====== Group works ====== {{:커뮤니케이션학_분야의_인터넷_관련_연구_10년.pdf|커뮤니케이션학 분야의 인터넷 관련 연구 10년 : PC통신에서 웹2.0까지}} {{:탈개인화_효과에_관한_사회적_자아정체성_모델.pdf|탈개인화 효과에 관한 사회적 자아정체성 모델}} {{:의료산업에서의_공유가치창출_경영에_관한_연구.pdf|의료산업에서의 공유가치창출 경영에 관한 연구}} ===== 1조: 부기석, 윤희성 ===== 뉴미디어가 선거에서 후보자의 지지 또는 변경에 끼치는 영향 * [[https://link.springer.com/chapter/10.1007/978-3-540-68504-3_4]] * SNS and persuasion * theories related persuation * SNS as (only) reinforcement? or as persuasion? * does it matter what you try to sell? * politics? ideas? opinion? * product? ===== 2조 ===== 5-11 빅데이터를 이용한 야구경기 운영 * 실용적인 주제 * 야구경기에서의 데이터분석 * 빅데이터가 적용되는 사례 및 원리 - * {{wp>moneyball}} * {{wp>Moneyball_(film)}} * 실제 예측 [[./lecturer_note:Group-02|Group 2 Note]] ===== 3조 안동원 손민정 홍주원 ===== 5-11 SNS 유형별 준거집단을 활용한 SNS 구전 마케팅
개인의 지위를 다른 사람 및 자신의 상대적 위치와 비교하기 위해, 그리고 자신의 문제해결에 대한 판단을 위해 사용되는 기준점이라고 정의되어 있다 (Hyman,1942). . . . 이 정의에 따르면 사람들은 결정을 해야 할 때 자신의 생각의 기준을 준거 집단에 기준을 둔 체한다는 것을 알 수 있다. . . . 오프라인과 온라인 커뮤니티를 조사하여 논문에서는 예를 들고 있는데 둘의 가장 큰 차이는 익명성에 있다.
익명성. * 익명성으로 인한 CMC 영향력에 대한 연구 (media richness, social information process, SIDE, etc.) 구전 * diffusion theory (확산이론) * 구전이 확산에 어떻게 . . . 영향을 주는가? * 사회적자본이란? * [[https://academic.oup.com/jcr/article-lookup/doi/10.1086/383426|The Effects of Brand Relationship Norms on Consumer Attitudes and Behavior, Pankaj Aggarwal]] * social relationships theory * social capital theory * 'opinion leader' in diffusion theory ===== 4조 정현일, 서문국희 ===== 5-8
1인 미디어의 지속이용에는 <시청공동체>, <사회적 실재감>과 같은 사회적 요인이 있고, 이 요인은 나아가 지불 의사에도 유의미한 연관이 있다.
* 1인 미디어에 대한 비용의 지불 현상 * 개인인터넷방송 * 1인인터넷방송 * 1인방송 * 개인방송 * BJ * content creator * [[https://www.youtube.com/watch?v=uz0O3Bk4-qk]] * [[http://www.zdnet.co.kr/news/news_view.asp?artice_id=20170106161955|10대 25% 개인방송 본다…‘1인 방송’ 절정]] zdnet * [[http://www.hankyung.com/news/app/newsview.php?aid=2017021330321|아프리카TV '별풍선' 따라하는 유튜브…'1인 방송' 경쟁 가열]] 한경 * {{http://www.mitak.or.kr/upload/data/3.The%20Future%20of%20Game%20Broadcasting.pdf|게임방송의 미래}} ---- 일인방송 - 한국에서만의 현상 OR 한국에서 시작되는 현상? * Youtube의 후원제도 도입이 의미하는 것? 