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Effects of social media on culture
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In the late 20th century Ray Oldenburg noticed a rise in boredom, loneliness, and alienation within individuals and attributed this to a shift in culture towards more materialistic and individualistic lives. In his text, The Great Good Place (Oldenburg, 1999), Oldenburg suggests that for people to be relaxed and fulfilled in daily life there are three spaces that need to be in balance; the domestic (home), the gainful or productive (work) and a third space that is inclusively sociable and offers both the basis of community and the celebration of it. Unfortunately, he goes on to say that, in Western cultures, these spaces are decreasing. However many researchers have suggested that virtual worlds and online communications have the potential …show more content…
As the first of the eight characteristics of a third place states “Third places are neutral grounds where individuals are free to come and go as they please with little obligation or entanglements with other participants.” (Oldenburg, 1999). Not only are individuals technically able to log in and out when they choose, but Steinkuehler demonstrates, through a chat log showing players reactions to others logging on and off, that it is a socially acceptable practice, barely noteworthy to players. Extending upon this lack of obligation to other players, MMOs also allow for a great degree of anonymity. In game, individuals are recognized by character names they can choose themselves. This anonymity supports Oldenburg's requirement for the characteristic of neutral ground, as within MMOs “...there is a general understanding that meaningful, trusting interaction between members of the community is dependent on anonymity” (Albrechtslund, 2011). The quoted notion stems from an article on the “Real ID battle” at a time when Blizzard, publisher of MMO World of Warcraft, was attempting to de-anonymize their official forums that were a core part of how the game's community communicated. This was at the heart of a discussion on why anonymity is important to the individuals …show more content…
Given the vast number of players in different time zones and with different lifestyles, there is almost always other players online (Steinkuehler & Williams, 2006). In the game World of Warcraft it was reported that players spent an average of 22 hours per week in game (Yee, 2006), and on German servers for Ultima Online the average play session was 3-9 hours at a frequency of 5-7 times per week, with 0% of players playing less than an hour or less than once a week (Kolo & Bauer, 2004). This certainly fits Oldenburg's description of the fourth characteristic of third places as a place “which one may go at almost any time of the day or evening with assurances that acquaintances will be there” (Oldenburg 1999). However, it is also within the definition of this fourth characteristic that the MMOs of the early 2000s and even today may not quite meet. While to many of us switching on an Internet connected computer, with the requirements for most of these games, may be of ease, it is still not wholly accessible to all. Both the hardware and services can carry a financial barrier. Unlike the early 2000s though, there are many free MMOs so the financial barrier of a subscription fee is nonexistent, and Internet access is not as costly. There has even been a non-binding resolution from the
In the essay “Where Anonymity Breeds Contempt” the author Julie Zhou demonstrates the negative impact Anonymity in the internet has had on human beings. Following with a convincing argument for unmasking these “trolls” of the internet.
Evidence by Subrahmanyam, Kraut, Greenfield, and Gross (2000) states “In this study, those who were lonely or depressed were not more drawn to the Internet. Rather, the HomeNet results suggest that using the Internet in itself caused the declines in social well-being” (p. 135). The conclusion of the studies provides supporting evidence that the internet will cause depression and loneliness, since depressed individuals were not already drawn to the internet. The isolation that comes with internet usage can too add to the less likelihood of face-to-face interaction. The more one is isolated the less contact of friends and family. Adolescents have to be mindful of their usage of the internet and the effects. Social face-to-face interaction skills are a key skill to have in the ‘real-world’ versus a fix virtual
For the most part people team up with and compete against people they haven’t met and probably never will meet in a face-to-face manner. This yields some very interesting results. I was able to observe two peers of mine playing Counterstrike online in the same room on their separate computers on several occasions for extended periods. Also, I installed Counterstrike on my computer here in my dorm room and played online myself a number of times. The first thing that I noted and the first I am going to talk about is the player’s ability to create and maintain their own online identity.
In the world today, people are constantly surrounded by technology. At any given moment, we can connect to others around the world through our phones, computers, tablets, and even our watches. With so many connections to the outside world, one would think we have gained more insight into having better relationships with the people that matter the most. Despite these connections, people are more distant to one another than ever. In the article, “Stop Googling. Let’s Talk," author Sherry Turkle details her findings on how people have stopped having real conversations and argues the loss of empathy and solitude are due to today’s technology. Turkle details compelling discoveries on how technology has changed relationships in “Stop Googling. Let’s Talk,” and her credibility is apparent through years of research and the persuasive evidence that supports her claims.
The anonymity that the medium provides have a powerful, disinhibiting impact on behavior and it allows young people an unique opportunity for self-expression. Turkle (1995) argues that the participation in online identity play is similar to participation in pyschodrama. This ties in with the idea of the game as a means though which experience is formulated (Erikson, 1968). According to Turkle, the identity game helps to bring about psychological maturity. It is achieved by being able to develop different facets of the identity and experiencing variable progress between different identities.
