
Media Comp 1. Pt 2
Authored by Stephen Smith
Journalism
11th Grade
Used 4+ times

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20 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Match the following Uses and Gratification Theory labels to the correct definition.
Surveillance
Aesthetic and emotional experiences whereby the user gains pleasure.
To enhance/build relationships with others either through the ability for media products to produce a topic of conversation between people/by substituting friendships on screen
To learn about new experiences or other people, gain knowledge and satisfy curiosity.
Computer games and action films let viewers escape their real lives and imagine themselves in those situations, releasing tension from their everyday lives, shifting their attention from unpleasant to pleasant
Viewers can recognize a person or product as role models that reflect similar values to themselves and mimic or copy some of their characteristics, building their integrity and personal stability.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Match the following Uses and Gratification Theory labels to the correct definition.
Escapism
Aesthetic and emotional experiences whereby the user gains pleasure.
To enhance/build relationships with others either through the ability for media products to produce a topic of conversation between people/by substituting friendships on screen
To learn about new experiences or other people, gain knowledge and satisfy curiosity.
Computer games and action films let viewers escape their real lives and imagine themselves in those situations, releasing tension from their everyday lives, shifting their attention from unpleasant to pleasant
Viewers can recognize a person or product as role models that reflect similar values to themselves and mimic or copy some of their characteristics, building their integrity and personal stability.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Match the following Uses and Gratification Theory labels to the correct definition.
Personal Identity
Aesthetic and emotional experiences whereby the user gains pleasure.
To enhance/build relationships with others either through the ability for media products to produce a topic of conversation between people/by substituting friendships on screen
To learn about new experiences or other people, gain knowledge and satisfy curiosity.
Computer games and action films let viewers escape their real lives and imagine themselves in those situations, releasing tension from their everyday lives, shifting their attention from unpleasant to pleasant
Viewers can recognize a person or product as role models that reflect similar values to themselves and mimic or copy some of their characteristics, building their integrity and personal stability.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Match the following Uses and Gratification Theory labels to the correct definition.
Personal Relationship
Aesthetic and emotional experiences whereby the user gains pleasure.
To enhance/build relationships with others either through the ability for media products to produce a topic of conversation between people/by substituting friendships on screen
To learn about new experiences or other people, gain knowledge and satisfy curiosity.
Computer games and action films let viewers escape their real lives and imagine themselves in those situations, releasing tension from their everyday lives, shifting their attention from unpleasant to pleasant
Viewers can recognize a person or product as role models that reflect similar values to themselves and mimic or copy some of their characteristics, building their integrity and personal stability.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Match the following Uses and Gratification Theory labels to the correct definition.
Entertainment
Aesthetic and emotional experiences whereby the user gains pleasure.
To enhance/build relationships with others either through the ability for media products to produce a topic of conversation between people/by substituting friendships on screen
To learn about new experiences or other people, gain knowledge and satisfy curiosity.
Computer games and action films let viewers escape their real lives and imagine themselves in those situations, releasing tension from their everyday lives, shifting their attention from unpleasant to pleasant
Viewers can recognize a person or product as role models that reflect similar values to themselves and mimic or copy some of their characteristics, building their integrity and personal stability.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Media products can be classified into categories or
Media
Audio/Visual
Image
Genre
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Media texts uses ________ to create meaning
Decodes
Codes
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