Presiding Officer Training module 2024 lok sabha elections
Week 11 lecture notes com325
1. Week 11 Lecture Notes
Personal Connections: chap 6, pages 144 - 172
Videogaming statistics plus readings in weekly content folder
2. Digital
Relationships
We form relationships by communicating
Most interpersonal relationships are weak ties
The internet helps people have more specialized and
intermittent contact with more people
Strong ties: encourage frequent, campanionable
contact that is reciprocal, supportive, and long term.
People with social anxiety prefer media with fewer
cues
3. Hyperpersonal
Communication
Theory
Reduced identity cues can cause people meeting online
to like each other more than they would have if they
had met in person.
Online, people “fill in the blanks” about identity with
idealistic thinking and without any supporting
evidence (fantasy relationships).
“Our messages are the tools with which we build and
tinker with our connections, and the mirror through
which we see them” (Baym, 2015, p.145).
4. Whywelike
peopleonline
Sparse cues give room for the imagination of qualities
and for ideal or fantasy thinking.
Sparse cues give us more control over our messages so
we can appear more attractive to others.
People who receive validation for their online self-
presentation are likely to become more like the selves
they present.
Asynchronous media allow people to revise.
The excitement of anticipation creates a sense of
relationship.
The majority of people connected through social media
sites never interact with most of their “friends.”
5. Self-disclosure
Self-disclosure is one of the most powerful
communication practices we have for building
relationships
Self-disclosure can backfire and cause repulsion
Self-disclosure leads to more intimacy online than in
face-to-face contexts, yet longitudinal studies that
follow online friendships over time do not show
meaningful differences between them and offline
friendships.
6. Relational
Maintenance
Handled through Social Network Sites, texting, phone
calls, video chat
The primary motive for using social media is to
maintain rather than create relationships
Most relationships maintained in SNSs are weak ties
People use SNSs to communicate with multiple weak
ties simultaneously
Weak ties connected through SNSs can grow into
strong ties through SNS use
Research found that in Facebook, only 15% of friends
ever exchanged messages.
Video chat platforms can be important in long-distance
relationships
7. Economic
modelsofSNSs
Social Network Sites rely on building detailed models
of users
User info is sold for targeted advertising
SNSs prompt people to “share” likes, dislikes, opinions
to be able to build models of users
People use “Facebook Relational Maintenance
Behaviors”:
Responding to news,
giving advice when requested,
posting birthday greetings,
answering questions.
8. MobilePhone
Relational
Maintenance
Differs from SNS relational maintenance, which is to
weak ties. Mobile ties are likely strong ties
Keeps peers and family more interdependent
Allows people to micro-coordinate their actions
Can feel overwhelming and imprisoning
Using mobile phone for texting and talk creates
expectations of phone use in the relationship
9. Media
Multiplexity
Relationships connected through more than one
medium
Closer relationships use more media in addition to
face-to-face communication
Media use is based on the goals for the interaction
Polymedia: multimedia context of how people in a
relationship communicate
Example: “They have a texting relationship.”
The choice of medium has implications for the
relationship. Texting too soon, too much, comes across
as ‘desperate.’
10. Theendand
aftermathof
relationships
The “unfriend” breaking up happens across media
Most SNSs have a way to disconnect from specific
individuals
Legal questions are not settled as to who controls a
profile after death
Some people may stop using a medium to avoid
another person
11. Uncertain
Norms
Do new media undermine or replace face-to-face
communication?
Cultural contexts define appropriate behavior for
media use
A “friend” online is not the same as a friend offline
Oversharing online can repulse or result in severed
connections
The presence of media during face-to face
communication can be a problem
As mediums are domesticated, social norms are
established
People negotiate how they will use media with one
another
12. VideoGames
A video game is an electronic game that can be played
on a computing device, such as a personal computer,
gaming console, or mobile phone.
The Global Games Market reached $108.9 billion in
2017 with mobile taking 42% (McDonald, 2017).
China is the single most important market in the world
for mobile games, with more than $14 billion in
domestic mobile games revenue projected by 2021.
U.S. Video Game Industry Revenue reached $36 Billion
in 2017, up 18 percent from 2016, according to the
Entertainment Software Association.
In 2016, the industry contributed $11.7 billion in value
to the U.S. GDP, employing 65,678 Americans in 50
states.
In 2016, Nintendo was the most recognized gaming
brand in the United States.
13. VideoGame
Industry
The Entertainment Software Association in 2014
reported that games were getting more mobile and are
played by families, engaging households as well as
teens.
Video game sales ($24 billion) have outpaced movie
box office sales (just $10 billion per year) for several
years.
Companies and businesses are using games to promote
products and drive sales.
Educators are using games to enhance the learning
process. Universities offer video game degree
programs
14. Additional
industryfacts
Adult women represent a greater portion of the video
game-playing population (31 percent) than boys age 18 or
younger (18 percent).
53 percent of the most frequent video game players report
playing video games with others.
67 percent of parents play video games with their children
at least once a week.
Mobile games make more money than console and PC
games, according to Business Insider (2017).
More than 150 million Americans play video games,
and 65 percent of American households are home to at
least one person who plays video games regularly, or at
least three hours per week.
The average gamer is 35 years old and 72 percent are age
18 or older.
15. References
2017 China topic report: Mobile games. Research and Markets.(2017).
Research and Markets. Retrieved from
https://www.researchandmarkets.com/research/n95h5w/2017_china_topic
Baym, N. (2015). Personal connections in the digital age (2nd ed). Malden,
MA: Polity Press.
Industry Facts (2017). The Entertainment Software Association. Retrieved
from http://www.theesa.com/article/two-thirds-american-households-
regularly-play-video-games//
McDonald, E. (2017). The global games market will reach $108.9 billion in
2017 with mobile taking 42%. NewZoo. Retrieved from
https://newzoo.com/insights/articles/the-global-games-market-will-reach-
108-9-billion-in-2017-with-mobile-taking-42/
Video Games (20170. Statista: The statistics portal. Retrieved from
https://www.statista.com/topics/868/video-games/