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Persuasive Appeals
Ethos = credibility Logos = logical Pathos = emotional
Elaboration Likelihood Model (ELM)
2 routes to persuasion: central: important issue; strength of argument determines persuasiveness peripheral: unimportant issue; context determines persuasiveness
Heuristic Systemic Model (HSM)
Systemic processing: careful reasoning Heuristics processing: use mental 'short cuts', do not engage in careful reasoning. e.g. "statistics don't lie"
ELM and HSM difference
HSM has the ability to process both ways at the same time, ELM can't
Theory of Reasoned Action
A model of persuasion in which messages influence attitudes, which influence behavioral intentions, which then may or may not lead to a behavior change
Behavioral Intention Equation
BI = AbW1 + (SN)W2
BI
Behavioral Intention
Ab
Attitude toward the behavior
SN
Subjective Norms (What others think)
W1
Weight of attitude
W2
Weight of Subjective Norm
Weight of Subjective Norm
Predicts how individuals will react when confronted with fear producing stimuli
Sleeper Effect
we remember and think about funny things long term effects deals with humor
Ad Council
Campaign to change behaviors
Economic Model of Advertising
Way for newspapers to gain revenue
Radio Advertising (radio jingles)
brought an auditory component to advertising
Product Placement
putting a certain product in a tv show or movie to enhance sales
Quiz Show Scandal (Twenty-One)
Trained contestants on answers, led to congressional hearing, outcome = no longer only 1 sponsor for an entire show
Unique Selling Proposition (USP)
differentiating a product by communicating its unique attributes Ex: iPhone5 = FaceTime, M&M's = hard candy shell
Nielsen Ratings
Way for advertisers to gain demographic info; want to know what type of people watch certain shows
Click-Through Rate
How many times people click on your weblink
Big Data
filtered to your needs EX: Netflix, Google suggestions
Principles of Effective Campaigns
Campaigns geared toward behavior and attitudes know history behind something
Your Brain on Drugs Campaign
didn't work
Entertainment Education
use TV shows and educate them on health issues EX: Condoms are only 97% effective
McLuhan's Hot and Cool Media
Hot - interactive; video games Cool - nonengaged; reading, listening to music, watching TV
Engagement in somber media
helps us reflect on reality and gives us greater appreciation for it
Affective Disposition Theory
have certain feelings toward a character and story line Happy when our liked characters succeed and when disliked characters get justice they deserve
Mood Management
seek media to change or continue a mood minimize pain maximize pleasure
Analog vs Digital Media
Analog - medium that usually requires dedicated equipment in order to be used; EX: Vinyl Record Digital - medium that is able to overcome the limitations of physical medium
3 C's of Technology
Compression Conversion Convergence
Compression
ability to take it with you anywhere media shrunk in size ex: walkman to ipod
Conversion
ability to transfer from one medium to another ex: put songs from CD onto computer
Convergence
ability to access several forms of media from the same device ex: iPhone has internet, music, netflix
Entertainment on Demand
Access to entertainment at spur of the moment ex: Netflix, Youtube
Comstock Act
Law that has prohibited obscene content from being sent in mail
Miller Test
test to see if something is obscene 3 components: Look at content based on society norms Add to advancement
Magic Bullet Theory
Also known as Hypodermic Needle idea that media has direct effect on you and you have no say
War of Worlds
radio broadcast that made people believe the planet was being invaded by aliens believed because people thought the radio was credible and trusted source
Media Dependency
Idea that the more a person depends on having needs gratified by media use, the more important the media's role will be in the person's life and, therefore, the more influence those media will have.
Social Learning Theory
Learn by watching
Cultivation Theory
claims that television cultivates, or promotes, a worldview that is inaccurate but that viewers nonetheless may assume reflects real life.
What are the 2 routes we use to process information according to the ELM?
Central and Peripheral

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