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test 1 study guide

by: Eliza Lynch

test 1 study guide JOUR 101 001

Eliza Lynch
GPA 4.0
Media and Society
Chris Huebner

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About this Document

Study guide for test 1
Media and Society
Chris Huebner
Study Guide
50 ?




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Popular in Journalism and Mass Communications

This 9 page Study Guide was uploaded by Eliza Lynch on Thursday September 24, 2015. The Study Guide belongs to JOUR 101 001 at University of South Carolina taught by Chris Huebner in Summer 2015. Since its upload, it has received 149 views. For similar materials see Media and Society in Journalism and Mass Communications at University of South Carolina.

Popular in Journalism and Mass Communications


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Date Created: 09/24/15
JOURN 101 Test1 Study Guide CHAPT 1 Communication the creation and use of symbol systems that convey infomeaning Use to persuade Used to create a culturelifestyle within the world around it symbols used to communicate meeting ex greek letters on a tshirt linear model of communication gt Sendersource sending a message to a receiverchannel twittersocial media Culture symbols of expression that individuals and groups in societies use to makes sense of daily life to articulate their values system of beliefs and values that people align themselves around Ex sports fashion mass communication we have the ability to createinfluence culture McCracken s movement of meaning model Culturally constituted worldgt consumer goods gt individual consumer Stories power media storiesideas are what really have the ability to connect people to one another 0 understanding culture is crucial for effective communication brings value to what you do on a daily basis Shifting values postmodern culture individualism rationalism to paradox self contradictions influence by social systems around us often influenced by othersthings around us more than our own individual viewpoints Themes we are seeing among mediapostmodernist culture 1 Populism belief in the wisdom or values of the common people promotion of the middle class narrative way of separating the elitist class w the common folk 2 Diversity fragmentation the juxtaposition of old and new transforming older ideas and creating something new out of them EX Blurred lines reused old material Marvin gay song 3 Nostalgiadesire to return to premodern values want to look back to the past and glorify it ex Artisan movement we now want things made by hands and not machines 4 Paradox willingness to accept paradox margining of retrobeliefs and contemporary culture social media use Digital Media 1 Low barriers of entry we all have the same access to technology as the media industries do 2 Access to digital technology we all have the ability to create w the same powerful amp digital technology as professional s do 3 Group polarization creates the idea that communities emerge w their own belief systems that tend to conflict with others tends to lead to the strengthening of one s belief same info is recycled so we continue to believe it confirms their own biases toward them YouTube page who believes world will end a certain date 4 Audience now have audiences we have an unforeseen audience due to social media that everyone is viewing what we post celebrity effect often governs how we act online Rate of penetration the amount of time It takes for technology to be adopted by 50 million people radio 38 years phone 20 years television 13 years internet 4 years Facebook 36 years twitter 3 years iPad 2 years google 88 days CHAPT 2 The Develooment of the Web Birth amp Evolution of the web ARPA net was formed during the cold war as a way to continueshare research quicker and easier and to combat any sort of missile attack from the Russians 0 Tim Berners Lee created the world wide web www saw a need for communicationcollaboration so he created a solution 1992 0 web browsers HTML combined to help people navigate web browsers to help popularize it CERN programing software late 80s AOL became the first highest speed provider AOL users connected through dial up access 2001 AOL merged w Time Warner a sign of the economic viability of the internet for media companies as broadband became available companies began offering DSL and broadband packages cable amp internet 0 By 2007 ATampT and Comcast were the two largest companies in the US Digital Communication 0 email is one of the earliest services c 1997 AOL instant messenger allowed real time communication 0 1998 google released its first search engine 0 1994 when Jerry began to influence the web there were 22000 websites indexed now there are 60000000000000 o 2002 there was a shift w how people wanted to communicate and create content the birth of Friendster Social media digital media platforms that allow users to create content and interact with content 5 Categories of Social Media 1 Blogs blogspot etc 2 Collaborative projects wikipedia etc 3 Content communities lego etc 4 Social networking sites facebook etc 5 Virtual Worlds World of War crafts controlling an avatar etc 0 lead to the ability of us to create content publish it and then distribute it Mobile devices have the ability to accelerate convergence 0 converging of content delivery amp technology 0 phone has replaced everything in one old radio shack flyer convergence The economics of the web 0 attention economy and intention economy 0 mobile media means that we are no longer interruptedwe re in full control 0 we as consumers of the media dictate the market for what is soldcommunicated to us Media Content amp Technology attention economy we as consumers create a lot of content intention economy there are certain intentions behind what we consume it s not just for our own edification ex Like our post for discounts etc Economics amp issues of the internet SecurityOwnership of personal data 0 Right to be forgotten conflict with the belief in free expression free speech and right to access information of the web 0 Ownership google makes about 520 per user 0 Targeted advertising 1200 per user 0 Google and Facebook business models run on your personal data 0 Quantified self movement and social sharing are pitched to be for are benefitbut are they 0 Quantified self desire to quantify your daily actions so you can monitor different things Appropriateness of online materials 0 Online disinhibition effect people are less inhibited online because people cannot see the person who they re talking to in the context of cyberbullying o Trolling used as a term to describe the bullyingcontrol other people are taking online Accessibility and openness of the internet 0 Net neutrality all data has to be treated equally no matter who creates it Commercial interests 0 New networks must be built to support data 0 Internet Service Providers believe that it is fair to charge extra for those who choose to use more data 0 Pay for premium access to speed Societal Interests 0 Leads to an uneven playing field 0 Access to fast reliable internet 0 Could lead to ISP blocking certain access or content The internet has democratized knowledge Social amp Digital Media The Social Web Web 10 Individual is simply a content consumer production is limited interaction is limited we are not creators yet Web 20 People produce content and distribute production unlimited interaction is encouraged Social Web Layer of web built around the technologies and websites we use The socialization of web 20 social component built into technology websites