Ashley McCarthy-Pereira is the 19-year-old subject whose eight waking hours of media use will be deconstructed and critically analyzed. Ashley lives in Milton, Ontario and attends York University; in her spare time, she enjoys interacting with multiple media outlets such as her mobile device, Nintendo 3DS, television, radio, and internet websites. The results of the subject’s documentation have indicated that she unknowingly interacts with several media sources across a short time period. Throughout the subjects eight-hour day, she listens to music, texts and calls her friends, watches television, scrolls through social media platforms such as Instagram and Snapchat, and even indulges in some Mario and Luigi video games; all of which contribute …show more content…
“Spreadability […] describes how audiences engage with content. Some, like viral media or memes, also seek to explain how media circulates” (Green and Jenkins 3). Kim uses her social media platform to promote her beauty products and show off her physique, and uses her television series Keeping Up with the Kardashians (2007) to promote her family and their lavish lifestyle. Audiences spread and share media content online via multimedia platforms; the media that they share always has the potential to go viral and emerge as a popular cultural logic. The constant spread of media content allows the media to create a virus and infect the public (Green and Jenkins 6). Moreover, the subject engages with spreadable media by liking and sharing these posts, such as those posted by Kim Kardashian, on Instagram every morning. Her participation in the spread of media allows for the movement of messages from person to person, each living in different communities across the …show more content…
This subject enjoys escaping from her physical reality by entering a virtual one for hours on end; even if it may strain her eyes. Why is the subject willing to cause physical tension on her body? Maybe she is captivated by the art of storytelling portrayed through the video game she is playing. The video game that the subject chose to engage with is Luigi’s Mansion: Dark Moon; currently, the game has relied heavily on the main character, Luigi, capturing ghosts and pieces of a purple moon scattered across a haunted mansion using only the gadgets and gizmos created by the professor (Luigi’s Mansion: Dark Moon. Nintendo 3Ds version, Next Level Games, 2013). These games spaces “reproduce some features of the real world, but create their own rules to facilitate gameplay” (Nielsen et al 8). This video game takes real world familiarities, such as ghosts and abandoned homes, and places them in an order which creates a narrative or story for the player; throughout the game there are obstacles they face and goals that they achieve to make the storyline more entertaining and addictive. This specific game is narrated in a way that “ensures that the game protagonist makes certain choices. The player is stripped of his or her influence and the narrative is moved along” (Nielsen et al 9). Luigi’s Mansion only allows the subject to complete the mission given to her by the professor; once
Media technology is helpful in so many ways; on the other hand, it can be disruptive too. In the article “Why I Just Asked My Students to Put Their Laptops Away,” Professor Clay Shirky claims that students are not able to focus on the lesson and easily get distracted with their laptops, leading him to ban the use of technology devices in his classroom. Similarly, in article “Our Photoshopping Disorder,” fashion reporter Erin Cunningham addresses the topic about the use of photoshopped images in advertisements creating unrealistic standards causing harm to people’s health and well-being. Both article oppose the bad habits that people get by using media technology. Shirky and Cunnignham completely agree in their assessment
Sharing is fundamental to social networking. For the most part, when we share content via web-based networking media administrations, we do it straightforwardly, unmistakably, that is within the sight of a group. The demonstration of sharing is to a degree a performative demonstration, a demonstration that accomplishes something on the planet, as (Horanyi, 2013) mentions J.L. Austin would say. The performative part of sharing shapes the rationale and experience of the performance itself. Sharing celebrities’ social media has a self-reflective structure. as Swift, Gaga and Gomez perform in front of an audience as they realize that they are being viewed by the group of onlookers. This causes them to tailor their conduct to find the best
It garners the same mass communication styles and techniques as Bernays forethought. Social media is a massive group of people broadcasting their public opinion. As Bernays perceived, anytime there is a public opinion, there is a way to sway beliefs. Many large corporations use the techniques Bernays instills in his book: targeting primal instincts, psychological tendencies, herd mentality, the need to fit in, etc. On social media, people will gravitate to influential individuals, whether it be an internet influencer, blogger or celebrity; this concept mimics the same governmental/political example portrayed in Bernays book. For instance, take Kim Kardashian. Kim Kardashian is not well liked by most, but she is undoubtedly an influencer among the younger generation. She currently has a fashion line, top-selling gaming app, television show and has set the trend for what is hot. She has used her ability to be “relatable” and acts as a person that everyone should strive to be. Her persona portrayed on Keeping Up With The Kardashians, as well as what is written about her on tabloids adds fuel to the Kardashian fire. Kim Kardashian was able to turn her initial “claim to fame”, her leaked sex tape, from a public relations nightmare to something she and her whole family benefitted from. Whether you admire her or not, she undoubtedly uses the same approaches Bernays instills in his book. One outstanding statement Bernays makes on this type of public influencing
Maggie Jackson’s other blog, “Does Self-Control come in an App?” Digital Natives don’t know any difference by going to Facebook or playing games on technology, but it could have a serious impact on them if they get addicted. Kaiser Family Foundation said, the average 8-18-year-old spends more than seven hours and 38 minutes on entertainment media on a typical day. Half of those people use media when doing homework. To help address this problem, we need to teach children to respect the integrity and set up rules for their media use.
