+0
Karma
| Class: | TEL-T 101 - MEDIA LIFE |
| Subject: | Telecommunications |
| University: | Indiana University - Bloomington |
| Term: | Fall 2009 |
INCORRECT
CORRECT

|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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) |
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 |
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 |
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 |
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 |
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 |
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) |
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 |
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 |
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) |
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 |
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 |
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 |
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) |
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 |
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 |
Koofers.com
Front |
Back |
|
|---|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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) | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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) | |
| 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 | |
| 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 | |
| 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) | |
| 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 | |
| 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 | |
| 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 | |
| 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) | |
| 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 | |
| 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 |
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