Kim Kardashian's Interaction Through Social Media

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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

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