Koofers

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Class:TEL-T 101 - MEDIA LIFE
Subject:Telecommunications
University:Indiana University - Bloomington
Term:Fall 2009
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media multitasking more or less deliberate use of multiple media at the same time
concurrent media exposure being exposed to multiple media at the same time, wheteher people are aware of the exposure or not
media artifacts the devices people use to participate in a media life
media activities the activities and practices involved when people use media
Generated by Koofers.com
media arrangements how people organize their lives with and around media
remediation all media are interdependent, in that media are always a remix of older media forms and newer ones
pervasive media media are always "on", impossible to completely turn off
ubiquitous media media are everywhere, impossible to completely escape from
Generated by Koofers.com
remixed media media that are wholly or in part shaped or created from previous media
culture jamming remixing media in a reaction against mainstream cultural institutions, generally used to oppose and or disrupt corporate messages
society-centric explanations of media life such explanations presume that the media mainly reflect the development of the social structure and cultural values of society
media-centric explanations of media life these explanations presume that a society's media drive or even direct the development of its social structure and cultural values
Generated by Koofers.com
utopian view on media life a positive outlook on media life that describes or assumes a world where media contribute to an ideal society
dystopian view on media life a pessimistic perspective on media life that describes or assumes that media generally create, contribute to, and amplify social problems
media as secret-exposing machines media expose people to information, experiences and ideas that they often would not have access to in "real" life
web 1.0 the first phase of the wold wide web (1993-2001), determined by personal websites, one-way publishing platforms, and dial-up access
Generated by Koofers.com
web 2.0 second phase of the world wide web (199-onwards), consisting mainly of websites based on social networks and user-generated content
user-generated content media (co-) created by users or consumers rather than professional media producers
augmented reality a direct or indirect view of a physical environment merged with or enhanced by virtual computer-generated imagery
lean-forward media lean forward media engage the user directly, requiring the user to pay close attention
Generated by Koofers.com
sit-back media media that require a low level of active (physical or cognitive) engagement
digital shadow your digital shadow is the information you create about yourself, and the information others create about you online
surveillance the systematic monitoring of the many (i.e. people's behavior, actions, and communications) by the few (e.g. companies and government agencies)
dataveillance dataveillance is the use of ICT in the surveillance of people, where data is primarily gathered (and analyzed) by computers
Generated by Koofers.com
synoptic surveipllance a type of surveillance where the many watch the few
reciprocal surveillance a type of mutual surveillance, were people are monitoring each other on a mass scale
droste effect constructing multiple versions of you online
dataportability controlling your personal data based on open software standards allowing people to reuse their data cross different applications online
Generated by Koofers.com
glass consumer consumers are transparent to companies by (directly or indirectly) sharing their personal information online
personal information economy an economy where value is primarily extracted by the gathering of (and/or providing access to) personal data
ambient intimacy being able to keep in touch with people with a level of regularity and intimacy enhanced by social media
byte-sized interactions small ways of communicating online (including microblogging, text messaging, and updating one's status on social networks)
Generated by Koofers.com
silent disco public gathering of a group of people that use personalized media collectively
front-stage of self-presentation the generation, management, and people's expectation of a (public) version of yourself
hikikomori people and/or individuals who have chosen to withdraw from social life (often only connecting to the world via media)
creative commons a system of free legal licenses that give the artist freedom to decide what restrictions (if any) are placed on their creative work
Generated by Koofers.com
copyright a form of intellectual property that gives the author of an original work exclusive right for a certain perimeiod of t
copyleft the practice of using copyright law to remove all restrictions on distributing copies and modified versions of a work for others
digital rights management (drm) access control technologies imposing restrictions on the use of digital content and devices
pirates dilemna the question of whether companies and authorities should combat (digital) piracy or embrace it, as it can be seen as a source of innovation
Generated by Koofers.com
black box fallacy the flawed notion or expectation that all our media use will (at some point) be converged within a single device
digital divide the gap between people with a high degree of access to ict and those with limited access or no access at all
participation gap the unequal access to opportunities, experiences, skills, and knowledge that will prepare people for full participation in a media life
motivational access to media personal reasons for wanting to engage or not engage or participate with media
Generated by Koofers.com
material access to media having access to media as determine by media artifacts (i.e. hardware and software)
usage access to media media access in terms of the time and types (e.g. uploading, downloading) of media use
skills access to media media access shaped by the level of knowledge of how to manage and use media
