This essay explores the social and cultural issues associated with the usage of interactive media platforms through the specific lens of the utopian and dystopian perspectives.
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Running head: ISSUES OF INTERACTIVE DIGITAL MEDIA Issues of Interactive Digital Media Name of the Student: Name of the University: Author’s Note:
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1ISSUES OF INTERACTIVE DIGITAL MEDIA As opined by Thorpe (2017), an important trend which is being seen within the framework of the contemporary world is the emergence as well as the widespread usage of different kinds of interactive digital media platforms or tools. Rice et al. (2016) are of the viewpointthatthedifferentkindsofinteractivedigitalmediaplatformshavebeen instrumental in uniting people from different parts of the world regardless of the nations or the socio-cultural background to which they belong. Some of the most important interactive digital media platforms are social media platforms like Facebook, Instagram, Twitter and others and also the different kinds of video games, apps and others wherein the users have the opportunity to interact with each other (Huda et al. 2017). In this regard, it needs to be mentioned that there are various benefits that the effective usage of interactive media platforms offers to the users like connectivity, an escape from the harsh realities of their lives, a means to spend their leisure time in an entertaining manner (Montgomery 2015). However, at the same time it is seen that there are various social and cultural issues the usage of different kinds of interactive digital media platforms entail with itself like changes in the lifestyle of the people, online bullying, cultural transformation and others. This essay will explore the social and culture issues which are associated with the usage of interactive media platforms through the specific lens of the utopian and dystopian perspectives. As per an estimate the usage of different kinds of social media platforms is expected to increase to 3.02 billion individuals by the year 2021, which accounts for more than one- third of the entire present world population (Jenkins, Ford and Green 2018). In addition to this, the individuals in the present times have also shown a higher propensity towards the usage of different kinds of other interactive media platforms like the video games, apps and others wherein they have the opportunity to interact with the other users of the same app or game (De Ridder 2015). Vickers, Field and Melakoski (2015) are of the viewpoint that the extensive usage of different kinds of interactive digital media platforms have created a kind
2ISSUES OF INTERACTIVE DIGITAL MEDIA of a parallel universe or global village wherein individuals from almost all parts of the world have the opportunity with the people of their choice without even having to reveal their real identities. As opined by Blake (2016), this had opened up new windows of opportunities for the individuals because of the fact that they no longer have to merely rely on their close friends or family for interaction or spending their time in an entertaining manner. More importantly, Tomitsch et al. (2015) have articulated the viewpoint that the individuals also have to opportunity to learn new things from their online friends and this as a matter of fact had expanded the knowledge base of the present-day individuals. Another important benefit offered by the usage of interactive digital media is the fact that the individuals have developed cultural competency which in turn is likely to help them through the entire span of their life. However, there are various negative aspects associated with the excessive usage of the same as well for example the creation of a virtual world had separated the individuals from their real lives, it had enhanced the amount of mental problems like depression, anxiety and others faced by the individuals, the cases of online bullying are on the rise and others (Penney 2017). An analysis of the topic under discussion here from the utopian and dystopian perspectives is likely to reveal insightful information regarding the social and cultural issues of interactive digital media usage among the individuals. Goggin, Martin and Dwyer (2015) have articulated the viewpoint that the notion of ‘utopia’ is a very ancient one and its etymology can be traced back to the Ancient Greek Age with the original meaning of the word being “no place”. However, the concept of ‘utopia’ gained popularity with the famous book of Thomas Moore named “Utopia” (1551) (Lord 2015). In the concerned work, Moore describes Utopia as an idea state wherein all the needs or the requirements of the individuals are being fulfilled and the net result of this is that they are being able to lead a happy as well as a fruitful life (Isaac 2015). This is perhaps one of the major reasons why the term ‘utopia’ is generally associated in the present age with an ‘ideal