외국인의 한국에 대한 방송 혹은 외국인의 외국을 알리는 방송 (youtube) ===== 5조 오재승 김유빈 이지호 ===== still not clear * 실용적인 주제. * 스마트와치의 UI와 관련하여 * 스마트와치의 app은 무엇으로 만들어지는지? * HTML5, java? : 이와 관련하여 HTML 문서의 UI와 관련된 연구 혹은 사용성 평가연구 * 효과적인 APP이란? * HTML 웹사이트 분석 (Gmarket vs. Amazon?) ---- * UX design for wearable devices * UX design이란? * Usability란 * [[http://www.hongkiat.com/blog/next-gen-user-interface/|8 Next-Generation User Interface That Are (Almost) Here]] * [[http://whatsnext.nuance.com/developers/how-to-design-user-interfaces-for-wearable-devices/|The essential formula for designing user interfaces for wearable devices]] * [[http://embedded-computing.com/articles/7-rules-designing-wearable-devices-2/|7 rules for designing wearable devices]] * [[http://usabilitygeek.com/wearable-devices-user-experience/|Designing A User Experience For Wearable Devices]] * [[https://www.amazon.com/Hooked-How-Build-Habit-Forming-Products-ebook/dp/B00LMGLXTS/ref=sr_1_1?ie=UTF8&qid=1493599253&sr=8-1&keywords=user+experience|Hooked: How to Build Habit-Forming Products]] * [[https://www.amazon.com/Design-Everyday-Things-Revised-Expanded/dp/0465050654/ref=sr_1_4?ie=UTF8&qid=1493599253&sr=8-4&keywords=user+experience|The Design of Everyday Things: Revised and Expanded Edition]] * [[https://www.amazon.com/Measuring-User-Experience-Second-Technologies/dp/0124157815/ref=sr_1_9?ie=UTF8&qid=1493599253&sr=8-9&keywords=user+experience|Measuring the User Experience, Second Edition: Collecting, Analyzing, and Presenting Usability Metrics]] * http://library.ajou.ac.kr/search/DetailView.ax?sid=1&cid=421879 ===== 6조 =====
조사결과 <그림1. 연구모형> 과 같이 “SNS 광고”는 “모바일 광고”의 한 종류라는 것을 알 수 있었고, “모바일 광고”로 좀 더 넓은 범주를 검색해보며 그와 관련된 여러 가지의 광고전략을 파악할 수 있었다. 첫째는 배너나 동영상을 포함한 디스플레이 광고(DA), 둘째는 스마트 폰 잠금 화면에 광고를 띄우고 잠금을 해제할 때마다 포인트가 쌓이는 리워드 광고(Reward Ad), 셋째는 모바일 QR코드를 활용한 모바일 옥외광고, 넷째는 이용자의 위치를 스마트 폰을 통해 인식하고 근거리에 있는 이용자를 대상으로 특정광고를 내보내는 모바일 위치기반광고(LBA)로 분류 할 수 있었다. <그림1 연구모형>에서 ①에 해당되는 각각의 모바일 광고전략이 소비자에게 미치는 영향에 따른 논문은 다음과 같다.
* 모바일광고 유형 * 광고효과 * 소비자 . . . 오피니언 리더 혹은 early adopter로서의 영향력 (SNS를 이용한 마케팅일 경우) * 개인적인 성향에 따른? * Non-intrusive advertising? * 모바일 광고 산업 조사 (인터넷 광고) * 관여도 관련 이론? * [[https://www.amazon.com/Handbook-Research-Mobile-Marketing-Management/dp/1605660744|Handbook of Research on Mobile Marketing Management]] ===== 7조 강지훈, 이홍준 ===== 5-8
앞서 조사한 관심사에 대해서 조금 더 가다듬어 게임 내부 요소부분은 ‘게임아이템’에 초점을 두었고 게임 이용 심리 분석은 단순히 게임 이용 심리가 아니라 ‘게임 이용 과 관련된 심리’ 부분에 대하여 초점을 두어 여러 논문을 조사하였다.
