Week7 Entcom

Övningen är skapad 2022-05-28 av AxelGernandt. Antal frågor: 57.




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  • Cord-cutting Cancellation of multichannel TV subscription by TV viewers
  • Contingency Future event or circumstance which is possible but cannot be predicted with certainty
  • Cold start problem Recommendation systems face 'cold start' problem, unused to deal with new products and users of systems who have not rated the systems themselves
  • Anchoring Cognitive bias that describe the common human tendency to rely heavily on the first piece of information when making decisions
  • Serial position effect When one is asked to recall info, primacy and recency are more likely to be remembered than items in the middle
  • Opt in service Self-selection asking if you want to continue watching
  • Opt out service Assumes you agree to continue watching unless you say otherwise
  • Netflix analytics From data, provides perspective supporting decisions with a higher probability that the products will be successful
  • User to user recommendation Finding other viewers whose ratings are similar to to target user, predicting to what degree the user will like a product based on choices of 'taste neighbors' (same demographics)
  • Item to item recommendation Tracking similarities between rating patterns of movies rather than individual. Connection based on input from other users and the algorithm focuses on item neighbors, not taste neighbors
  • Benefits of user to user and item to item Requires less calculation time and effort
  • Serendipity Surprise discovery made by neighboring groups have a chance to spread over to users by the algorithm
  • Content based recommendations Use of attributes of a product, not based on other consumers judgments as the source of similarit. Matching product attributes with the consumer are recommended
  • Benefits of algorithms Collaborative recommendations, potentially powerful and data that governs these are important resources
  • Algorithms based on Theory-based data analytics
  • Characteristics of major labels Conglomerates, invests in tested formulas, required for global success
  • Characteristics of indie labels Long-term artistic investments, new formats and concepts, slow revenue
  • Consensus regarding piracy Main reason for the shrinkage of the music industry
  • Higher piracy likelihood People with lower moral reflections
  • Unbundling Focus shifted from albums to songs
  • Trends in digital music industry Increase in availability, decrease of price of a single song
  • Sporify freemium consumers People who are sensitive and would otherwise not use it
  • Mere exposure effect Popular idea that repeated exposure tends to increase liking
  • Liveness Messages provide potential connection to shared social realities as they are happening. Creates unpredictavle flow and eventfulness, on a desire to be relevant during cultural moments
  • Evaluative metrics Audience feedback cues such as views, likes etc which facilitates quick decision making
  • Danmaku viewing incentive Sense of companionship
  • Viral video definition Clip that spreads to the masses via digital word of mouth without significant change
  • Characteristics more likely to become viral Anger, amusement & Distinctiveness, novelty
  • Resistance Reaction against change in response to some perceived pressure for change
  • Overcome reactance Promote particular behavior through entertainment, not as obvious as in an ad > Audience are less likely to resist the message
  • Reactance People feeling threatened in their free choice or feel persuaded to do something
  • Immersion Extent to which a medium is capable of delivering inclusive/extensive illusion of a depicted reality
  • Embodiment Perception that one's physucal body is replaced by a virtual one
  • Proteus effect Users modify behavior in accordance with the appearance of their virtual avatar
  • Cybersickness Experienceing dizziness, light-headedness and nausea after spending time in virtual environments
  • Social presence Subjective experience of being present with a real person and having access to their thoughs and emotions (virtually)
  • Exposure therapy Intense emotional responses help patients overcome fear or stress by reducing negative affective symptoms over time
  • VR consequence Stronger belief in the presented reality and stronger sense of presence in that reality, leading to stronger emotional responses
  • Wundt curve Describes experience of arousal being optimal when achieving a compromise between boredom/repetition and surprise
  • Media effects conditional and selective Depends on characteristics of message, and on users and environments
  • Media psychology research method Quantitative (surveys) and statistical to determine differences between subgroups (experiments)
  • Media psychology trait Representative of society but may miss nuance or reflection on individual differences
  • Cultural studies research method Qualitative small scale (interviews etc) that do not yield representative results
  • Cultural studies origin Literary studies, anthropology and philosophy
  • Cultural studies trait Offers valuable insight in to smaller/hard to reach groups in society
  • Counter discourse Way for researchers to counter ideas that dominate entertainment media
  • Normative approach How it should be
  • Cultural studies concern Content of media and representation of different social/marginalized groups
  • Effects of entertainment in CS Violent media encourage ideologies about traditional masculinity, Disney promotes racism and patriarchy
  • Effect claims of CS Arises from examining entertainment content with ideological interpretation, not analysis of responses to media
  • Web 2.0 Second stage of development of the internet, characterized by the change from static webpages to user-generated content and the growth of social media
  • Self-expression One of main motives of producing social media content
  • Optimal distinctiveness Desire to attain optimal balance between inclusion and distinctiveness within and between social groups and situations
  • Social confirmation Corroboration with our choices after making them
  • Rich get richer hypothesis Adolescents with strong social skills will benefit from social media when it comes to formation of friendships
  • Metaverse The collection of virtual worlds, designed to provide highly immersive experiences where people, objects and assets can seamlessly interact with each other
  • Web 3.0 Decentralized ecosystem where users will be able to own and control every aspect of their digital presence

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