bridging effects of media media that function to bring together disparate members of a community
Generated by Koofers.com
bonding effects of media media that function to bring people together with similar interests and beliefs
centripetal forces in media media that are considered to have effects in the form of more social unity, order, cohesion, and integration
centrifugal forces in media media that are considered to stimulate social change, freedom, individualism, and fragmentation
digital democracy democracy enhanced by ict, allowing people to find information, engage in deliberation, and participate in decision-making online
Generated by Koofers.com
pareto principle (the 80/20 rule) a business rule of thumb involving catering to the majority, suggesting most sales come from a small number of products
long tail economic nice strategy of selling a large number of unique items in relatively small quantities at low cost, particularly online
flexible production a production process that creates products and services very quickly in correlation with events and/or the most recent market data
productivity paradox companies continue to invest in computers and technology, but productivity remains the same (or drops)
Generated by Koofers.com
media life and little boxes a type of community based on a solitary group in a single locale
media life and glocalization a type of community based on shared interest rather than shared kinship or locality
media life and networked individualism a type of community based on sparsely knit person-to-person connectivity (enabled by wireless/mobile communication)
social capital a concept that refers to connections and relationships between people that can be economically and/or socially valuable
Generated by Koofers.com
network capital the fund of others who provide tangible and intangible resources (e.g. knowledge, support, alliances, and a sense of being connected)
networked families the extent to which familial relationships are maintained by mediated communication
disconnection on demand the potential to individually ignore and/or bypass unwanted forms of contact, communication, knowledge, and information online
top-down convergence culture industry view of convergence: consolidation, integration, and concentration of media ownership, production, marketing, and distribution
Generated by Koofers.com
bottom-up convergence culture audience view of convergence: media multitasking, concurrent media exposure, and user-generated content
transmedia storytelling storytelling across multiple forms of media, with each element making distinctive contributions to people's understanding of the story
crossmedia storytelling publish/push the same story using multiple forms of media
horizontal integration (of media industries) a media company acquiring another media company of the same kind (e.g. a newspaper publisher buying another newspaper)
Generated by Koofers.com
vertical integration (of media industries_ a media company buying up firms providing services in the same line of production (e.g. a film studio buying a movie theater chain)
machinima the use of 3d graphics to render animations by recording gameplay (for speedruns and multiplayer matches, or to tell alternate stories)
game modifications ("mods") the modification of videogames into the same medium (different game, same storyline) or into different media (e.g. machinima)
interactive advertising a type of advertisement that encourages participation, allowing and/or asking input from people
Generated by Koofers.com
participatory digital games types of games that require players to work together to achieve certain goals (e.g. role-playing/massively multiplayer games)
berlusconi effect concentration of media ownership equals political and/or social control ad power
baywatch effect concentration of media ownership stifles diversity, instead emphasizing commodifiable mass-entertainment products
global production networks effect production processes (in the media) operate on a global scale through outsourcing ad regional specialization
Generated by Koofers.com
runaway production outsourcing and offshoring film and tv production away from hollywood and/or the united states (but now occurring on a global scale)
hourglass structure of media industries the media consist of a handful of big corporations, few middle-sized companies, and thousands of tiny companies and single contractors
digital game localization changing elements of a digital game in the hope of making the game more successful in other cultures or regions than one's own
remote control journalism outsourcing of foreign and domestic news reporting jobs to local journalists instead of sending/employing correspondents
Generated by Koofers.com
precarity (in media work) employment in the media industry is extremely unpredictable, and jobs tend to be irregular and temporary
editorial logic a creative decision-making process that is primarily oriented towards (perceived) peers colleagues, and competitors
market logic a creative decision-making process that is primarily oriented towards (intended) consumers, audiences, and markets
convergence logic a creative decision-making process that is primarily oriented towards people as co-creators of products and services (using multiple media)
Generated by Koofers.com
atypical media work work in the media that people get paid for, but without benefits usually associated with employments
project ecologies (in media work) media production that is organized in teams operating simultaneously within, between, and outside of companies and firms
equity or 360 deals (in music industry) producers, promoters, marketing people, and managers handle every aspect of the artist's career. the artist becomes a brand
license deals (in music industry) the artist retains copyright and ownership of their work, granting a temporary right to exploit that property to a lebel or firm
Generated by Koofers.com
self-distribution (in music industry) music is self-produced, self-written, self-played, and self-marketed. artists can have complete creative control
google's pagerank a link analysis algorithm that determines a website's importance largely based on how many other sites link to it
