2. Past – The lack of technology made it very
difficult for people to communicate. (Ex. smoke
signals, letter writing, telegraph, etc.)
Present – As technology has innovated in our
society, we are able to communicate with
people all around the world. (Ex. e-mail, phone
calls, video chat)
Future – In 2025, I believe that people can put
chips in their body and it will allow them to
call and text without an actual phone.
3. Definition: Explains how people use media for
their need and gratification.
Affective Needs – emotions, pleasures, and other
moods.
Personal Integrative Needs – self-esteem.
Social Integrative Needs – need to socialize with
family, friends, and relations in society.
Tension Free Needs - means of stress relief.
4. Video Games
Interactive video game experience.
Cell Phones
Invisible earpiece that connects
to a watch that has all the capabilities
of a smart phone.
Tablets
Will allow holographic chat with
others.
5. Definition: An internal link between media,
audience, and a large social system.
Individual – the media has the ability to satisfy the
audience’s needs.
Social Stability – the audience reconsider their
beliefs, practice, and behaviors when strong social
change, conflicts, riot, or election which will force to
re-evaluate and make new decisions.
Active Audience – chooses the media dependence on
their individual needs and other factors such as
economic conditions, society, and culture.
6. Twitter
Will become the #1 source
for all news.
Instagram
Will be the #1 source for all
photo galleries.
Facebook
Will take the place of all
business websites and virtual
advertisement.
7. Definition: People learn from one another, via
observation, imitation, and modeling.
Attention – various factors increase or decrease the
amount of attention paid.
Retention – remembering what you paid attention
to.
Reproduction – reproducing the image.
Motivation – having a good reason to imitate.
8. The Classroom
All textbooks will be replaced with
smart tablets for interactive learning.
Film Study in Football
Players will be able to study film
through virtual reality goggles.
Driver’s Education
All classes will have driving
experience simulators for virtual
learning.
9. Cherry, K. (n.d.). Albert Bandura's Social Learning
Theory. Retrieved August 9, 2015, from http://
psychology.about.com/od/
developmentalpsychology/a/
sociallearning.htm
Media Dependency Theory. (n.d.). Retrieved
August 9, 2015, from http://
communicationtheory.org/media-
dependency-theory
Uses and Gratification Theory. (n.d.). Retrieved
August 9, 2015, from http://
communicationtheory.org/uses-and-
gratification-theory/