of online production (contribution of users worldwide). Involves individual and collaborative creation/management of content. Interactive and participatory online culture.

Digital divide in Internet access, skills

Who has access to the internet and how some people have more barriers than others There continues to be a digital divide. For example, Caucasians are much more likely to use the Internet (75%) than African Americans (64%) or Hispanics (61%) (NTIA, 2015). The income gap is even wider. A total of 85 percent use the Internet in homes with annual incomes of $100,000 or more compared to 54 percent in homes with incomes under $25,000. Racial and income disparities in home Internet connections. combine to create a "homework gap" that limits the ability of children in minority and low income homes to complete homework assignments that are commonly available online in the nation's schools. The ability to use the Internet effectively once you have it is also an issue; some call it the second digital divide, whereas others refer to it as the knowledge gap.

Different types of marketing Direct marketing Relationship marketing

With direct marketing, the recipient of the advertising message is asked to make a direct and immediate response to the ad, such as by mailing in a printed order blank or visiting a website to place an order. Telemarketing, home shopping channels, infomercials, and catalog sales are other common examples. The popularity of direct marketing is increasing as the spread of interactive technologies such as the Internet and smartphones makes it easier to place orders in direct response to advertising. Relationship marketing was developed to foster consumer loyalty. Unlike customer acquisition that focuses on short-term goals and individual sales, relationship marketing is aimed at enhancing customer lifetime value and providing information directly suited to their needs and interests.

The long tail

a new approach to segmentation based on the idea that companies can make money by selling small amounts of items that only a few people want, provided they sell enough different items

Civic engagement

a sense of concern among members of the political community about public, social, and political life, expressed through participation in social and political organizations

Integrated Marketing Communication (IMC)

a strategic business process that marketers use to plan, develop, execute, and evaluate coordinated, measurable, persuasive brand communication programs over time to targeted audiences

Video game genres

action, adventure, casual, simulation, strategy, sports

Netflix focus on taste clusters to make recommendations among streaming audiences

advanced machine-learning-based recommendation system that analyzes users' choices to suggest them new movies and TV shows

Internet service providers (ISPs)

companies that provide internet access for businesses, organizations, and individuals. connect users to the Internet and provide e-mail accounts. Telecommunications giant AT&T and cable TV giants Comcast (which operates under the Xfinity brand) and Charter Cable are the industry leaders and account for well over half of all U.S. Internet subscriptions among them. Some ISPs, such as AOL (acquired by telephone giant Verizon in 2015), create original content and so combine the roles of ISP and content provider (as described in the next section). Others, such as EarthLink (and thousands of small local providers across the country), are purely ISPs, in that they provide access but little in the way of content aside from portal pages that welcome their users with the news of the hour when they log on. ISPs usually lease high-speed connections to the Internet backbone from telecommunications carriers or local phone companies or are affiliated with companies that provide network connections of their own. Currently, there are more than 400 ISPs in the United States with national coverage and many more that cover local communities. Although many are still small local operations, giant telephone and cable companies dominate.

Role of first-person shooter games

controversy over modeling, copycat potential -particularly for connection to Columbine shootings 1999

"Possibility space" in video game play

engendering subsequent pleasures or frustrations the game/play experience is seen as taking place within its own "space", and adheres to its own sense of time, and its own rules. This is then defined as the "possibility space", and this is where the learning journey will begin

Telecommunications Act of 1996

federal legislation that deregulated the communications media further relaxed media ownership rules and triggered a merger binge that married broadcast networks to cable television, music and print publishing, Internet enterprises, and movie studios.

The Social Dilemma, issues of commercializing lives of young people, if you aren't paying for the product, you are the product, impact of algorithmic predictions to change people's behavior to stay engaged with social media and pay attention to advertising

focuses on how big social media companies manipulate users by using algorithms that encourage addiction to their platforms. It also shows, fairly accurately, how platforms harvest personal data to target users with ads - and have so far gone largely unregulated

Pluses and minuses of social media usage for young people

harder to reinvent yourself ex. moving to college, come back the same person because pressure from high school friends and parents still being exerted on you from abroad

Elements of successful public relations

listening advocacy cultural diplomacy exchange international broadcasting

Social media influencers as advertising

more jobs cut and an uptick in small agencies tap for 2021, Forrester predicts

MMORPGs

online role-playing games that typically involve thousands of players

Impact of telephones on economic growth, social change

removing remoteness, increasing geographic mobility after WWII -Stromg correlation between phone access and economic growth -Increasing productivity by letting people be more efficient with their time

Telecommunications Act of 1996

restrictions that prevented telecommunications companies in one industry (e.g., wireline telephone) from entering other telecom industries (e.g., cable television) were relaxed. AT&T, Verizon, and a plethora of new entrants including Sprint and T-Mobile were free to compete with one another for cell phone customers.

The development of the Internet

started by department of defense as communication system in the face of global emergency [grew from cold war concerns]

Augmented reality, virtual reality and the multiverse

superimposes game objects on a real-world environment. Metaverse -Virtual reality environment -Builds on game metaphors, games plus meetings, purchases, shopping, watching movies, hanging out with friends, even fashion -Ready Player One best current visualization Metaverse, By Whom? -Closest to built out now: Fortnite, Roblox -facebook really wants to enter and dominate, changed name to Meta -Does one company impose its platform, or will there be interoperability

E-commerce

the buying and selling of goods over the internet

The third screen

the computer-type screens on which consumers can view television, movies, music, newspapers, and books

Branding and brand loyalty

the consumer's propensity to make repeat purchases of a specific brand of product

Network neutrality

the principle that broadband networks should be free of restrictions on content, platforms, or equipment and that certain types of content, platforms, or equipment should not get preferential treatment on the network

Wellman & Rainie's article

triple revolution's impact on networked individuals: digital media revolution, social network revolution, and the internet revolution Networked individualism emphasizes individuals connected to the social network through personalized Internet and mobile-always accessibility. (Smartphone)

Differences between strong and weak ties

weak ties such as with acquaintances and friends of friends, called bridging social capital. -Bridging social capital: inclusive, heterogeneous ties, "people not like us" = strangers; people you don't know well, of different backgrounds Strong -Bonding social capital: exclusive, homogeneous ties, "people like us" = family; roommates; close friends from school, work, church, etc.


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