Media Comp 1. Pt 2

Media Comp 1. Pt 2

11th Grade

20 Qs

quiz-placeholder

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Media Comp 1. Pt 2

Media Comp 1. Pt 2

Assessment

Quiz

Journalism

11th Grade

Practice Problem

Easy

Created by

Stephen Smith

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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