panopticism a systematic ordering and controlling of people by their perception or knowledge of being under constant surveillance
truman show delusion feeling that the ordinary has changed, constantly searching for meaning, and experiencing a fluidity of the basic sense of identity
Generated by Koofers.com

List View: Terms & Definitions

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 media multitaskingmore or less deliberate use of multiple media at the same time
 concurrent media exposurebeing exposed to multiple media at the same time, wheteher people are aware of the exposure or not
 media artifactsthe devices people use to participate in a media life
 media activitiesthe activities and practices involved when people use media
 media arrangementshow people organize their lives with and around media
 remediationall media are interdependent, in that media are always a remix of older media forms and newer ones
 pervasive mediamedia are always "on", impossible to completely turn off
 ubiquitous mediamedia are everywhere, impossible to completely escape from
 remixed mediamedia that are wholly or in part shaped or created from previous media
 culture jammingremixing media in a reaction against mainstream cultural institutions, generally used to oppose and or disrupt corporate messages
 society-centric explanations of media lifesuch explanations presume that the media mainly reflect the development of the social structure and cultural values of society
 media-centric explanations of media lifethese explanations presume that a society's media drive or even direct the development of its social structure and cultural values
 utopian view on media lifea positive outlook on media life that describes or assumes a world where media contribute to an ideal society
 dystopian view on media lifea pessimistic perspective on media life that describes or assumes that media generally create, contribute to, and amplify social problems
 media as secret-exposing machinesmedia expose people to information, experiences and ideas that they often would not have access to in "real" life
 web 1.0the first phase of the wold wide web (1993-2001), determined by personal websites, one-way publishing platforms, and dial-up access
 web 2.0second phase of the world wide web (199-onwards), consisting mainly of websites based on social networks and user-generated content
 user-generated contentmedia (co-) created by users or consumers rather than professional media producers
 augmented realitya direct or indirect view of a physical environment merged with or enhanced by virtual computer-generated imagery
 lean-forward medialean forward media engage the user directly, requiring the user to pay close attention
 sit-back mediamedia that require a low level of active (physical or cognitive) engagement
 digital shadowyour digital shadow is the information you create about yourself, and the information others create about you online
 surveillancethe systematic monitoring of the many (i.e. people's behavior, actions, and communications) by the few (e.g. companies and government agencies)
 dataveillancedataveillance is the use of ICT in the surveillance of people, where data is primarily gathered (and analyzed) by computers
 synoptic surveipllancea type of surveillance where the many watch the few
 reciprocal surveillancea type of mutual surveillance, were people are monitoring each other on a mass scale
 droste effectconstructing multiple versions of you online
 dataportabilitycontrolling your personal data based on open software standards allowing people to reuse their data cross different applications online
 glass consumerconsumers are transparent to companies by (directly or indirectly) sharing their personal information online
 personal information economyan economy where value is primarily extracted by the gathering of (and/or providing access to) personal data
 ambient intimacybeing able to keep in touch with people with a level of regularity and intimacy enhanced by social media
 byte-sized interactionssmall ways of communicating online (including microblogging, text messaging, and updating one's status on social networks)
 silent discopublic gathering of a group of people that use personalized media collectively
 front-stage of self-presentationthe generation, management, and people's expectation of a (public) version of yourself
 hikikomoripeople and/or individuals who have chosen to withdraw from social life (often only connecting to the world via media)
 creative commonsa system of free legal licenses that give the artist freedom to decide what restrictions (if any) are placed on their creative work
 copyrighta form of intellectual property that gives the author of an original work exclusive right for a certain perimeiod of t
 copyleftthe practice of using copyright law to remove all restrictions on distributing copies and modified versions of a work for others
 digital rights management (drm)access control technologies imposing restrictions on the use of digital content and devices
 pirates dilemnathe question of whether companies and authorities should combat (digital) piracy or embrace it, as it can be seen as a source of innovation
 black box fallacythe flawed notion or expectation that all our media use will (at some point) be converged within a single device
 digital dividethe gap between people with a high degree of access to ict and those with limited access or no access at all
 participation gapthe unequal access to opportunities, experiences, skills, and knowledge that will prepare people for full participation in a media life
 motivational access to mediapersonal reasons for wanting to engage or not engage or participate with media
 material access to mediahaving access to media as determine by media artifacts (i.e. hardware and software)
 usage access to mediamedia access in terms of the time and types (e.g. uploading, downloading) of media use
 skills access to mediamedia access shaped by the level of knowledge of how to manage and use media
 bridging effects of mediamedia that function to bring together disparate members of a community
