technology in contemporary society

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BEHS103-Week7-ModernTrendsinEntertainment.pptx

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