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By: Kyle Bolin
 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.
 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.
 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.
 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.
 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.
 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.
 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.
 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/

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COMM 303 Final Project - Kyle Bolin

  • 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/