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| the creation and use of symbol systems that convey information and meaning |
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| the symbols of expression that individuals, groups, and societies use to make sense of daily life and to articulate their values |
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| the channels of communication |
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| the process of designing cultural messages and stories and delivering them to large and diverse audiences through media channels as old and distinctive as the printed book and as new and converged as the Internet |
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images, texts, and sounds are converted (encoded) into electronic signals (represented as varied combinations of binary numbers-ones and zeros) that are then reassembled (decoded) as a precise reproduction of, say, a TV picture, a magazine article a song, or a telephone voice
example=internet |
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| people who post commentary on personal and political-opinion-based Web sites |
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digital applications that allow people from all over the world to have ongoing online conversations, share stories and interests, and generate their own media content
ex=facebook |
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| all the changes currently occurring in media content and within media companies |
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| cross platform (media convergence) |
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| a business model that involves consolidating various media holdings, such as cable connections, phone services, television transmissions, and Internet access, under one corporate umbrella. Better manage resources and maximize profits by combining. |
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| authors, producers, and organizations |
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| programs, texts, images, sounds, and ads |
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| newspapers, books, magazines, radio, television, Internet |
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| readers, viewers, and consumers |
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| news editors, executive producers, and other media managers |
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| citizens and consumers return messages to senders or gatekeepers through letters-to-the-editor, phone calls, e-mail, Web postings, or talk shows |
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| people typically seek messages and produce meanings that correspond to their own cultural beliefs, values, and interests |
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| media institutions=story-telling business |
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| ballet, the symphony, art museums, classic literature |
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| soap operas, rock music, video games |
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| rooted in the industrial revolution of the nineteenth century and extending until about the mid-twentieth century |
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| a period of political and social reform that lasted roughly from the 1890s to the 1920s |
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| changes occurring in contemporary times, mid-twentieth century to today |
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| a political idea that tries to appeal to ordinary people by highlighting or even creating a conflict between "the people" and "the elite" |
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| attaining knowledge and understanding of mass media |
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| description, analysis, interpretation, evaluation, and engagement |
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| describe program (characters, strategies) |
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| how to focus the critique |
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| determine meanings of the patterns we have analyzed |
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| making and informed judgement |
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| act on judgement, participate, make a difference |
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