* 게임 이용 과 관련된 심리 * 구매의도 * 유료아이템 * 몰입 혹은 중독 . . . . 과 구매 * 사회적 영향력? ===== 8조 이시우 한재호 ===== * 빅데이터 + (소비) 트렌드의 형성 * 감성분석을 이용한 소비자 트렌드 매니지먼트 (마케팅?) * 감성분석을 위한 사전은 어떻게 만들어지는가? 원리는? * 실질적인 주제 -- 논문 및 구현? ===== 9조 ===== 5/11 브랜드 마케팅, 빅데이터, 광고 * 감성분석, 오피니언마이닝 등을 이용한 브랜드 관리 (혹은 위기관리 혹은 마케팅) ===== 10조 =====
성향에 따라 다른 게임 재미요소
* 정확히 무엇을 하려고 하는지 spcify할 것 [[https://www.google.co.kr/search?q=digital+game+as+educational+tools&oq=digital+game+as+educational+tools&aqs=chrome..69i57.9247j0j7&sourceid=chrome&ie=UTF-8|digital game as educational tools]] [[google>Game-Based Learning]] [[https://game-learn.com/the-theory-of-game-based-learning/|The Theory Of Game-Based Learning]] [[http://yukaichou.com/gamification-examples/top-10-education-gamification-examples/|gamification in education]] ===== 11조 ===== 5-8 "사운드의 중요성"외의 것을 찾아 볼 것 ===== 12조 ===== 5-11 ---- https://en.wikibooks.org/wiki/Models_and_Theories_in_Human-Computer_Interaction#Chapter_1:_What.E2.80.99s_a_Model {{:user_interface_guideline.png}} Table. Two Best-Known Lists of User-Interface Design Guidelines Brain game Season 3 E22 09.38 Eyes work! Free money 19.36 Spatial awareness - lope turning background chicken going 22.50 trusting a stranger magician - phone experience - curiosity 29.50 mine shaft - sense of direction 32.25 asking direction with a map 35.10 burglary - sensory mnemonics http://www.gapminder.org/ ====== Introduction to Theory ====== * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34452-32249|이론이란 무엇인가?(첫눈에 반한 (2012개정판))_1장]] * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34453|커뮤니케이션 이론의 지형: 커뮤니케이션 연구 전통(첫눈에 반한 (2012개정판))_2장]] ====== Diffusion and Innovation ====== * Diffusion of Innovation (Samsung vs. Apple: Why do they differ from each other?) * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5080-35657-32042|혁신확산이론(뉴미디어채택이론_이해총서)_1장 박종구]] * {{:Summary_Diffusion_Theory.pdf|A summary of Diffusion of Innovations}} PDF * 트위터는 소셜 네트워크인가?: 네트워크 구조와 정보 전파의 관점(트위터란 무엇인가)_3장 * [[b:diffusion_of_innovations]] <- 책 목차 및 간단한 정리 * [[:Diffusion theory]] <- 연구 요약 (wiki) ====== Formation of public opinion influenced by mass media, new media ====== * [[:Cultivation Theory]] | [[:Agenda Setting Theory]] * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34479-32046|배양 이론(첫눈에반한커뮤니케이션이론)_27장]] * Agenda influenced by mass media * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34480-32048|의제 설정 이론(첫눈에 반한 (2012개정판))_28장]] * Agenda setting influenced by social media * {{:portal_news_service_agenda_setting.pdf|포털 사이트 뉴스서비스의 의제설정 기능에 관한 연구}} PDF * Cultivation * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34479|배양이론]] * Spiral of Silence * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5174-36779|침묵의 나선과 제3자 효과]] ====== Social norms in online environment, game environment ====== * Social behavior in online environment * {{:42241_14.pdf|Theories of Computer Mediated Communication and Interpersonal Relations}} ====== Persuasion in new media (Social media and marketing) ====== * Advertising in mass media * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5073-35577| 광고 이론과 좋은 광고 만들기(광고 핵심 이론_이해총서)_0장]] * [[https://en.wikipedia.org/wiki/Persuasion|Persuasion]] in Wikipedia * 참조: [[http://changingminds.org/explanations/theories/a_persuading.htm|Theories in persuasion]] {{:4985_Dainton_Chapter_5.pdf|PDF}} * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5116-36088-32240|설득의 필요성과 심리적 과정(설득 심리 이론_이해총서)_0장 - 6장]] * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34465|정교화 가능성 모델(첫눈에 반한 (2012개정판))_14장]] * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4958-34466-32246|인지부조화 이론(첫눈에 반한 (2012개정판))_15장]] * Advertising