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Media impact in society
Media impact on society
Media impact in society
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Steven Johnson, believes that popular culture is making us imperceptibly but tenacious and a little smarter every day, also that trend, demonstrated by the "tests" of intelligence. Johnson calls it “the sleeping curve” where he assumes that mass culture is increasing in complexity gradually because of interrelated factors: natural appetites of the brain, the economic system of the cultural development, the cultural industry, and evolving technological platforms.
Steven Johnson argues that popular culture today is more complex and challenging than ever and requires us to cognitive tasks that we never had been pushed so far all the classical and popular culture like in this time. His arguments are simple and they go against the opinion of most
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This is not going to makes us dumber as they used to think like in the past people believe. On the contrary this is culture, the new culture, since the brain is increasingly complex, and requires a different media infrastructure to sustain the extensive development of our times, he called to this effect the sleeping curve. And is gradually increasing in complexity because of interrelated factors; to natural appetites of the brain, the system of the cultural industry and the evolving technology platforms, and throughout the book is giving arguments and examples that confirm his thesis, some more successes and other profiled sometimes just relying on third-party studies and other comparisons and analysis of the different products of popular culture. Thus in the world of the series of television, he analyze this complexity …show more content…
2013. P125) media is shaping today's youth no just with violence, gender stereotyping, and sexual promiscuities, and this becomes difficult to interpret what is the true influence of media.
A few years ago Johnson explains that the television were too easy to understand and predictable. All the programs were focused on just one storyline, but actually all new series and programs on the television are more complex, cognitive and more demanding, now the protagonist of the shows on television have a constant change, and they have more storylines, and this change has occurred because the audience has become more critical.
TV now serves us to think, to analyze what kind of thinking must be exerted to make sense of a cultural experience. That the television has put more pressure on our cognitive abilities; the complexity has grown by three elements, multiple accounts, multiple accusations, and social networks.
Then he also includes video games and how they have had a bigger and greater evolution, because the video gamers are now being challenged to make a greater effort due to the lack of instructions and the new structure of
Not only educational shows accomplish these goals, but fictional television programs can often incorporate information that requires viewers to grapple with a topic using logical reasoning and a global consciousness. In addition, not to diminish the importance of reading, television reaches those who may never pick up a book or who might struggle with reading problems, enabling a broader spectrum of people to interact with cognitive topics. Veith has committed the error of making generalizations about two forms of media when, in truth, the situation varies depending on quality and content. However, what follows these statements is not just fallacious, but
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
In the novel, technology, especially the enormous TV screens, are responsible for replacing literature, intellectualism, and curiosity. People spend so much time watching programming that is considered unproductive. People in the novel became less likely to search for knowledge and discover new abilities. This happens frequently today. Many people are engrossed in their technology and mass media. They have become less likely to...
Ray Bradbury was trying to explain how watch television can bring out the unconscious thoughts. On the NATIONAL BUREAU of ECONOMIC RESEARCH, there research states that, “With the recent explosion in television programming and videos aime...
Makes You Smarter” argues that certain television shows can make you smarter because we will learn how to think critically and analyze certain situations. Johnson says, “Instead of a show’s violent or tawdry content, instead of wardrobe malfunctions or the F-word, the true test should be whether a given show engages or sedates the mind” (Johnson 293). Dana Stevens the author of “Thinking Outside the Idiot Box” says “From the vantage point of someone who watches a hell of a lot of TV (but still far less than the average American), the medium seems neither like a brain-liquefying poison nor a salutary tonic” (Stevens 298). Dana debates with Johnson because of his opinion and poor choice of wording his essay because she believes that television can lack a person’s knowledge and critical
Steven Johnson wrote an article for the New York Times in which he argues that back in the days, television shows use to have a very simple plot which was easy to follow without too much attention. It was just an other way to sit back and relax. However, throughout the years, viewers grew tired of this situation and demanded more complex plot lines with multiple story lines that related to recent news topics. He takes the example of the television show “24”. “24” is known for being the first show which its plot occurs in “real-time”, it is also known for not censuring the violence of its topics. It is a drastic change from what Johnson states as an example “Starsky and Hutch” where basically each episodes was only a repetition of the last one. Johnson also believes that there is a misconception of the mass culture nowadays where people think the television viewer wants dumb shows which in response makes them dumber. Johnson does not agree, for him, television shows such as “24” are “nutritional”. He also states that sm...