app amp software interaction is encouraged Vast playground of exploration amp experimentation 5 principles of the social web conversation connectedness community openness participation Effects of the Social Web Fragmentation o niche networks specialty shops online communities Attention time is a finite resource content is limitless and attention is limited Curation concept to promotebroadcast o peoplemedia o audiences have audiences o shanng Sensation of time rewired concept of time o disruption of place 0 quickly become important through media has rapidly changed 0 idea of experiencing something along with others as community members are informedupdated on news info Boston marathon etc Social Media All media is social and was meant for other people to readsee Roadway analogy ideas and content representing cars and roads connecting people Media is the connective tissues of society clay shirky All ideas that are good are not necessarily channel specific only live within one channel of communication Allows us to share ideas rapidly and often Social media the many relatively inexpensive and widely accessible electronic tools that enable the ability to access or publish information and collaborate on a common effort or build relationships Social media heightens our social behavior in 2 ways creation amp sharing Why we share things 0 Entertainingemotional more likely to share things which we find entertaining or find ourselves emotionally tied to 0 Inform to reduce complexity issues be seen as an expert facilitate gossip 0 Provide utility share content that is useful to others building the platform which helps others on their quest for knowledge Self expression often times rewarded with likes hearts retweets etc We express ourselves with the assumption that we will get some sort of feedback Understanding the motivations on why people share your content 4 motivations whv peoole share content throucih the lense of consumption 1 Impression management Self enhancement enhance ourselves in the mind of others ex coach purse with Starbucks enhancing a sense of status identity signaling gossip 2 Emotion regulation social support venting on fb venting making sense of things that don t make sense in our own world reducing dissonance venting about something which went against our belief etc encouraging rehearsal 3 Information Seeking Seeking advice Resolving problemsinformation issues 4 Social Bonding Reinforcing shared beliefs Form a sense of communitygroup around us Marketing amp Social Media 2008 economy tanked decrease in advertising creating engagement opportunities will create relationships between brands amp their fans engagement at scale Self expression creating content with the idea that allows people to broadcast and tell their stories transmit messages to individuals to persuade them to exhibit a certain behavior connections what happens between people The Internet s Effect on Media Industries Digital Era is governed by low barriers of entry access to digital technology group polarization audiences now have audiences Democratization of Knowledge Publication of tools Distribution More participation More perspectives More opinions More algorithms present us with a better web experience More opportunity Less filters gatekeepers Less fees drives down our view of how products should cost Expectations of the web 1 More opportunities 2 More jobs 3 More expression of freedom Undermines media professionals and intellectual property rights our culture is essentially cannibalizing its young destroying the very sources of the content they crave 1 More access 2 More participation 3 More quality Access to unlimited and unfiltered culture amp content from the mainstream to the farther fringe of the underground Still a demand for big cultural buckets but they re no longer the only market The hits now compete with an infinite number of niche markets of any size Project Present on the effect of democratization has had on each media industry No longerthan 10min Grader on presentation knowledge of topic amp ability to find and deliver appropriate examples Come to an understanding of current trends in each industry What the social web has lead to Who what has been the result within the industry Is this good or bad How provide examples that strongly provide the class winsight into these results Why why is this important what has been the industry s response Media as Play Phases of the evolution of gaming television handheld devices computers internet The first video games first home tv game odyssey 1972 helped to popularize video gaming and brought video gaming into the modern arcade used CRT technology to display images for tvcomputer to inform the creation of arcade games by 70s80s games like asteroids pacman donkey kong became successful 1975 atari was marketing its first game pong for the home console The history of home gaming consoles 1970s first consoles ran on battery w no soundcolor most had one game integrated into the console 1980s powered by chord transitioned from 816 bit introduced removed game cartridges seganintendocoleco 1990s consoles to cds better graphics and multi functionality sony debuts its playstation console SNES SEGA32 quick transition from 3264 bit 2000s consoles now equipped w better graphics DVD internet games have transition from solo play to small group play to large groups facebook social gaming candy crush farm heroes Test Review Tuesday multiple choice fill in the blank short answer etc Populism Diversity Nostalgia Paradox willingness to accept paradox Communication sendersource Mass communication Knowledge production distribution How culture is communicated through cultureartifacts Artnarrativesymbols Define culture Define mass media the channels meant to producedistribute content Selective exposure Define mass communication Emergence technologybusinesses Media convergence technology business AOL amp Time Warner Technology fax machine converging of the letter and phone Oral print electronic digital What innovation was the emergence of the print culture Who s credited with the printing presswhat technology was used to create it Telegraph Digital era digitalsocial media Development of the web Tim who created the world wide web Wanted everyone to have access openness amp collaboration Read only web 10 term as only consumers web was static amp unchanging Read write we have the ability to change the web Attention economy what you pay attention to is valuable because our attention is considered a scarce resource Intention economy intention behind our consumption of media Net neutrality equal level playing field when it comes to how we access the nets Model of mass communication red line from audience back to sender feedback Right to privacy Social media web 10 two characteristics read only limited production Web 20 interaction encouraged read write Social web share things Why we share online intention enhancing selfstatus regulating one s emotions social bonding Curation display to others Fragmentation Ability to collaboratetalk in real time feeling like we played a part in an event that happened through twitter etc 3 ways which brands can now engage w their consumer real time genuine 2way communication first form of modernized mass entertainment pin arcade more leisure time had more leisure time gt industrial revolution lead to a more efficient working class gaminginternet emerged saw the gaming industry as a mass media brands are advertised in games now how has digital convergence changed the function of gaming consoles


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