Popular
Culture 1980-2012: INTERNET
The Internet:
“an electronic communications network that connects computer networks and
organizational computer facilities around the world” (Merriam-Webster, 2012), is a very definitive portion of the popular
culture of 1980-2012. Its use has changed the way that we communicate, socialize,
engage in receational ativities, perform transactions, monitor our personal
information, conduct research, and provide information. It is in itself an Icon
of popular culture. We will, however, review three specific areas of the
Internet: Social Networking, Online Gaming, and Online Banking.
Social
networking is the process of communicating and connecting with other
individuals of society. It is impossible
to include a list of all possible social networking sites, however among these
are some very well-known and/or popular ones. Xanga, MySpace, Facebook, and
twitter are among the sites that are used to connect and communicate with
friends, family, co-workers, acquaintances, and even strangers. eHarmony, Plenty
of Fish, Christians Mingle, and Black People Meet, social networking sites that
allow strangers to connect in an effort to find a mate.
While not all are, many of these sites are
popular icons. Through the use of the internet, social networking sites such as
these are associated with the popular belief that we should have access to
immediate communication with the world, and the myth that our one true love is
out there waiting for us to find them (or looking for us). Despite the
stereotyping of the social networking sites that are specifically designed for
dating, these sites are becoming very popular.
On-line
gaming, the process of engaging in game playing with others through the use of
the internet, has also seen a rise in popularity. The X- Box 360, PlayStation III, WII, and Nintendo
DS, are examples of systems used to engage in gaming interactions through the
internet. These systems are closely associated with the cult of the
celebrity. The fascination with each of
these systems often borders on obsession. There are many stereotypes interconnected
to video gamers. Among these is lazy: you can sit comfortably in your own home without
any physical requirements. Fat is yet another one: due to the lack of physical
activity. The myth of bigger is better is closely associated with the use of
the internet and these systems: the newest systems almost always offer the possibility
of quicker interactions.
Individuals in our society seem to be obsessed with racing against the time. They believe that ease and access are a priority to complete their daily tasks. On-line banking, the process of managing a banking account through the use of the internet, provides each of these. The ritual of receiving a paycheck at the end of the pay-period is an example of another expectation of our societal members. The formulas associated with banking are, spending money lowers your available balance while depositing money increases it.
Individuals in our society seem to be obsessed with racing against the time. They believe that ease and access are a priority to complete their daily tasks. On-line banking, the process of managing a banking account through the use of the internet, provides each of these. The ritual of receiving a paycheck at the end of the pay-period is an example of another expectation of our societal members. The formulas associated with banking are, spending money lowers your available balance while depositing money increases it.
Hopefully
these examples have increased your knowledge about the effects of the internet
on our popular culture. The use of the internet is a direct result of our
cultural beliefs and our societal myths. Our cultural beliefs and societal myths
are affected, and sometimes developed, as the internet places the world at our
fingertips.
Author: Michele Travis
*Please Refer to ReferenceSection for all references
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