Clark, C, Ghosh, A, Green, E, Shariff,N. (n.d) Media Portrayal of Young People – impact and influences. [Internet], UK, Young Researcher Network. Available from: [Accessed 2nd January 2012]
American popular culture is quite serious because we find the “voices” that write, play, film, photograph, dance and explain our American history. George Lipitz notes that historians can learn a lot about the process of identity and memory in the past and present by deciphering the messages contained in popular culture forms such as films, television and music. As stated by George Lipsitz, people can either work for the economy and state, and against the population who take in the messages or they can work in a positive way as memories of the past and hopes for the future.
On an individual basis, popular culture helps establish and mold the subjective self. It influences the way individuals think, act and respond, and this becomes part of how people develop their personalities, preferences, beliefs, and their overall identity. For example, most people idolize certain fashion statements or fads which determines their preference of clothing. This process of self-formation coincides with both elements of personal choice and the responses and attitudes of others. Furthermore, the identity that an individual asserts is influenced by and helps determine the development of social relationships; it influences the communities and groups to which an individual will identify with and how that identification is processed. In the establishment of communal bonding, mass culture helps with, as Leavis describes, a “leveling down of society” (35). The lines of class distinction have been blurred which, to Leavis is not a good thing, but it unites us nonetheless. Popular culture also promotes unity in that it “blurs age lines” (29). As stated earlier, the products of popular culture are targeted towards a variety of audiences; adults read comic books, children watch adult films, etc. (Macdonald 29). Similarly, teenagers and young adults are brought together through night clubs, fashion, and music; college students come together to enjoy campus events; book fans wait in line hours for new releases, etc. Each of these instances produce feelings of belonging, acceptance and connection with members of society over a common
In the book Everything Bad Is Good For You written by Steven Johnson, he describes the sleeper curve in relation to media and games. He also describes how games have become more complex. Johnson also shows us how different genres of television shows like reality shows and comedies have become more intricate. The author describes how today’s popular culture is actually making us smarter. He poses a theory that all the media that we fathom has been becoming more sophisticated each year which is actually making our minds sharper than we may think.
In “Brain Candy: Is Pop Culture Dumbing Us Down or Smarting Us Up?” (2005), Malcolm Gladwell argues that pop culture is implementing our intelligence in a positive way, through: televisions/video games, books and homework. Firstly, Gladwell starts by stating how Steven Johnson, a former editor of an online magazine called Feed, directs out how television and video games have changed over the course of twenty to thirty years. He writes how earlier, television shows had obvious plot lines, while presently the viewers are required to implement what they have seen in other shows and maintain track of the story line. Gladwell writes that Johnson states how previously, video games were simple trainings in the art of harmonization and pattern identification.
Mokeyane, K. Nola. "Media's Positive & Negative Influence on Teenagers." Everyday Life. Globalpost, Web. 21 Jan. 2010.
The influence of mass media has changed the behavior of sections of society. Brown (2002) assert that the increase use of media has increasingly led youths to adopt overtly sexual behaviour. He writes;
“The media's the most powerful entity on earth. They have the power to make the innocent guilty and to make the guilty innocent, and that's power. Because they control the minds of the masses” (Thinkexist, 2010). The mass media, including news, movies, magazines, music, or other entertainment source has become a part of daily life for many people. As the quote mentions mass media and its power are capable of influencing people’s mind and behavior. Contents in the media introduced to young people make it difficult for them to distinguish between what is real and what is not, as a result stimulating confusion and blind imitation. The mass media plays an important role in the increase of violence, sexual activity, and risky behaviors among teenagers.
Media technologies are becoming an important aspect of today’s society. Each and every day, people interact with media of many different forms. Media is commonly defined as being a channel of communication. Radio, newspapers, and television are all examples of media. It is impossible to assume that media is made up of completely unbiased information and that the media companies do not impose their own control upon the information being supplied to media users. Since many people use media very frequently, it is obvious to assume that it has affects on people. According to the text book Media Now, "media effects are changes in knowledge, attitude, or behavior that result from exposure to the mass media," (386). This leaves us with many unanswered questions about media and its influences. This paper will look at how the effects of media are determined and explore the main affects on today’s society - violence, prejudice, and sexual behavior.