Hi, once again class!
I think we can all agree that this week reading of Chapter 5 & 6 was very lengthy. However, I know we, as scholars, was able to understand different types of medium in communication and the nature of the media in Chapter 5. While in Chapter 6, we saw that communication is beyond just human-to-human relationship; it is communication between humans and nature, objects, and technology.
As always, I try to find theories within each chapter that supports what I believe and also to see if any relate to actions throughout my productive week.
Therefore, in Chapter 5, the theory I could see many connections to was the agenda-setting theory.
This theory by Walter Lippmann, Maxwell McCombs, Donald Shaw, and David Weaver describes how the media structure issues to be told to the public and this determines what we should be thinking about. I feel that a good example of agenda setting is the news and how they give information. As we know, many news anchors tell specific stories and in this case, they do it through repetition, prominence, and proximity. I look at this theory to be somewhat of a strategic way of communicating and a theory I am more interested in learning more about and seeing how it can be connected to other real-life events.
This theory by Walter Lippmann, Maxwell McCombs, Donald Shaw, and David Weaver describes how the media structure issues to be told to the public and this determines what we should be thinking about. I feel that a good example of agenda setting is the news and how they give information. As we know, many news anchors tell specific stories and in this case, they do it through repetition, prominence, and proximity. I look at this theory to be somewhat of a strategic way of communicating and a theory I am more interested in learning more about and seeing how it can be connected to other real-life events.
While reading Chapter 6, the communication between humans and technology section was overall the section that I got the most understanding of. The digital play and media transference theory was the main event in Chapter 6. I later realize how it relates to real-life based on experiences throughout my undergraduate matriculation. This theory shows how gamer identities are created in interaction with games. For instance, many guys at my HBCU, Voorhees College, played digitals games on the XBOX or Playstation; but I never understood the hype until now. They are connecting with various individuals and also being the person they want to be seen as. I guess I can understand know why they loved to play the game.
References: Littlejohn, S. W., Foss, K. A., & Oetzel, J. G. (2017). Theories of Human Communication.

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