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c:mt:theories

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Introduction to Theory

Diffusion and Innovation

Formation of public opinion influenced by mass media, new media

Social norms in online environment, game environment

Persuasion in new media (Social media and marketing)

Violence

Addiction

Social network analysis

Social media and social changes (or movement)

Journalism

Big data and their influence (social political impacts)

Read Theories in CMC: Theories of Computer Mediated Communication and Interpersonal Relations

  1. Violence in Games
    1. 사이버폭력
  2. Social Media and Social Changes
  3. Social Media and Marketing | Advertising and New Media
  4. 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
  5. Why are people complaining about impartiality of Daum Agora?
  6. 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?
    • 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?
  7. Addiction in Games
    • What is Addiction?
    • Symptoms and diagnosis
    • Is it curable?
    • Solution, particularly for GAMES?
  8. Formation of Public Opinion
  9. Big data and social science
    • 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?
    • TAM, what is it? Why is it important to the media students?
  10. Persuasion
    • Related to Marketing/Advertising

—-


  1. Violence in (on-line) Games, on-line environment, mass media
  2. Addiction in Games, Computer (the Internet)
  3. Diffusion of Innovation
    1. Samsung vs. Apple: Why do they differ from each other?
  4. Social network analysis
    • Social support
    • Social capital
  5. Social media and social changes (or movement)
  6. Persuasion in new media (Social media and marketing)
    • Advertising in mass media
    • Advertising in new media (social media)
    • Social Media PR
  7. Social norms in online environment, game environment
    • Social behavior in online environment
  8. Formation of public opinion influenced by mass media, new media
    • Agenda influenced by mass media
    • Agenda setting influenced by social media
  9. Big data and their influence (social political impacts)
  10. Journalism
    1. social media as a means of news diffusion
    2. Big data journalism
    3. Internet journalsim
    4. Blog journalsim
    5. 참여 저널리즘


  1. 관심 분야 선정
  2. 관련된 이론 찾기 (도서관 - 서적 + 논문)
    1. 그룹: 서적 찾기 2, 읽고 요약
    2. 개인: 논문 찾기, 읽고 요약
    3. 그룹: 발표
  3. 관심 분야 세련화
  4. 관련된 연구 찾기 (논문 + 서적)
    1. 개인: 논문 소개 + 선택분야와의 관련성


Theories Application

Area Communication
Level
New
Technolgies
Phenomena and
Symptoms
  1. Game
  2. Advertising
  3. Marketing
  4. Governing (-ment)
  5. Politics
  6. Everyday Life
  7. User Experience (UX)
  1. Intra-personal
  2. Interpersonal
  3. Group
  4. Organizational
  5. Mass Media & Communication
    1. Book
    2. Journalism
    3. Film
    4. Television
    5. Radio
  1. New Media
    1. CMC (the Internet)
    2. Mobile
    3. Social Media
    4. Big Data
  2. New Technologies
    1. Augmented Reality
    2. Virtual Reality
    3. Location Based Services
    4. Technologies
      1. What are the effects of such
        technologies (Why are
        they significant?)
      2. Cloud Computing
      3. Mobile Payment
      4. Samsung Pay
      5. Wearable Computing
  1. Addiction
  2. Self
  3. Relationships
  4. Effects (at social and individual level)
    1. Knowledge (transfer)
    2. Affection/Belief
    3. Decision Making (Action - Behavioral)
      1. Rational/Subliminal
      2. Exposing
      3. Selection
    4. Persuasion
    5. Performance
    6. Perception
    7. Violence

Application

Each Number = 해당되는 항목
0 = Inapplicable (해당없음)

c/mt/theories.1487572013.txt.gz · Last modified: 2017/02/20 14:56 by hkimscil

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