in new media (social media) * {{:소셜미디어(SNS)를_활용한_기업의_PR_활동에_관한_.pdf|SNS(Social Network Service)를 이용한 마케팅 커뮤니케이션 전략(광고연구 91)_17장}} * {{:소셜네트워크_마케팅에서_정교화_가능성_모델의_적용_연구.pdf|소셜네트워크 마케팅에서 정교화 가능성 모델의 적용 연구 }} eyetracking method * Social Media PR * {{:소셜미디어(SNS)를_활용한_기업의_PR_활동에_관한_.pdf|소셜미디어(SNS)를 활용한 기업의 PR 활동에 관한 연구(홍보학연구 17권 3호)_2장}} PDF ====== Violence ====== * Violence in (on-line) Games, on-line environment, mass media * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=3239-25921-32039|미디어 폭력(어린이, 청소년, 미디어)_3장]] ====== Addiction ====== * Addiction in Games, Computer (the Internet) * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5392-39199-32247|디지털 미디어 중독 · 박웅기(디지털 사회와 커뮤니케이션)_2장]] ====== Social network analysis ====== * Social support, Social capital\ * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=4945-33574-32248|소셜 네트워크 시대의 사회자본(소셜 미디어 연구)_8장]] * {{:한국인_트위터_네트워크의_구조와_동학.pdf|한국인 트위터 네트워크의 구조와 동학}} * Social network in social media * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5023-35069-32261|소셜미디어 네트워크 메트릭스-최준호(소셜미디어)_6장]] * {{:빅데이터_관련_신문기사의_의미연결망_분석.pdf|빅데이터 관련 신문기사의 의미연결망 분석}} PDF ====== Social media and social changes (or movement) ====== * {{:온라인뉴스_확산행동_혹은_의견_게재행동에_참여하는_이용.pdf|온라인뉴스 확산행동 혹은 의견 게재행동에 참여하는 이용자 특성에 대한 연구}} (홍보학연구 16권 4호) * {{:트위터_네트워크의_정보_전파과정_분석.pdf|트위터 네트워크의 정보 전파과정 분석}} ====== Journalism ====== * social media as a means of news diffusion (참여 저널리즘) * Big data journalism * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5282-38051-32044|데이터 저널리즘 개요(빅데이터와 언론[이해총서])_1장]] * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5282-38055-32237|데이터 저널리즘의 학문적 연구(빅데이터와 언론[이해총서])_5장]] * Internet journalism (Blog journalism) ====== Big data and their influence (social political impacts) ====== * 정보위험사회와 빅데이터: 현실 정보사회의 관점에서(빅데이터와 위험 정보사회)_1장 * [[http://www.commbooksrps.com/viewer/rp_reader.asp?chapter=5189-36926-32238|빅데이터 위험 정보사회의 정보재난의 문제점(빅데이터와 위험 정보사회)_2장]] * {{:빅데이터_관련_신문기사의_의미연결망_분석.pdf|빅데이터 관련 신문기사의 의미연결망 분석}} Read Theories in CMC: {{:42241_14.pdf|Theories of Computer Mediated Communication and Interpersonal Relations}} - [[:Violence]] in Games - "Causing" VS "Desensitizing" (Read, {{c:mt:ep_review_part1_twenty-five_years_of_research_on_violence.pdf|Twenty-Five Years of Research on Violence in Digital Games and Aggression Empirical Evidence, Perspectives, and a Debate Gone Astray}}) - [[:Violence in Mass Media]] Research * [[:Aggression]], [[:Frustration-Aggression]]: Are they from Violence? * Inoculation, Catharsis, Social Learning * [[:Cultivation|Cultivation Theory]] - 사이버폭력 - [[:Social Network Analysis]] * From [[:Two Step Flow Model]] to [[Diffusion Theory]] * Structure of relationships among group (social) actors may influence outcomes of the society. * [[:Weak Ties Theory]] or [[:The Strength of Weak Ties]] vs Strong Ties * [[:Social Network Analysis]], how is it related to [[:Diffusion of Innovations]] or [[:Criminal Networks]] * How about [[Complex Theory]]? * Social network characteristics in social media use: who is doing what? * Can social network explain diffusion of innovation (or technology or idea)? - Social Media and Social Changes * Media and Social Changes: How powerful are they? - [[http://oregonstate.edu/instruct/comm321/gwalker/media.htm|the Conservative vs. the Structuralist vs. the Reformist]] * What is the relationship between social media and social movement? * What is the term, "[[:Public Sphere]]?" * What kind of structures are prone to change (social change)? (See {{c:mt:howard_et_al-2012-journal_of_communication.pdf|an article}}, Social Media and Political Change: Capacity, Constraint, and Consequence) - Social Media and Marketing | Advertising and New Media * Social Media Marketing - Viral Marketing * What is it; How is it done? Why is it important? * What are the relative theories and ideas about human? * {{c:mt:theoreticalmodelsofsocialmedia.pdf|Theoretical models of social media with marketing implications}} * {{c:mt:is_social_media_killing_our_theories_luoma-aho-libre.pdf|Is social media killing our theories?