Core concepts
Research methodologies
Continuity and change
Conformity and Nonconformity
Popular Culture
100

This term refers to shared understandings, practices, values, beliefs, behaviours of a particular group.

Culture

100

A set of questions that can be close-ended or open-ended that allows for the collection of information from a large sample of people. 

Questionnaire

100

Definition: Aspects of society or culture that remain relatively stable over time.

Continuity

100

Definition: When individuals lose self-awareness and self-restraint when acting within a group that allows more anonymity.

Deindividuation
100

Definition: Cultural products and practices that are widely consumed or participated in by large numbers of people. 

Popular culture
200

A person's sense of who they are, shaped by culture, family, gender, and experiences.

Identity

200

Original information or research data collected first-hand by the person doing the research.

Primary research

200

Smartphones have altered how people communicate over time. What concepts are evident here?

Change and technologies

200

An example of a nonconformist group is... 

A: Climate activists, Survivalists, Anti-Vaxxers, etc.

200

Identify ONE popular video game.

Pokemon, Animal Crossing: New Horizons, Mario Kart, Minecraft, Fortnite, Roblox, Super Mario, etc.

300

The process of adding value to an idea, product or commodity with the aim of selling it and making a profit.

Commercialisation

300

The researcher is immersed in the action being observed.

Participant observation

300

What are three factors that contribute to social and cultural change?

A: Technologies, environment, conflict, political factors, economics, social movements, globalisation, shifting values, etc.

300

What is a social cost of nonconformity?

Social exclusion, stigmatisation, bullying, reduced opportunities, sanctions, psychological isolation, etc.

300

Identify TWO types of paraphernalia associated with video games. 

Clothing, branded equipment, collectibles, artwork, soundtracks, toys, accessories, in-game purchases, movies, books, physical games, etc.

400

The encoding, storage, retrieval and processing of information in an individual's mind.

Social cognition

400

An in-depth planned discussion of a defined topic, with a small group hosted by a moderator.

Focus group

400

Which theory of social change is reflective of slow change over time?

Evolutionary

400

Definition: Media using their influence to sway the public agenda. 

Agenda setting

400

Definition: A social process of adding value to an idea, product or commodity with the aim of selling it and making a profit. 

Commodification
500

The idea that concepts are socially constructed and vary across cultures.

Cultural relativism

500

A statistical exercise that involves counting, categorising and interpreting words and images from documents, film, art and music.

Content analysis

500

What is likely to happen in the near future of Vietnam?

A: Greater gender balance in workplaces, rise in the economy due to globalisation, increase in technologies and AI-use, greater Westernisation due to political relationships in the region.
500

Identify one example for how nonconformity contributes to social change.

Influence on policy, challenges existing norms, increases awareness of issues, inspires collective action, shifts attitudes, influence on laws, challenges institutions and authority, etc.

500

Which stakeholders can influence and control popular culture?

Family, peer groups, media, marketers, governments and broader global groups and institutions.