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Communications Ch 10

Exploring Mediated Communications

Agenda-setting: The process by which media identify and structure important and meaningful issues for audiences.
Cultivation Theory: An approach to media research which argues that media consumption has a cumulative influence in promoting a shared worldview.
Electronic Society: The stage at which all forms of communication have been influenced, either directly or indirectly, by electronic media.
Entertainment: The form of gratification we get when media function as a form of wish fulfillment, providing satisfying images and stimulating emotions.
Gatekeepers: Editors, producers, webmasters, and other media managers who decide which messages will get produced.
Gratification Function: The active use of media to fulfill needs and desires.
Hypodermic Needle Model: Explains direct media effects by suggesting that a specific message can be "shot" into an unsuspecting audience.
Information: When discussing media gratification, the desire for knowledge based on curiosity, personal investment or need.
Literacy: The ability to comprehend and use written symbols.
Mass Communication: The creation of meaning through messages sent to a large, unseen and anonymous audience.
Media: The vehicles that carry messages.
Media Literacy: The ability to understand the language of media and critically assess the contribution of media to society.
Media Synergy: The use of media conglomerates of as many channels of delivery as possible for similar content.
Oral Cultures: Cultures in which speaking and hearing are the dominant forms of communication.
Selective Exposure: People choose to watch or listen to media messages that confirm existing beliefs.
Selective Retention: People choose to remember media messages that confirm existing beliefs.
Social Utility: The function media serve when they provide common topics about social relationships and models for behavior.
Surveillance: The function of media to keep the public informed about social and political events.
Technological Convergence: The union of different, specialized media to meet the individual needs of users.
Third Person Effect: The belief that media influence others more than ourselves.
Created by: foster1317