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Mass culture is changing, it has been changing throughout the past and will continue into the future and this is due to the opinions of the people change. Technology currently is one major way in today’s society is using technology. The technological advancement over the last 10 years has boosted the publication of mass culture changes, before we go into what concerns and anxieties that are aroused by the emergence of ‘mass culture’ as Raymond William calls culture ‘one of the two or three most complicated words in the English dictionary’
“Mass culture is the set of ideas and values that develop from a common exposure to the same media, news sources, music, and art.”[http://www.chegg.com/homework-help/definitions/mass-culture-47] This means
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With advancements in technology gaming companies such as ‘Rockstar’ is able to create games that relate to real life. ‘Grand Theft Auto V’ is there best achievement so far by breaking the Guinness world record of being the best-selling video game in 24 hours and this proves that people do want games to take out anger that they have and games such as the ‘Grand Thief Auto’ series along with other violent games are the best-selling of the sector. The game itself is meant to be restricted to over 18 year olds but most of the consumer is under that age range. This means that 13 year-olds or younger could be playing the game and with them playing the game there is some content that is not designed for them. This may encourage young teenagers to reenact missions that they see within the game in real life as it has occurred already with a college student steals a truck, kidnaps women while reenaction Grand Theft Auto. We also hear about other issues that come from these games such as tactical robberies used from the game along with most school shooting being blaming the ideas coming from these game, some games have resulted in being banned. This shows that technology can be a bad influence on mass culture as it is a mass amount of people that is playing the
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
Mass media refers to the multiple platforms of communication that transmit information to a large number of people (Sociology Central, 1). Conventionally, mass media is a one-way communication that decimates only information, also known as traditional media – television, radio broadcast and print are such examples. With the advancement in technology and the Internet revolution it slowly evolved into another form – the new media, or social media. Now, it works on a two-way communication, which not only decimates information, but also provides a platform for feedback – Facebook, Twitter, YouTube, are such examples (Sociology Central, 3).
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
There is an ongoing debate about whether video games are corrupting our society and our children. Video games are not corrupting our society and this can be proven by analyzing the facts. People claim that video games contain obscene content, cause mental and physical health problems, and lead to violence.
Mass culture emerged as a concept that describes how human beings have developed to think alike and do things in the same way. The predictability of human beings is evident in their private interactions and position about many things that faced the modern day society. It had bec...
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
The Mass Media is a unique feature of modern society; its development has accompanied an increase in the magnitude and complexity of societal actions and engagements, rapid social change, technological innovation, rising personal income and standard of living and the decline of some traditional forms of control and authority.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Dellingpole, in this article outlets his concern of the influences that Grand Theft Auto will have on society, particularly teenagers. At first, he addresses the target audience by stating that the game has an 18 rating... ' It will be ignored by thousands of younger teenagers'. By doing this not only does Mr. Dellingpole blame his online viewers but insults them. Using his tone, he is suggesting the 'younger teenagers' don't have the responsibility to know not to buy the game, it may even be linked back to the shop clerks saying how they sell the game to younger teenagers, or maybe parents that they allow their children to buy over 18 games.
There are many ways to define popular culture. Many individuals have grappled with the question what is popular culture? And how to critically analyze and deconstruct the meanings. Looking at the root words of popular culture is where to begin. Raymond Williams states ‘popular’ means: “well liked by many people" or “culture actually made for the people themselves (Storey, p.5). This is part with the word ‘culture’ combine to look at how the two words have been connect by theoretical work within social and historical context. John Storey approaches popular culture in six categories, they are as followed: “Popular culture is simply culture that is widely favoured or well liked by many people”, Popular culture is “the culture that is left over after we have decided what is high culture”, Popular culture is “mass culture”, “Popular culture is the culture that originates from ‘the people.” and “Popular culture as a site of struggle
In 2008, the computer and video game industry has made $1.7 billion in revenue. Of this, 16% was made through the sale of violent video games (FYI: Video Game Statistics by the Entertainment Software Association | Critical Gaming Project). Many parents are concerned about these violent games because of how they can affect their children. Many think that these games are dangerous and should be banned. Others believe that the sale of these games should go unregulated. Whereas still others believe that there is a middle ground between these in restricting the sale or rental to minors.
This being said, it can be proven that advancements come with positive and negative effects. The video games of twenty-five years ago have evolved into something different and in some cases something dark. Research has shown in many cases that video games have negative effects such as: increased aggressive behavior, desensitization, and poor physical heath on adolescents. Many researches also think part of the problem arises because adolescents do not receive enough parental supervision with these games. After discussing these negative effects it will be obvious that more vigilance and regulations are warranted.
What popular culture and mass culture are, their significance to society and how they are consumed are very multifaceted questions that have been subject to wide debate is the fields of Sociology and Cultural Studies. Many theorists have chimed in on the debate to answer these questions. Two notable theories on this topic are that of Dwight MacDonald in his work “A Theory of Mass Culture” and John Fiske in his work “Popular Culture”. MacDonald argues that mass culture is a phenomenon that is detrimental to society. He believes that although mass culture is something that produced “by and for human beings” that is ultimately is what leads to the loss of individuality and individual thought and expression in favor
“Culture” is a term that over the years, has taken many forms, served many purposes and has been defined in a variety of contexts. At the rise of the industrial era, inhabitants of rural areas began to migrate to cities, thus starting urbanization. As this new era began to unfold, urbanization, mass production, and modernization became key ingredients in the transformation of culture. As more people became literate and the production of mass media such as magazines, pamphlets, newspapers etc. increased, many had the option and desire to identify collectively – popular culture began to rise. Popular or “mass” culture can be described as a “dynamic, revolutionary force, breaking down the old barriers of class, tradition, taste, and dissolving
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...