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Communication theory is a proposed description of communication phenomena, the relationships among them, a storyline describing these relationships, and an argument for these three elements. Communication theory provides a way of talking about and analyzing key events, processes, and commitments that together form communication.
In game theory, cheap talk is communication between players that does not directly affect the payoffs of the game. Providing and receiving information is free. This is in contrast to signalling, in which sending certain messages may be costly for the sender depending on the state of the world.
Message design logic is a communication theory that makes the claim that individuals possess implicit theories of communication within themselves, called message design logics. [1] Referred to as a “theory of theories,” Message Design Logic offers three different fundamental premises in reasoning about communication . [ 2 ]
The term "procedural rhetoric" was developed by Ian Bogost in his book Persuasive Games: The Expressive Power of Videogames. [3] Bogost defines procedural rhetoric as "the art of persuasion through rule-based representations and interactions, rather than the spoken word, writing, images, or moving pictures" [4] and "the art of using processes persuasively."
Many models of communication include the idea that a sender encodes a message and uses a channel to transmit it to a receiver. Noise may distort the message along the way. The receiver then decodes the message and gives some form of feedback. [1] Models of communication simplify or represent the process of communication.
The Goals, Plans, Action theory explains how people use influence over others to accomplish their goals. This theory is prominent in the field of interpersonal communication. The theory is a model for how individuals gain compliance from others. [1] There can be multiple goals related to the need for compliance.
Symbolic convergence theory (SCT) is a communication theory developed by Ernest Bormann proposing that the holding of fantasies in common transforms collections of individuals into cohesive groups. SCT offers an explanation for the appearance of a group's cohesiveness, consisting of shared emotions, motives, and meanings.
For example, in one language-game, a word might be used to stand for (or refer to) an object, but in another the same word might be used for giving orders, or for asking questions, and so on. The famous example is the meaning of the word "game". We speak of various kinds of games: board games, betting games, sports, "war games".