3ISSUES OF INTERACTIVE DIGITAL MEDIA state’ or for that matter as a ‘state wherein the individuals are being able to benefit significantly from the current state of affairs’ (Featherstone 2017). An analysis of the usage of the different kinds of interactive digital media platforms on the basis of the perspective of utopia would thus focus on the positive aspects or the benefits that the usage of the concerned platforms offers to the users. Casemajor et al. (2015) have articulated the viewpoint that one of the most important utopian aspects of the usage of the different kinds of interactive digital media platforms is the fact that it offers the opportunity to the individuals to spend their leisure time in a fruitful manner. For example, the individuals have the opportunity to inculcate fruitful relationship with the individuals from the different parts of the world. This in turn had enabled these individuals to gain insight about the things which are going on in the other parts of the world and also to gain an insight about the culture of the diverse people (Gündüz 2017). This is important because of the fact that on the one hand this had significantly enhanced the knowledge base of the present-day individuals and on the other hand had made by culturally tolerant as well. Another important aspect of this is the fact that it had broadened the friend circle of the contemporary individuals which in turn had significantly lessened the amount of boredom as well as the destructive activities that the individuals used to pursue in the earlier times (O’Mara and Harris 2016). McFarland and Ployhart (2015) are of the viewpoint that the usage of different kinds of interactive digital media platforms had helped in the creation of an ideal state wherein the world is not being segregated by different territorial boundaries or cultures or ethnicities and people are free to interact with each on the basis of their preferences. Thus, it can be said that through the usage of the different kinds of interactive digitalmediaplatformstheindividualsarebeing abletouse theirleisuretimeina constructive manner and also the amount of loneliness or mental problems faced by them had
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4ISSUES OF INTERACTIVE DIGITAL MEDIA also reduced in a substantial manner because of this. These aspects become apparent from the analysis of the topic under discussion through the utopian lens. As opined by Moylan (2018), dystopia is an imagined state wherein the people had to undergo a significant amount of pain as well as suffering or injustice for that matter. More importantly, the state of dystopia is generally being associated with ‘topsy-turvy worlds’ or ones which are being dominated by autocratic or totalitarian governmental systems. The net result of this is the fact that the term ‘dystopia’ in the present times had gained negative implication and is generally considered to be ‘not an ideal state of being’ (Featherstone 2017). An analysis of the usage of the different kinds of interactive digital media platforms on the basis of the perspective of dystopia will focus primarily on the negative aspects of the concerned process. Khamis, Ang and Welling (2017) have articulated the viewpoint that one of the most important negative aspects of the extensive usage of different kinds of interactive digital media platforms is the fact that it had narrowed down the gulf between the virtual and the real lives of the individuals in the contemporary times. As a matter of fact, it is seen that because of the excessive usage of interactive digital media platforms the individuals are losing touch with their real lives and this in turn is causing various kinds of problems for the concerned individuals (Canella 2017). This is turn had increased the number of mental health problems faced by the modern individuals like depression, anxiety and others which is adversely affecting the health as well as the well-being of the individuals. Gibbs et al. (2015) have stated that the individuals rather than gaining cultural competency are presently using the different interactive digital media platforms for bullying the individuals from other nations, cultures, ethnicities and others. This perhaps is one of the major reasons for the large number of online bullying instances that the individuals have to face over the different interactive digital media platforms which in turn significantly affects their confidence level, create various kinds of mental health issues and in some of the severe
5ISSUES OF INTERACTIVE DIGITAL MEDIA cases can even make them suicidal as well (Manca and Ranieri 2016).Furthermore, the extensive usage of different kinds of interactive digital media platforms have made the lives lead by the contemporary individuals highly fragmented and often it is seen that they have no idea regarding the things which are going on in the lives of their immediate family members (Jenkins,FordandGreen2018).Moreover,theemergenceofthedifferentkindsof interactive dating apps have at the same time changed the definition of love and relationship and this in turn had promulgated a negative change in the mindset of the individual wherein it is seen that relationships are being seen as something casual rather than a “thing of beauty” (Goggin, Martin and Dwyer 2015). These issues become apparent from the analysis of the topic under discussion here through the dystopian lens. The above mentioned social and cultural issues that the individuals face on the score of the extensive usage of the different kinds interactive digital media platforms adversely affect the users of these platforms. For example, in the some of the serious cases it is seen that the individuals lose touch with reality and this can have catastrophic results for the concerned individuals. In this regard, it needs to be mentioned that the concerned individuals can not only become the victims of different kinds of mental health problems like anxiety, depression, bipolar disorders and others but in some of the serious cases can even become suicidal as well (Casemajor et al. 2015). Needless to say, this adversely affects the physical as well as mental health of the individuals but at the same time their well-being as well. Khamis, Ang and Welling (2017) are of the viewpoint that the social connections that the individuals share with their family members, peers and others are the links which enable them to lead a fruitful as well as a happy. However, in the face of excessive usage of different kinds of interactive digital media platforms it is seen that the individuals are becoming highly detached from the family members, peers and others and this in turn had given rise to the fragmented way of life (McFarland and Ployhart 2015). This in turn had significant enhanced