Tyler, R. T. (2002). Is the Internet Changing Social Life? Journal of Social Issues, 58 (1), 195-205.
However, in spite of Mary Shelly’s warning, it seems man has gone forward with its creation. Yet the result has not been a world of death and destruction, but a world of connectivity and immediate satisfaction. Sherry Turkle writes “we look to the network to defend us against loneliness even as we use it to control the intensity of our connections” (Turkle, 274). Before the postal system it could take months before hearing from someone across the country. In today’s age a text message contains the same thought of reaching a person thousands of miles away, with the added benefit of instant gratification. This instant gratification, in the eyes of Turkle, “redraws the boundaries of intimacy and solitude,” (Turkle, 272). At face value the boundaries of intimacy and solitude are in fact merely human construction, it is impossible to change the mode of communication without changing boundaries. In this case, while some barriers are constructed between humans physically, many more paths open for human interaction on an intellectual level. Perhaps the future is not the interactions of human physically, but the interaction of minds through a common source, such as the
First, Turkle states that cyberspace makes it possible to alter the textual representation according. Textual construction allows users to change their appearance or behavior with a couple strokes on the keyboard. People are given the chance to express themselves in a different light because of the relative anonymity in cyberspace. Role-playing and using different identities are exercised by either changing names or by changing places. People may change their identity each time they start "cycling through" their windows, and with each window comes a different persona. Therefore, a presence distributed over many windows causes a creation of many text-based identities.
The issue of the Internet having psychological benefits has two sides, as does any issue. James E. Katz and Philip Aspden present the yes side of this issue. Katz and Aspden used a national random telephone survey to back up their side on the issue. The survey conducted in October of 1995 compiled the individuals who took the survey into five specific groups. The groups consisted of those not aware of the Internet, non-users aware of the Internet, former users, recent users-those who started using the Internet in 1995, and longtime users-those who started using the Internet prior to 1995. The survey questioned community involvement (community, leisure, and religious,) involvement in existing communities (face to face, family, Internet,) and friendship formation (Internet and beyond.) They drew the conclusion that the Internet is helping to form new friendships and social relationships. Therefore, giving people the chance to join new groups and organizations other than those in their own community.
Various electronics are frequently used to go on pointless websites, such as Twitter and Facebook, which ruin society’s social abilities. More and more people use social media on the internet as a communication source. This does not apply merely to kids and teens, but adults as well. Using these sorts of websites as a way of communicating causes many individuals’ social skills to decrease. A plethora of children and teens would rather stay inside and interact with their friends through the internet than go hang out with them. Before technology people were not afraid to go up to a random person and talk to them. Now many friendships form through the internet and these friendships are not genuine. When these “friends” meet in person, they find nothing to talk about. For example, I remember after watching Perks of being a Wallflower, a movie taking place in the early nineties, my friends and I discussed how all the characters communicated in person and during hanging out they played games and talked. Now...
Individuals may feel isolated from society wether it be due to their sexuality, likes, or dislikes, and the virtual world is an area they do not feel like they have to conform to certain ...
Arts & Entertainment Editor, Melissa Nilles describes a nightmarish dream of disconnect and isolation using modern technology by texting and e-mailing, later revealing that it was in fact reality rather than just a dream, as most interaction has taken on an impersonal feeling during advances in technology. Phone calls, texting, instant messaging and e-mailing are more simple forms of communications and they’re achieved at great personal costs. This informality spills from our personal lives into our professional lives, forcing examination of the quality of our connections, focusing us less on the quantity. Citing examples from Facebook where people employ thousands of ‘friends’ lends merit to evolutionary psychologists research indicating a smaller circle is perhaps more effective; further proving technology cannot make lasting connections.
Throughout time, all humans have experienced periods in their life where they might not feel like they fit in socially or are grieving over a loved one and feel isolated from the world. I would argue that combatting lonesomeness and social isolation is an ever-growing problem in this world of constant technological advances. It is common for people use objects to cope mentally and create platonic relationships with them which can help fill a social void they have. People associate feelings, experiences, or even people with objects which can help them overcome a tough period in their life. Humans spend hours everyday connected in virtual realities like online gaming and social media.
In the article “The Flight from Conversation” which describes the effects of technology on human interactions, Sherry Turkle argues, “WE live in a technological universe in which we are always communicating. And yet we have sacrificed conversation for mere connection”. Many others would agree with Turkle; technology and its advances through new devices and social media takes away face-to-face conversation. Her idea of being “alone together” in this world is evidently true as many people can connect with one another through technology, altering relationships to adjust to their own lives. Despite Turkle’s opposition, I believe that technology makes our lives easier to manage. There are numerous forms of social media platforms and handheld devices
The online gaming world has taken it a bit too far. The “games” are the becoming of fake avatars building worlds beyond realism. The author shows the outside world point of view. After reading the article I feel technology is today’s problem in separating a real in person interaction.