Celebrities give interviews, share information about their personal lives, and even engage directly with fans on apps like Instagram, which reveals how many people are consumed in the lives of celebrities. Social media is a quick distraction from the real world and the details act as a sense of dopamine in our body, which is why people get caught up in being on social media. According to The Tech, Vivian Hir suggests to “Consider using your limited free time on a new hobby instead of watching TikTok videos of others doing their hobbies” (pg 1). This reveals how the majority of the population doesn’t use their free time to fulfill their own life. These unnecessary details of celebrities' lives in interviews and Instagram posts are time consuming and used to fuel people’s short term satisfaction.
We all have one thing in common that we can all relate to. We are all guilty of doing it. At some point throughout the day we have found ourselves bored or distracted and glace over to our phones for a quick glimpse. However, we later realize that a quick glimpse turned into much more than just a couple of minutes. According to the journalist, Jacob Weisberg, the author of, We Are Hopelessly Hooked, “Americans spend an average of five and a half hours a day with digital media, more than half of time on mobile devices” (J. Weisberg). It is simple enough to realize that it is a vice that many Americans have developed. In this essay I will address the vices from the articles, We Are Hopelessly Hooked and Changing our Minds, as well as, offer
In 'The Cask of the Amontillado'; Edgar Allan Poe uses symbolism, imagery, and the atmosphere to help fully explore the sinful nature of pride and its serious consequences within the short story. The character of Fortunato is the main capsule for the explanation of the dangers of being prideful of ones self. By examining Poe's use of symbolism, images, and effective backdrops around Fortunato the reader may begin to understand the importance of the deadly sin of pride.
utilize social media websites causing their fans to feel “like they ‘know’ them through their
Social media entails the use of phones, laptops and other portable devices. In social media, people can stay in touch with their loved ones; they can share ideas, comment on people’s ideas and like brands of various products. Mass media, on the other hand, is a combination of different technologies, and their main aim is to reach a larger audience (Pérez 2010).
One of the first things that I noticed in my closer examination of my data was that while a good amount of my media usage came for my own personal use, I found that an astonishing amount of media was thrown my way unintentionally. To be more specific on average I was exposed unintentionally to media about 1 hour everyday. I encountered this 1 hour through music played at either the Cafe or the Gym/ Rec Center. As well as many television channels such as ESPN, CNN, and TMZ all which were playing while I was at the school gym. Other examples of unwanted media that I came into contact with was fliers, banners, and poster located in or outside of the Cafe. To me these numbers were staggering and almost a wake up call, making me realize just how much I come into unwanted Media every day and it just goes over my head. Now if we switch to my personal media consumption I find my recordings to also be a little more than I expected. From what I could see the types of media...
In Kelly Wallace’s article "Half of teens think they're addicted to their smartphones" published in July 2016, the writer concentrates on clarifying how the smartphone can be addictive and causes laziness and she offers solutions for this issue. She gives facts about how the smartphone can be addictive to all ages, regardless of the dislike that she gets from some people of the rules and boundaries that teens and adults may apply to it. Her intended audience includes teens and adults including parents. This article turns out to be effective as result of using a good statistic, it is directed to all parts of society, and the writer provides a solution to the parents and the adults to help them to reduce their addiction. This article talks about the danger of
Weather we recognize it or not our lives are now controlled but this one word, media. Now, going deeper into the topic, what does media mean in people’s social lives? There are messages that people remain every time
Families nowadays leave their children without any observation or even thinking about what they are doing while using the internet connections for a long time. Children nowadays grow in a world exposed to media use. It was found that children aged 8 to 18 years had an average media usage time of 7 hours and 38 minutes daily. The average adolescent spends one-third of every day with some form of electronic media. This increased exposure to the media has deep effects on the development and functioning of children and teenagers today. It has been found that media have a negative effect on the physical, mentally, psychological and social development of
In this “Digital Age” that we currently live in, it becomes very easy for an individual to become infatuated with the amount of social media outlets available on the internet. Platforms like Facebook, Twitter, Instagram, and Snapchat all revolve around the idea of showcasing one’s personal life for the sake of receiving positive feedback or attention by peers and strangers from the outside world. An episode of the Netflix sci-fi anthology series, “Black Mirror,” decides to tackle this topic in a surreal yet imaginative way. The episode in particular, “Nosedive,” investigates a hypothetical future or alternate universe where social media profiles and star ratings have become the norm. The plot revolves around a young lady named Lacie, who
Using computer, internet, cellphone, television, etc. make peoples’ lives easier and more comfortable. Young people are the most users of it. They cannot think of a single day without using a technical device. Tara Parker-Pope is an author of books on health topics and a columnist for the New York Times. In her article, she expressed that, “The International Center for Media and the Public Agenda at the University of Maryland asked 200 students to refrain from using electronic media for a day.