6ISSUES OF INTERACTIVE DIGITAL MEDIA the loneliness or the boredom faced by the contemporary individuals which in turn had greatly reduced the quality of life that they lead which in turn makes them turn to various drastic or uncalled actions like suicide, terrorism, online bullying and other. As opined by O’Mara and Harris (2016), the growth in the number of cases of online bullying is another issue which had emerged in the face of the extensive usage of the different kinds of interactive digital media platforms. For example, the different kinds of online bullying that the individuals had to face takes a negative toll on their mental health as well as well-being which in turn significantly reduces the quality of life that they lead. Furthermore, in the majority of the cases it is seen that the confidence level of the individuals and also their ability to mingle with others or for that matter establish effective social relationships with the others become significantly hampered because of the instances of online bullying that they had to face over the different interactive digital media platforms (Huda et al. 2017). Another important aspect of the process of extensive usage of the different interactive digital media platforms is the fact that the individuals are losing with their own native culture and becoming increasingly global (Vickers, Field and Melakoski 2015). To some extent this is beneficial however at the same time it is seen that some of the cultural traditions, beliefs, values and others are getting lost because of this which in turn is greatly affecting the status quo of the present society. There are various measures which could be used to effectively utilise the benefits offered by the usage of different interactive digital media platforms while reducing or mitigating the adverse effects of the same. One of the most important measures in this regard is to use the different interactive digital media platforms in a regulated or a controlled manner than completely relying on it. This is important because of the fact that it will enable the individuals to effectively utilise the positive aspects of the same while mitigating adverse effects of the same. Another important measure in this regard is the use of effective
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7ISSUES OF INTERACTIVE DIGITAL MEDIA supervision during the usage of different interactive digital media platforms. For example, it is seen that the major victims of the negative aspects of the usage of the concerned media platforms are the children. Thus, if effective supervision is being offered to them during the usage of such platforms then it is likely that the teenagers would not have to face the negative aspects of the same. Lastly, a change in the mindset of the people taking the help of the differentkindsofinteractivedigitalmediaplatformsisrequiredwhichinturnwill significantly reduce the number of issues that the users face during the usage of the same. To conclude, the different interactive digital media platforms have become an integral part of the lives of the individuals in the present times and it is seen that the individuals are increasingly relying on them because of the benefits offered by the same. For example, the usage of the same have greatly improved the communication system, helps the individuals to spend their leisure time in an effective manner, has enhanced the knowledge base of the individuals along with other benefits. However, at the same time it is seen that there are various issues as well which the individuals face during the usage of different kinds of interactive digital media platforms. In this regard, it needs to be said that because of the excessiveoftheseplatformsthelivesoftheindividualsarebecomingincreasingly fragmented, people are losing touch with their real selves and also real life, the number of mental health issues faced by the individuals had also increased and others. Thus, for the mitigation of these issues various measures can be adopted by the individuals like regulated as well as supervised use of the same, changing the mindset of the people and others.
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10ISSUES OF INTERACTIVE DIGITAL MEDIA Thorpe, H., 2017. Action sports, social media, and new technologies: Towards a research agenda.Communication & sport,5(5), pp.554-578. Tomitsch, M., McArthur, I., Haeusler, M.H. and Foth, M., 2015. The role of digital screens in urban life: New opportunities for placemaking. InCitizen’s right to the digital city(pp. 37- 54). Springer, Singapore. Vickers, R., Field, J. and Melakoski, C., 2015. Media culture 2020: Collaborative teaching andblendedlearningusingsocialmediaandcloud-basedtechnologies.Contemporary Educational Technology,6(1), pp.62-73.