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The most common way to detect and measure parasocial Interaction has been a survey created by Rubin, Perse, and Powell [6] Their survey form, known as the RPP-PSI, treats parasocial interaction as a holistic experience that “may take many forms including seeking guidance from a media persona, seeking media personalities as friends, imagining ...
Multi-communicating is the act of managing multiple conversations simultaneously. [1] The term was coined by Reinsch, Turner, and Tinsley, who proposed that simultaneous conversations can be conducted using an array of media, including face-to-face, phone, and email tools for communication.
An asynchronous communication service or application does not require a constant bit rate. [2] Examples are file transfer, email and the World Wide Web. An example of the opposite, a synchronous communication service, is realtime streaming media, for example IP telephony, IPTV and video conferencing.
Media richness theory states that all communication media vary in their ability to enable users to communicate and to change understanding. [5] The degree of this ability is known as a medium's "richness." MRT places all communication media on a continuous scale based on their ability to adequately communicate a complex message. [6]
The rise of social media has impacted communication as a whole. In this age of technology, Communication intended to feel so personal can seem impersonal. Social media can significantly affect how interpersonal communication occurs. Several social media platforms aim to enhance our communication by escaping geographical barriers. [2]
Hyperpersonal communication, according to Walther, is "more socially desirable than we tend to experience in parallel FtF interaction" (p. 17). [1] Combinations of media attributes, social phenomena, and social-psychological processes may lead CMC to become "hyperpersonal", that is, to exceed face-to-face (FtF) communication.
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The Media Equation is a general communication theory that claims people tend to assign human characteristics to computers and other media, and treat them as if they were real social actors. [1] The effects of this phenomenon on people experiencing these media are often profound, leading them to behave and to respond to these experiences in ...