Computers allow us to do things today that were barely dreamed of 60 years ago. Today, computers and networks provide us a personal space in which we can share our innermost thoughts and feelings on a large network with others.
Introduction to Mediated Communication explains and discusses mediated communication through a functional approach - focusing attention on how people use computer technology to accomplish their communication functions.
Rather than focus on the nature of the medium itself and what sets it apart from more “traditional” media, Introduction to Computer Mediated Communication focuses on what functions people use technology for, and how people use technology to accomplish their multiple communication goals. By focusing on functions rather than channels, the publication provides instruction into the reason people use media, rather than simply discussing various technological products that will soon be outdated.
Introduction to Computer Mediated Communication by David Westerman, Nicholas David Bowman, and Ken Lachlan:
- Focuses on the degree to which new media technologies now permeate all aspects of human communication, blurring traditional distinctions between mass, interpersonal, organizational, and health communication realms.
- Analyzes how technology is used to satisfy four major reasons for communication in general: informational goals, relational goals, persuasive goals, and entertainment goals.
- Includes a regularly updated website to discuss the evolving technology. The website includes links to growing social media applications, discussions, videos, and more. And in true Web 2.0 fashion, the authors will even encourage students to participate early and often.
- Features Computer Mediated Communication in Action vignettes that apply concepts to real life scenarios and cases.
About the Authors
Chapter 1 What Is (Mediated) Communication?
What Is Communication?
Components of Communication
Mass Mediated Communication
Changes in Technology Highlight Changes in Lines of Delineation
Changes in Mediated Communication
Moving toward MC
So What Is MC?
Chapter 2 What Is the Internet?
What Is the Internet?
Who Runs the Internet?
The Internet as a Social Space
Chapter 3 Media as Tools
Using Our Tools
Face to Face: Standard?
Chapter 4 Information Literacy in the Digital Age
Centrality of Information Literacy in the Workplace
Digital Divides and Knowledge Gaps
The Power of Numbers
The Lesson of Wikipedia
Critical Thinking Basics
Chapter 5 News
What Is News?
Earliest Sources of News
Jacksonian Democracy and the Birth of Objectivity
News and the Electronic Age
Broadcast versus Narrowcast versus Tailoring
Narrowcasting and Editorializing
Social Media—Are We All Media?
Theories of Information Effects
Agenda Setting Theory
Chapter 6 Media as Educators
Mr. Rogers and the Big Bird: Learning through Television
Social Learning Theory
Video Games and Learning
Social Media and Learning
Facebook in the Classroom
Massive Open Online Courses
Chapter 7 Relationships in a Digital Age
We Are a Social Species
Online Interaction: Boon or Bane?
Social Network(ing) Sites
Deceiving Others Online
Presence: At the Heart of MC?
Why So Much Interaction?
Chapter 8 Falling in Love (or Like) Through Technology
Do We Want to Touch Everyone We See?
Building Bridges and Creating Bonds
What Is Social Networking?
Social Network Structures
Rules of Social Networks
Connection versus Influence
Building Closeness Online
Social Information Processing Theory
Chapter 9 Persuasion
Dual Process Models
Behavioral Intention Approaches
Chapter 10 Advertising
Traditional Advertising Conventions
Facebook and Social Media Advertising
Social Media and Big Data
Chapter 11 Campaigning
Public Health and Social Marketing
Social Marketing Works When You Are (Kind of) Scared
Narrowcasting for Those Interested
Introducing Fear, But Controlling Danger
Future of Campaigns
Chapter 12 Entertainment in the Digital Age
What Is Entertainment?
A History of (Mediated) Entertainment
Digitization and New Media
Digital Entertainment and Interactivity
Interactivity and Entertainment
Copyright Law in the Digital Age
Mobile Entertainment—Entertainment on Demand
Chapter 13 Uses and Effects of Digital Entertainment
History of Media Effects Research
The “Magic Bullet” Paradigm: 1900s to 1940s
The “Paper Tiger” Paradigm: 1940s to 1960s
Powerful, But Limited: 1960s to Today
Violence and Interactivity
Sex, Offline and Online
Sex and New Media
Other Antisocial Media Effects
Meaningful Media Experiences
Epilogue: The Future of MC