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Introduction to Computer Mediated Communication: A Functional Approach [Other printed item]

  • Formatas: Other printed item, 222 pages
  • Išleidimo metai: 14-Jul-2014
  • Leidėjas: Kendall/Hunt Publishing Co ,U.S.
  • ISBN-10: 0757598226
  • ISBN-13: 9780757598227
Kitos knygos pagal šią temą:
  • Formatas: Other printed item, 222 pages
  • Išleidimo metai: 14-Jul-2014
  • Leidėjas: Kendall/Hunt Publishing Co ,U.S.
  • ISBN-10: 0757598226
  • ISBN-13: 9780757598227
Kitos knygos pagal šią temą:
Computers have advanced to amazing levels of processing and storage capacity in a relatively short period of time. Computers allow us to do things today that were barely dreamed of sixty years ago. So, what does this mean for how we understand them? Introduction to Computer Mediated Communication: A Functional Approach helps the reader reconsider their standing assumptions about the uses and functions of new media technologies. Technology in general, and computer mediated communication (CMC) technologies specifically, are tools that serve a distinctly human function: to help people communicate with one another. Rather than focus on the nature of the medium itself and what sets it apart from more "traditional" media, Introduction to Computer Mediated Communication focuses on what functions people use technology for, and how people use technology to accomplish their multiple communication goals. By focusing on functions rather than channels, the publication provides instruction into the reason people use media, rather than simply checking channels off the list. Available in print and eBook formats, Introduction to Computer Mediated Communication: Focuses on the degree to which new media technologies now permeate all aspects of human communication, blurring traditional distinctions between mass, interpersonal, organizational, and health communication realms. Analyzes how technology is used to satisfy four major reasons for communication in general: informational goals, relational goals, persuasive goals, and entertainment goals. Includes a regularly updated website to discuss the evolving technology. The website includes links to growing social media applications, discussions, videos, and more. And in true Web 2.0 fashion, the authors will even encourage students to participate early and often. Features Computer Mediated Communication in Action vignettes that apply concepts to real life scenarios and cases.
Introduction xi
About the Authors ix
Chapter 1 What Is (Mediated) Communication?
1(16)
What Is Communication?
2(1)
Components of Communication
3(3)
Mass-Mediated Communication
6(1)
Changes in Technology Highlight Changes in Lines of Delineation
7(7)
Interpersonal Communication
7(2)
Changes in Mediated Communication
9(2)
Moving toward CMC
11(3)
So What Is CMC?
14(1)
Key Terms
14(1)
References
15(2)
Chapter 2 What Is the Internet?
17(14)
What Is the Internet?
18(1)
Who Runs the Internet?
19(1)
The Internet as a Social Space
20(3)
Web 2.0
23(6)
Key Terms
29(1)
References
29(2)
Chapter 3 Media as Tools
31(14)
Natural-Born Cyborgs
35(4)
Using Our Tools
39(2)
Face to Face: Standard?
41(2)
Key Terms
43(1)
References
43(2)
Chapter 4 Information Literacy in the Digital Age
45(16)
Information Literacy
47(3)
Centrality of Information Literacy in the Workplace
50(2)
Digital Divides and Knowledge Gaps
52(2)
The Power of Numbers
54(1)
The Lesson of Wikipedia
54(2)
Critical Thinking Basics
56(2)
Conclusion
58(1)
Key Terms
59(1)
References
59(2)
Chapter 5 News
61(18)
What Is News?
62(1)
Timeliness
62(1)
Prominence
62(1)
Proximity
62(1)
Consequence
63(1)
Human Interest
63(1)
Earliest Sources of News
63(2)
Jacksonian Democracy and the Birth of Objectivity
65(1)
News and the Electronic Age
66(2)
Broadcast versus Narrowcast versus Tailoring
68(2)
Social Media---Are We All Media?
70(1)
Citizen Journalism
71(1)
Theories of Information Effects
71(5)
Agenda Setting Theory
72(2)
Exemplification Theory
74(1)
Framing Theory
74(2)
Key Terms
76(1)
References
77(2)
Chapter 6 Media as Educators
79(14)
Mr. Rogers and the Big Bird: Learning through Television
80(1)
Cognitive Learning
81(2)
Affective Learning
83(1)
Social Learning Theory
84(2)
Video Games and Learning
86(3)
Social Media and Learning
89(1)
Facebook in the Classroom
89(1)
Massive Open Online Courses
90(1)
Key Terms
91(1)
References
91(2)
Chapter 7 Relationships in a Digital Age
93(14)
We Are a Social Species
94(1)
Online Interaction: Boon or Bane?
95(2)
Social Network(ing) Sites
97(1)
Deceiving Others Online
98(2)
Presence: At the Heart of CMC?
100(3)
Why So Much Interaction?
103(1)
Key Terms
104(1)
References
104(3)
Chapter 8 Falling in Love (or Like) Online
107(16)
Do We Want to Touch Everyone We See?
108(1)
Building Bridges and Creating Bonds
109(2)
What Is Social Networking?
111(1)
Social Network Structures
111(1)
Rules of Social Networks
112(1)
Connection versus Influence
113(1)
Building Closeness Online
114(2)
Social Information Processing Theory
116(3)
Key Terms
119(1)
References
120(3)
Chapter 9 Persuasion
123(14)
Dual Process Models
124(3)
Behavioral Intention Approaches
127(2)
Modeling Approaches
129(2)
Exemplification
131(3)
Conclusions
134(1)
Key Terms
134(1)
References
135(2)
Chapter 10 Advertising
137(11)
Traditional Advertising Conventions
137(4)
Facebook and Social Media Advertising
141(1)
Social Media and Big Data
142(3)
Multimedia Campaigning
145(2)
Conclusions
147(1)
Key Terms
147(1)
References
147(1)
Chapter 11 Campaigning
148(14)
Campaigns
150(1)
Public Health and Social Marketing
151(2)
Relative Effectiveness
153(1)
Social Marketing Works When You Are (Kind of) Scared
153(2)
Narrowcasting for Those Interested
155(1)
Introducing Fear, But Controlling Danger
156(1)
Future of Campaigns
157(3)
Conclusion
160(1)
Key Terms
161(1)
References
161(1)
Chapter 12 Entertainment in the Digital Age
162(16)
What Is Entertainment?
164(2)
A History of (Mediated) Entertainment
166(1)
Digitization and New Media
167(4)
Compression
170(1)
Conversion
170(1)
Convergence
171(1)
Digital Entertainment and Interactivity
171(1)
Interactivity and Entertainment
172(1)
Copyright Law in the Digital Age
173(1)
Mobile Entertainment---Entertainment on Demand
174(3)
Key Terms
177(1)
References
177(1)
Chapter 13 Uses and Effects of Digital Entertainment
178(21)
History of Media Effects Research
180(1)
The "Magic Bullet" Paradigm: 1900s to 1940s
181(2)
The "Paper Tiger" Paradigm: 1940s to 1960s
183(1)
Powerful, But Limited: 1960s to Today
184(1)
Antisocial Effects
185(7)
Violence
186(1)
Violence and Interactivity
187(1)
Sex, Offline and Online
188(1)
Sex and New Media
189(2)
Other Antisocial Media Effects
191(1)
Pro-Social Effects
192(3)
Health Influences
192(1)
Meaningful Media Experiences
193(2)
Key Terms
195(1)
References
196(3)
Epilogue: The Future of CMC 199(2)
Glossary 201(12)
Index 213