 bonding effects of mediamedia that function to bring people together with similar interests and beliefs
 centripetal forces in mediamedia that are considered to have effects in the form of more social unity, order, cohesion, and integration
 centrifugal forces in mediamedia that are considered to stimulate social change, freedom, individualism, and fragmentation
 digital democracydemocracy enhanced by ict, allowing people to find information, engage in deliberation, and participate in decision-making online
 pareto principle (the 80/20 rule)a business rule of thumb involving catering to the majority, suggesting most sales come from a small number of products
 long taileconomic nice strategy of selling a large number of unique items in relatively small quantities at low cost, particularly online
 flexible productiona production process that creates products and services very quickly in correlation with events and/or the most recent market data
 productivity paradoxcompanies continue to invest in computers and technology, but productivity remains the same (or drops)
 media life and little boxesa type of community based on a solitary group in a single locale
 media life and glocalizationa type of community based on shared interest rather than shared kinship or locality
 media life and networked individualisma type of community based on sparsely knit person-to-person connectivity (enabled by wireless/mobile communication)
 social capitala concept that refers to connections and relationships between people that can be economically and/or socially valuable
 network capitalthe fund of others who provide tangible and intangible resources (e.g. knowledge, support, alliances, and a sense of being connected)
 networked familiesthe extent to which familial relationships are maintained by mediated communication
 disconnection on demandthe potential to individually ignore and/or bypass unwanted forms of contact, communication, knowledge, and information online
 top-down convergence cultureindustry view of convergence: consolidation, integration, and concentration of media ownership, production, marketing, and distribution
 bottom-up convergence cultureaudience view of convergence: media multitasking, concurrent media exposure, and user-generated content
 transmedia storytellingstorytelling across multiple forms of media, with each element making distinctive contributions to people's understanding of the story
 crossmedia storytellingpublish/push the same story using multiple forms of media
 horizontal integration (of media industries)a media company acquiring another media company of the same kind (e.g. a newspaper publisher buying another newspaper)
 vertical integration (of media industries_a media company buying up firms providing services in the same line of production (e.g. a film studio buying a movie theater chain)
 machinimathe use of 3d graphics to render animations by recording gameplay (for speedruns and multiplayer matches, or to tell alternate stories)
 game modifications ("mods")the modification of videogames into the same medium (different game, same storyline) or into different media (e.g. machinima)
 interactive advertisinga type of advertisement that encourages participation, allowing and/or asking input from people
 participatory digital gamestypes of games that require players to work together to achieve certain goals (e.g. role-playing/massively multiplayer games)
 berlusconi effectconcentration of media ownership equals political and/or social control ad power
 baywatch effectconcentration of media ownership stifles diversity, instead emphasizing commodifiable mass-entertainment products
 global production networks effectproduction processes (in the media) operate on a global scale through outsourcing ad regional specialization
 runaway productionoutsourcing and offshoring film and tv production away from hollywood and/or the united states (but now occurring on a global scale)
 hourglass structure of media industriesthe media consist of a handful of big corporations, few middle-sized companies, and thousands of tiny companies and single contractors
 digital game localizationchanging elements of a digital game in the hope of making the game more successful in other cultures or regions than one's own
 remote control journalismoutsourcing of foreign and domestic news reporting jobs to local journalists instead of sending/employing correspondents
 precarity (in media work)employment in the media industry is extremely unpredictable, and jobs tend to be irregular and temporary
 editorial logica creative decision-making process that is primarily oriented towards (perceived) peers colleagues, and competitors
 market logica creative decision-making process that is primarily oriented towards (intended) consumers, audiences, and markets
 convergence logica creative decision-making process that is primarily oriented towards people as co-creators of products and services (using multiple media)
 atypical media workwork in the media that people get paid for, but without benefits usually associated with employments
 project ecologies (in media work)media production that is organized in teams operating simultaneously within, between, and outside of companies and firms
 equity or 360 deals (in music industry)producers, promoters, marketing people, and managers handle every aspect of the artist's career. the artist becomes a brand
 license deals (in music industry)the artist retains copyright and ownership of their work, granting a temporary right to exploit that property to a lebel or firm
 self-distribution (in music industry)music is self-produced, self-written, self-played, and self-marketed. artists can have complete creative control
 google's pageranka link analysis algorithm that determines a website's importance largely based on how many other sites link to it
 panopticisma systematic ordering and controlling of people by their perception or knowledge of being under constant surveillance
 truman show delusionfeeling that the ordinary has changed, constantly searching for meaning, and experiencing a fluidity of the basic sense of identity