technology in contemporary society
Technology and Entertainment – Modern Trends
BEHS 103: Technology in Contemporary Society
Week 7
Credit: Katherine Im (2021, July)
1
TECHNOLOGY
Trends in modern entertainment
Reality TV
A partial list: http://www.realitytvworld.com/realitytvworld/allshows.shtml
Response to the proliferation of cable stations
Reality TV
Inexpensive and fast to produce
Smaller production staff needed
Professional actors cost a lot of money
No need for a writer
No need for expensive sets
Advertisers pay $200,000-$500,000 for a 30 second ad spot depending on the show.
Characteristics of reality TV watchers
Characteristics of people who watch (per Psychology Today)
More competitive
Place a high value on revenge
Higher desire for status
Live vicariously through reality stars, identify with them
http://www.psychologytoday.com/articles/200109/why-america-loves-reality-tv
6
Gaming – a timeline
http://www.icheg.org/icheg-game-history/timeline/
http://upload.wikimedia.org/wikipedia/commons/0/0a/AtariPong_(transparent).png
http://noyouare.lixlink.com/wp-content/uploads/2013/01/Pong-game.jpg
7
Gaming – social implications
Relatively new form of entertainment
Roots in traditional games (sports, board games)
Made possible by the electronics era
Positive Consequences?
Improved academic skills due to educational software
Inherently motivating, encourages skill building
Video games can teach self-care skills for asthma and diabetes
Improves coordination skills
http://www.pedsforparents.com/articles/2791.shtml
9
Negative Consequences?
Children as young as 2 are spending more time on video games, with no decrease in television viewing
Exposure to violence and inappropriate content
Some desensitization – more aggression and antisocial behavior
Can lead to gaming addiction resulting in functional problems
Alienating and isolating
Loss of sleep, irritability
Associated with obesity
Lack of social interaction in younger people may stunt social growth
In excessive amounts, can lead to poor academic performance
http://www.video-game-addiction.org/social-consequences.html
http://www.pedsforparents.com/articles/2791.shtml
10
Entertainment technology changing biology
Daphne Bavelier: Your brain on video games (2012)
http://www.ted.com/talks/daphne_bavelier_your_brain_on_video_games.html
Average gamer is 35 years old
Older adults are active gamers
Adult gamers:
Better vision - better able to pick out details, better able to see shade of grey
Better able to track moving objects
Better able to switch tasks very quickly
How is technology changing our behavior?
Summary
Entertainment evolved in parallel with the advancement of society
Has always reflected social and political climate
Increasingly shapes social and political behavior
No longer tied to a place
Mobile devices give us access entertainment that is portable and personalized
Rules of social engagement are changing: less formal, less private, more engaged