}} * [[http://uir.unisa.ac.za/xmlui/bitstream/handle/10500/9938/CHARMAINE_socialmediamarketing.pdf?sequence=1|Theoretical Guidelines for Social Media Marketing Communication]] * [[amazon>1446280748|Social Media Marketing: Theories and Applications]] - Group Norms in Game (Online) Environments * How are they formed & Why do they have powers? * How are they formed and reinforced in Game (Online) menvironment? * cf. Hofstede's cultural factors, [[:SIDE Model]] * Also think about social norms :: cultures - Why are people complaining about impartiality of Daum Agora? * What theories can you use to explain such a phenomenon * Does the "use of real-name" help? * What about avatar or picture of self, would they help? * Why are people meaner in online than in off-line (or F2F). * Why Group bi-polarization occur? * What is [[:Social Presence Theory]]? How is it related to [[:Media Richness]] and [[:Lack of Social Cues Theory]]? * What about [[:Social Information Processing Model]], [[:SIDE Model]] ([[:SIDE Model|Social Identification/Deindividuation Model]]) and [[:Social Influence Model]]? * What are the better method to prevent dis-inhibition of online users? - Are you being manipulated? * Why do portals (naver and daum) provide "real time issues?" * What is in there? * What people would read first, and last? * What are the relative theories? * [[:Priming Effect]], what is it? * [[:Framing]], what is it? * How are the relationship changed from "[[Agenda Setting and Mass Media]]" to "[[:Agenda Setting and New Media]]"? * Where is (your) important agenda come from? Television News, Portal News or a place like Daum Agora? * Add it to social media. * How is it related to public opinion? - [[:Addiction]] in Games * What is Addiction? * Symptoms and diagnosis * Is it curable? * Solution, particularly for GAMES? - Formation of Public Opinion * How are the majority of opinion formed and emerged? * What are the theories related to this concept? How are they interact with each other in terms of understanding "formation of public opinion?" * [[:The Third Person Effect]] * [[:Agenda Setting]] * [[:Spiral of Silence]] - Big data and social science * Why some people keep telling us that theories will die? * Is it significant enough to consider it as a theoretical framework? Or is it just a social happening? * What are the theories that are related to big data and social media? * SNS and Big Data * The Dynamics of Public Attention: Agenda-Setting Theory Meets Big Data * Big Data in the Information Age: Exploring the Intellectual Foundation of Communication Theory * The end of theory * [[http://edge.org/3rd_culture/anderson08/anderson08_index.html|THE END OF THEORY - Will the Data Deluge Makes the Scientific Method Obsolete?]] by Chris Anderson * [[http://archive.wired.com/science/discoveries/magazine/16-07/pb_theory|The End of Theory: The Data Deluge Makes the Scientific Method Obsolete]] * [[http://www.theguardian.com/news/datablog/2012/mar/09/big-data-theory|Big data and the end of theory?]] * [[http://www.wired.co.uk/news/archive/2013-01/25/big-data-end-of-theory|Big data and the death of the theorist]] - [[:Diffusion of Innovations]] * What are the important elements in diffusion