T4 - identity and digital communications

Cards (15)

  • Bjorkland (positive)
    • Autobiographical nature of social media - people enjoy recording their life events (e.g. Facebook)
    • Social media can create a version of ourselves that may not be possible in real life  
    • Constant reflexivity where you can consciously construct and reconstruct by posting and editing photos
  • Miller (positive)
    • Individuals in Brazil post ‘aspirational photos’ showing themselves in cars, clothes, or houses they did not own  
    • Women go into elite clothing shops to take photos in expensive clothes but not buy anything 
    • Rejection of the structural constraints of class position in a way which is not possible in ftf life
  • Boyle (positive)
    • Allows us to be more creative as a lot of digital media is made by the users themselves - like YouTube
    • He calls these users 'prosumers'
  • Examples of prosumers (Boyle) 

    PewDiePie now worth millions
    TikTok stars like Charlie D'Amelio have 152 million followers
    People make a living off gaming or makeup vlogs
  • McGonigal (positive)
    • Average 21 year old man has played 10,000 hours of gaming  
    • Helps young people deal with boredom and anger, learn to be creative and problem solve, work with others, and deal with failure  
    • Gamers are more optimistic and consume less food 
  • Robertson (positive)
    • Gamers form 'affinity groups' with other players
    • Community and friendships develop as players meet online, collaborate, compete and communicate
  • Haraway (positive)
    • Women can transcend gender, enabling them to focus on other parts of their identity
    • E.g. gender-neutral usernames allow girl gamers to avoid sexist stereotypes on masculine dominated games
  • Turkle (negative)
    • ‘Goldilocks effect’ = everyone wants things to be ‘not too close, not too far, but just right’
    • Online life is safer and easier - want an idolized version of themselves in the digital atmosphere
    • Youth are ‘tethered’ to their devices and leading to a generation of fragile, indecisive individuals
  • Example of Turkle's goldilocks effect 

    We can edit our photos online but can't edit imperfections or messiness in real life.
  • Adorno (negative)

    Media creates false psychological needs for consumer goods that fuels capitalism and leaves us unfulfilled, alienated, and exploited
  • Carr (negative)
    • Internet is ‘making us stupid’
    • Rapid transfer of information causes attention spans to fall and expect immediate gratification  
    • ‘A tide of the amateur’ - diluting the quality of journalism and art available reduces the quality of our culture and rewards the ‘wrong’ individuals  
  • Example of the internet making us stupid (Carr)

    average time people spend on a website is 9 seconds and young people send an average of 100 texts a day   
  • World Health Organisation (WHO)
    • Added 'gaming disorder' as a behavioural addiction in 2019
  • Royal Society for Public Health
    • Instagram poorly impacts mental health
    • Users suffered from loneliness, anxiety, depression, bullying, and body image problems in a cycle of 'compare, despair'
    • Reports of social media addiction in young people, neglection of real-life friendships
    • Instagram should highlight when photos have been photoshopped to stop comparison to professionally enhanced, sexualized images 
  • Example of 'compare dispare' (Royal Society for Public Health)
    Essena O’Neil, influencer, admitted most of her photos took hours to enhance and plan, despite being made to look natural