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Test your basic knowledge |
Mass Media And Pop Culture
Start Test
Study First
Subjects
:
journalism-and-media
,
bvat
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Innovation - research and development - and risk
components of the industrial process
The truths of Media
signifier
advertising
2. Mass messages would overwhelm people in the absence of the influences of family - mass media messages are a stimulus that would lead to a predictable attitudinal or behavioral response with nothing intervening between sender & audience
The propaganda model
Powerful Effects Theory
brand image
levels of culture (high vs. low)
3. Media are essential components of our lives - No mainstream media (MSM) - Everything from the margin moves to the center - Nothing's new; everything that happened in the past will happen again - New media are always scary - Activism and analysis are
Status conferral
fragile child
The truths of Media
social construction of reality
4. Presenting materials to the audience for viewing/buying
children as vulnerable consumers
indexical relationship (casual connection)
Cognitive Branding
exhibition
5. Deep connection with culture - competition for share of culture - use of symbolism and what the brand 'stands' for
characteristics of iconic brands
signifie
Cultivation analysis
product integration
6. Combination of rituals and social construction of reality (via the Cultural Model)
Minimalist Effects Theory
signifier
new shared meanings
Status conferral
7. Owners - Advertisers - Government - Special Interest Groups - News Sources - Audiences - Newsroom culture - Technology
evidence of a consumer culture among children
Control the media
brand elements
activities in distribution
8. Simple stories with compelling characters and resonant plots - provide ideals to live by
myth
problems with product placement
Indirect (Cognitive) Effects Theory
social construction of reality
9. Directed by desires and emotions - passive receiver - early habits are difficult to change
fragile child
activities in production
signifier
audience targeting
10. Messages have a long-term effect on the audience
Emotional Branding
Cumulative Effects Theory
Transmission vs. Cultural Model
code
11. Sign and meaning linked by way of cause or association - ex. smoke means fire
indexical relationship (casual connection)
audience as a market commodity
Minimalist Effects Theory
Cultivation analysis
12. Consumer deception via fewer defense mechanisms - mere exposure - and less processing
Cultural Branding
Levels of communication
problems with product placement
product integration
13. Created by the consumers from: name - logo - tagline - colors - music - etc.
brand identity
brand image
audience segmenting
advertising
14. Interpersonal Communication - Intrapersonal Communication - Group Communication - Mass Communication
signifie
brand elements
Levels of communication
Definitions of Culture
15. Of who you are - who we are - and who they are
rituals
indexical relationship (casual connection)
culture as communication
distribution
16. Different parts of the brand (ex. name - logo - colors)
ritual action
brand elements
Control the media
signification system
17. Cognitive Effects: people learn more from people they identify with - Attitudinal Effect: people develop feelings about a product - Behavioral Effect: actions such as clipping a coupon or voting for a candidate - Psychological Effect: Inspiring fear
Message Effects
Control the media
tradition sources of identity
exhibition
18. Individually created meanings
lifestyle effects
social construction of reality
production
Cognitive Branding
19. Media can give status to an individual - because media coverage exposes them to large audiences - they can seem important
brand image
levels of culture (high vs. low)
signifie
Status conferral
20. Limited information sources - personal experience - and context for claims
brand elements
Levels of communication
new shared meanings
children as vulnerable consumers
21. Way of thinking that makes the existing organization of social relations appear natural and inevitable
myth
product integration
ideology
tradition sources of identity
22. Avoid production - follow models/copy-cat - create sequels of hits - burden the indies
Levels of communication
dealing with risk
tradition sources of identity
The truths of Media
23. Mind-share - functional benefits - very basic
media-industrial complex
Cognitive Branding
Status conferral
levels of culture (high vs. low)
24. When the audience is an 'object produced to be sold for profit' ex. Gossip Girl (media co. - advertisers - females 18 - screenwriter)
Cultivation analysis
activities in exhibition
audience as a market commodity
evidence of a consumer culture among children
25. Discipline that studies the nature of a system of meaning
semiotics
evidence of a consumer culture among children
children as vulnerable consumers
Cumulative Effects Theory
26. Source - message - receiver - quantitative - individual
distribution
brand identity
Transmission Model
ideology
27. Creation of mass-media materials for distribution
Control the media
children as vulnerable consumers
production
Cultivation analysis
28. Paid - mediated form of communication from an identifiable source - designed to persuade the receiver to take some action
symbolic relationship (convention)
advertising
dealing with risk
characteristics of pop culture
29. Encapsulated myths that fulfill our needs
The truths of Media
icons
Cultural Model
Status conferral
30. Regal - AMC - Cinemark - Carmike - Cineplex Entertainment
evidence of a consumer culture among children
major chains of exhibition
Status conferral
Definitions of Culture
31. National ideology vs. personal experience = tension
factors that create a need for myth
semiotics
characteristics of iconic brands
ideology
32. Watching large amounts of tv cultivates a distinct view of the world that is sharply at odds with reality (Mean-World syndrome) - because of televised violence - heavy television viewers are more likely to fear violence
Cultural Model
fragile child
Cultivation analysis
Powerful Effects Theory
33. The use of news to promote corporate holdings is wrong.
new shared meanings
audience segmenting
children as vulnerable consumers
media-industrial complex
34. Everything in your experience (object - action - event)
Status conferral
activities in exhibition
children as vulnerable consumers
sign
35. Better brand recall - better creation of realism - lessens negative backlash due to overly-prominent placement
The propaganda model
distribution
Indirect (Cognitive) Effects Theory
individual-level effects of product placement
36. Meaning evoked by the signifier
code
signifie
ritual action
new sources of identity
37. Resemblance between sign and something else - variance in shared meaning
iconical relationship (resemblance)
Message Effects
myth
Control the media
38. Activities - self-worth evaluation - problem-solving tactics
children as vulnerable consumers
Cultural Branding
evidence of a consumer culture among children
myth
39. Breakdown based on demographics and psychographics
activities in production
tradition sources of identity
audience segmenting
new sources of identity
40. Choosing a release date - determining/adjusting the number of prints to make - developing/implementing a strategic communication campaign (advertising and public relations)
activities in distribution
characteristics of pop culture
Media literacy dimensions
lifestyle effects
41. historically shared meanings (rituals) + individually created meanings (social construction of reality) = new shared meaning...qualitative - mass
Cultural Model
signification system
Message Effects
levels of culture (high vs. low)
42. Mass media - leisure activities - consumer lifestyle
components of the industrial process
exhibition
new sources of identity
activities in production
43. Wide release - platform release - exclusive release
semiotics
tradition sources of identity
exhibition
activities in exhibition
44. Screenplay/screenwriter - location/production costs - hiring movie stars - hiring movie crew - securing Completion Bond company
levels of culture (high vs. low)
icons
activities in production
individual-level effects of product placement
45. Use of the branded product as a prop in a production for a fee
factors that create a need for myth
social construction of reality
indexical relationship (casual connection)
product placement
46. Buying a product to consume the myth - to form a relationship with the myth's creator
levels of culture (high vs. low)
symbolic relationship (convention)
ritual action
semiotics
47. People will immediately respond to a message
Powerful Effects Theory
children as vulnerable consumers
myth markets
rituals
48. Iconic brands - embedding into culture - how the brand contributes to society
levels of culture (high vs. low)
semiotics
dealing with risk
Cultural Branding
49. Incorporating the branded product into the dialogue or plot of the production
activities in distribution
characteristics of iconic brands
product integration
Message Effects
50. Preexisting beliefs of individuals influence perception of messages
distribution
Indirect (Cognitive) Effects Theory
levels of culture (high vs. low)
components of the industrial process