process? * Why are some people ahead in comp. to others in terms of adoption of technologies (ideas, innovations)? * What are the characteristics of them? * How people choose something over the other? What is the process? * [[:Technology Acceptance Model|TAM]], what is it? Why is it important to the media students? - Persuasion * Related to Marketing/Advertising ---- * Misc. * [[:Sleeper Effects]] * UX in New Media * [[:Designing for Behavior Change]], [[:amazon>1449367623|the book at Amazon]] \\ - Violence in (on-line) Games, on-line environment, mass media - Addiction in Games, Computer (the Internet) - Diffusion of Innovation - Samsung vs. Apple: Why do they differ from each other? - Social network analysis * Social support * Social capital - Social media and social changes (or movement) - Persuasion in new media (Social media and marketing) * Advertising in mass media * Advertising in new media (social media) * Social Media PR - Social norms in online environment, game environment * Social behavior in online environment - Formation of public opinion influenced by mass media, new media * Agenda influenced by mass media * Agenda setting influenced by social media - Big data and their influence (social political impacts) - Journalism - social media as a means of news diffusion - Big data journalism - Internet journalsim - Blog journalsim - 참여 저널리즘 \\ - 관심 분야 선정 - 관련된 이론 찾기 (도서관 - 서적 + 논문) - 그룹: 서적 찾기 2, 읽고 요약 - 개인: 논문 찾기, 읽고 요약 - 그룹: 발표 - 관심 분야 세련화 - 관련된 연구 찾기 (논문 + 서적) - 개인: 논문 소개 + 선택분야와의 관련성 \\ ======= Theories Application ======= ^ Area ^ Communication \\ Level ^ New \\ Technolgies ^ Phenomena and \\ Symptoms ^ | - Game - Advertising - Marketing - //Governing (-ment)// - //Politics// - //Everyday Life// - User Experience (UX) | - //Intra-personal// - //Interpersonal// - //Group// - //Organizational// - //Mass// | - New Media - CMC (the Internet) - Mobile - Social Media - Big Data - New Technologies - Augmented Reality - Virtual Reality - Location Based Services - Technologies - What are the effects of such \\ technologies (Why are \\ they significant?) - Cloud Computing - Mobile Payment - Samsung Pay - Wearable Computing - Mass Media - Book - Journalism - Film - Television - Radio | - Addiction - Self - Relationships - Effects (at social and individual level) - Knowledge (transfer) - Affection/Belief - Decision Making (Action - Behavioral) - Rational/Subliminal - Exposing - Selection - Persuasion - Performance - Perception - Violence | ====== Application ====== Each Number = 해당되는 항목 0 = Inapplicable (해당없음) * 0.0.0.2. [[:Maslow's hierarchy of needs]] * 06.2.0.3. [[:Uncertainty Reduction Theory]] * 0.2.1a.3. [[:Social Influence of Technologies]] * 0.2.1a.3. [[:Social Identity Theory]] * 0.34.1a.4d. [[:Media Richness]] * 0.2345.12.4ac. [[:Diffusion Theory]], [[:Diffusion of Innovations]] * 1.0.0.01. 몰입 [[:FLOW]] * 1.0.0.1. [[:Addiction]] * What is Addiction? * Symptoms and diagnosis * Solution, particularly for GAMES? * 456.5.(1cd)3bde.4abc. [[:Agenda Setting Theory]] * 45.5.(1acd)3bde.4bc. 여론의 형성 * [[:Spiral of Silence]] * [[:Pluralistic Ignorance]] * [[:Social Norms]] - the Concept * 1?6.5d.(?).4bc [[:Cultivation theory]] * 5.5d.0.4abc. [[:Uses and Gratification]] * 23.(?).1ac.4bc. [[:Social Media Marketing]] * 0.0.1d.4abc. [[:The End of Theory]] due to the use of big data * (?235).1.0.4bc. [[:Cognitive Dissonance]] * 0.234.(?).4bc. [[:Conformity]]xx * 0.5.().e. [[:Hostile Media Effects]] * SA. [[:Selective Exposure]] and [[:Selective Perception]] * 0.1.0.4ab. [[:Elaboration Likelihood Model]] * 23.1.1a.4e. [[:Subliminal Messages]] * 167.34.1a(c2abcd).34. [[:Social Presence Theory]]