TC 401 Exam

Card Set Information

Author:
Anonymous
ID:
137782
Filename:
TC 401 Exam
Updated:
2012-02-26 14:04:20
Tags:
TC Exam
Folders:

Description:
Exam 1: TC 401
Show Answers:

Home > Flashcards > Print Preview

The flashcards below were created by user Anonymous on FreezingBlue Flashcards. What would you like to do?


  1. Social Media
    • -user generated
    • -peer production
    • -blogging
    • -tagging
    • -customer ratings & reviews
    • -building communities
    • -sharing & repruposing content
  2. Stop Online Privacy Act
    Protected IP Act
    - to make it harder for sites to sell or distribute pirated copyrighted material .
  3. Computer Mediated Communication (CMC)
    any communicative transaction that occurs through the use of two or more networked computers===text messaging
  4. Characteristics of CMC
    • -synchronicity
    • -persistence/recordability/archivabling
    • -anonmity/pseudonmity
    • -replicability (copy/paste)
    • -search ability
    • -scalability
  5. Social Presence Theory
    • Focus on video conferencing
    • Classified media according to how (important) communication partners are to each other.
  6. Media Richness Theory
    How much info a communication medium can successfully transfer.
  7. Different types of media should be used for different communication task.
    • Rich Mediums
    • -F2f
    • -Video Conferencing
    • -Telephone
    • -2 way radio
    • -Written, Addressed Document
    • -Un addressed Documents
    • Leaner Mediums
  8. Media Richness Theory "optimal match"
    • 1) # of cue systems available
    • 2) availability of immediate feedback
    • 3) possibility of message personalization
    • 4) Style of language
  9. Social Information Processing Theory
    • CMC has to take the place of F2F in certain cases.
    • Ex: emoji-icons
  10. Social Identity/ Deindividuation Theory
    • -examines effect of CMC on groups
    • -attend to cues about group affiliation & use the basis for relating & forming
  11. Hyperpersonal Model
    • -online relationships can be more socially desirable than we tend to experience in parallel F2F
    • -Focuses on sender, receiver, channel & feedback effects
  12. Online Disinhibition Effect
    • -tendency for ppl to act differently online.
    • Reasons
    • 1) Dissociative anonmity
    • 2) Invisibility
    • 3) Asynchronicity
    • 4) Solipsitic Introjection
    • 5) Dissociative Imagination
    • 6) Minimization of authority
  13. Identity is expressed through symbolic markers
    • Offline: clothes, hair, body modifications
    • Online: myspace profile, emails, choice of usernames
  14. Online Environment Affects Identity
    • -socially constructed: we conceive identiity based on imput from others
    • - Different environments can cause various aspectes of our identity to become more salient.
  15. MUDs: Multi User Dungeon
    • -gives ppl the chance to express multiple & often unexplored
    • aspects of the self.
  16. Warranting Theory
    Warranting value how safe a piece of information is from manipulation info from others is valued higher than info from. i.e. letters of rec
  17. 3rd Place Communities
    • -neutral ground
    • -leveler
    • -conversation is main activity
    • -accessibility & accommadtion
    • -mood is playful
  18. Charateristics of Online Community
    • -shared interest
    • -no time or space boundaries
    • -honest & open communication
    • -no time/ space boundaries
    • -interdependence / mutual support
  19. Life Cycle of Online Member
    • Peripheral (Lurker)
    • Inbound (Novice)
    • Insider (Regular)
    • Boundary (Leader)
    • Outbound (Elder)
  20. Approaches : Utopian/ Distopian
    • Utopian
    • -liberating
    • -unity

    • Distopian
    • -escaping real world problems non-authentic
  21. Social Capital
    • Bridging: Large, weak networks
    • Bonding: Strong Ties
  22. MMO
    • -Adventure/ Role-playing
    • -Strategey
    • -Casual/ Social
  23. 8 Components of Flow
    • 1) Challenging activity that requires skill
    • 2) Action & Awareness coming together
    • 3) Clear goals
    • 4) Direct, immediate feedback
    • 5) Concentration of task at hand
    • 6) Sense of control
    • 7) Loss of self-consciousness
    • 8) Altere sense of time
  24. Taxonomy (Batles)
    • -Achievers
    • -Explorers
    • -Socializers
    • -Killers
  25. Dervived Cultures
    • -Virtual Economic
    • -Professional gaming (e sports)
    • -Game addiction facilities
    • -Identity issues
    • -Pop culture
  26. Proteus Effect
    Ppl conform to the expected behaviors of the avatar.
  27. Motivations for Play
    • -seek interaction w/ existing friends
    • -friends request them to play
  28. SNG use on Social Relationships
    • Initiating
    • Maintaing
    • Enhancing
  29. Initiating
    Find new people & becoming Facebook friends (common interest)
  30. Maintaining
    Keeping connected w/ existing acquaintances ( low communication cost)
  31. Impression Management
    Sum of behaviors individuals engage into either control or manipulate oberver attributes of them
  32. Social Capital
    totals actual & perceived benefits dervived from interaction w/ your social network
  33. Uncertainity Reduction Theory
    when ppl meet, they try to reduce uncertainity about other person through disclosures
  34. Social Penetration Theory
    relational intimacy increases as partners share more intimate information w/ each other
  35. Stage Models of Relational Development
    • 1) Initiating
    • 2) Experimenting
    • 3) Intensyfing
    • 4) Integrating
    • 5) Bonding
  36. 5 Dimensions of Relationship Maintenance Behaviors
    • 1)Positivity
    • 2) Openness
    • 3) Assurances
    • 4) Sharing Task
    • 5) Networks
  37. Role of Web 2.0 Technologies- 4 Important Attributes
    • 1) Asynchronous
    • 2) Messages Can be widely disseminated
    • 3) Systems fost participation, feedback & interactivity
    • 4) Systems can be embed multimedia sources from other sites
  38. Factors influencing online-self presentation
    • Reduced Cues Environment
    • Asynchronicity
    • Shared Contextual Expectant
  39. Factors Influencing Online-Self Presentations: Reduced Cues
    • -selective self-presentation
    • -having to " tell" what you might rather show
    • -ambiguity introduced by the telling process
  40. Factors Influencing Online-Self Presentation: Asynchronicity
    -users have more time to contemplate their messages & more cognitive resources to do so.
  41. Profiles As Promise
    The profile constitutes a promise made to an imagined audience that future F2F interaction will take place with someone who does not differ fundamentally from the person represented by the profile.
  42. Foggy Mirror
    individuals self-image differs from others perceptions of that person.
  43. Digital Deception
    intentional control of information in a technology mediated message to create a false belief in the receiver of the message : text & images
  44. Identity Based Deception
    falsly portraying oneself or an organization.
  45. Message Based
    content of messages are deceptive.
  46. Deceptive Tatics: Masking
    Removing Critical info
  47. Deceptive Tatics: Dazzling
    obscuring critical info
  48. Deceptive Tatics: Decoying
    distracting victim
  49. Deceptive Tatics: : Mimicking
    assuming anothers identity
  50. Deceptive Tactics: Inventing
    making up information
  51. Deceptive Tactics: Relabling
    describing transaction to intentionally mislead.
  52. Deceptive Tactics: Double Play
    convincing victime s/he is the deciver
  53. CMC Liars
    • -use more words
    • -more expressive
    • -fewwer self-references
    • -more informal
    • -make typological errors
  54. CMC Characteristics that decrease deception
    • -Recordability
    • -Persistance of info
    • -Anticipation of future offline interaction
    • -Warranting
    • -Publicness
  55. CMC that affects Deception
    • -synchronicity
    • -recordability
    • -whether participants are distributed.

What would you like to do?

Home > Flashcards > Print Preview