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8.2: Media and Technology in Society

In the coming future, there is no doubt that robots are going to play a large role in all aspects of our lives. (Photo courtesy of shay sowden/flickr)

Technology and the media are interwoven, and neither can be separated from contemporary society in most core and semi-peripheral nations. Media is a term that refers to all print, digital, and electronic means of communication. From the time the printing press was created (and even before), technology has influenced how and where information is shared. Today, it is impossible to discuss media and the ways societies communicate without addressing the fast-moving pace of technology change. Twenty years ago, if you wanted to share news of your baby’s birth or a job promotion, you phoned or wrote letters. You might tell a handful of people, but you probably wouldn’t call up several hundred, including your old high school chemistry teacher, to let them know. Now, you might join an online community of parents-to-be even before you announce your pregnancy via a staged Instagram picture. The circle of communication is wider than ever and when we talk about how societies engage with technology, we must take media into account, and vice versa.

Technology creates media. The comic book you bought your daughter is a form of media, as is the movie you streamed for family night, the web site you used to order takeout, the billboard you passed on the way to pick up your food, and the newspaper you read while you were waiting for it. Without technology, media would not exist, but remember, technology is more than just the media we are exposed to.

Categorizing Technology

There is no one way of dividing technology into categories. Whereas once it might have been simple to classify innovations such as machine-based or drug-based or the like, the interconnected strands of technological development mean that advancement in one area might be replicated in dozens of others. For simplicity’s sake, we will look at how the U.S. Patent Office, which receives patent applications for nearly all major innovations worldwide, addresses patents. This regulatory body will patent three types of innovation. Utility patents are the first type. These are granted for the invention or discovery of any new and useful process, product, or machine, or for a significant improvement to existing technologies. The second type of patent is a design patent. Commonly conferred in architecture and industrial design, this means someone has invented a new and original design for a manufactured product. Plant patents, the final type, recognize the discovery of new plant types that can be asexually reproduced. While genetically modified food is the hot-button issue within this category, farmers have long been creating new hybrids and patenting them. A more modern example might be food giant Monsanto, which patents corn with built-in pesticide (U.S. Patent and Trademark Office 2011).

Anderson and Tushman (1990) suggest an evolutionary model of technological change, in which a breakthrough in one form of technology leads to a number of variations. Once those are assessed, a prototype emerges, and then a period of slight adjustments to the technology, interrupted by a breakthrough. For example, floppy disks were improved and upgraded, then replaced by Zip disks, which were in turn improved to the limits of the technology and were then replaced by flash drives. This is essentially a generational model for categorizing technology, in which first-generation technology is a relatively unsophisticated jumping-off point that leads to an improved second generation, and so on.

VIOLENCE IN MEDIA AND VIDEO GAMES: DOES IT MATTER?

One of the most popular video games, Grand Theft Auto, has frequently been at the center of debate about gratuitous violence in the gaming world. (Photo courtesy of Meddy Garnet/flickr)

A glance through popular video game and movie titles geared toward children and teens shows the vast spectrum of violence that is displayed, condoned, and acted out.

As a way to guide parents in their programming choices, the motion picture industry put a rating system in place in the 1960s. But new media—video games in particular—proved to be uncharted territory. In 1994, the Entertainment Software Rating Board (ERSB) set a ratings system for games that addressed issues of violence, sexuality, drug use, and the like. California took it a step further by making it illegal to sell video games to underage buyers. The case led to a heated debate about personal freedoms and child protection, and in 2011, the U.S. Supreme Court ruled against the California law, stating it violated freedom of speech (ProCon 2012).

Children’s play has often involved games of aggression—from cowboys and Indians, to cops and robbers, to fake sword fights. Many articles report on the controversy surrounding the suggested link between violent video games and violent behavior. Is the link real? Psychologists Anderson and Bushman (2001) reviewed forty-plus years of research on the subject and, in 2003, determined that there are causal linkages between violent video game use and aggression. They found that children who had just played a violent video game demonstrated an immediate increase in hostile or aggressive thoughts, an increase in aggressive emotions, and physiological arousal that increased the chances of acting out aggressive behavior (Anderson 2003).

Ultimately, repeated exposure to this kind of violence leads to increased expectations that violence is a solution, increased violent behavioral scripts, and an increased cognitive accessibility to violent behavior (Anderson 2003). In short, people who play a lot of these games find it easier to imagine and access violent solutions than nonviolent ones, and they are less socialized to see violence as a negative. While these facts do not mean there is no role for video games, it should give players pause. In 2013, The American Psychological Association began an expansive meta-analysis of peer-reviewed research analyzing the effect of media violence. Results are expected in 2014.

Types of Media and Technology

Media and technology have evolved hand in hand, from early print to modern publications, from radio to television to film. New media emerge constantly, such as we see in the online world.

Print Newspaper

Early forms of print media, found in ancient Rome, were hand-copied onto boards and carried around to keep the citizenry informed. With the invention of the printing press, the way that people shared ideas changed, as information could be mass produced and stored. For the first time, there was a way to spread knowledge and information more efficiently; many credit this development as leading to the Renaissance and ultimately the Age of Enlightenment. This is not to say that newspapers of old were more trustworthy than the Weekly World News and National Enquirer are today. Sensationalism abounded, as did censorship that forbade any subjects that would incite the populace.

The invention of the telegraph, in the mid-1800s, changed print media almost as much as the printing press. Suddenly information could be transmitted in minutes. As the nineteenth century became the twentieth, U.S. publishers such as Hearst redefined the world of print media and wielded an enormous amount of power to socially construct national and world events. Of course, even as the media empires of William Randolph Hearst and Joseph Pulitzer were growing, print media also allowed for the dissemination of countercultural or revolutionary materials. Internationally, Vladimir Lenin’s Irksa (The Spark) newspaper was published in 1900 and played a role in Russia’s growing communist movement (World Association of Newspapers 2004).

With the invention and widespread use of television in the mid-twentieth century, newspaper circulation steadily dropped off, and in the 21st century, circulation has dropped further as more people turn to internet news sites and other forms of new media to stay informed. According to the Pew Research Center, 2009 saw an unprecedented drop in newspaper circulation––down 10.6 percent from the year before (Pew 2010).

This shift away from newspapers as a source of information has profound effects on societies. When the news is given to a large diverse conglomerate of people, it must maintain some level of broad-based reporting and balance in order to appeal to a broad audience and keep them subscribing. As newspapers decline, news sources become more fractured, so each segment of the audience can choose specifically what it wants to hear and what it wants to avoid. Increasingly, newspapers are shifting online in an attempt to remain relevant. It is hard to tell what impact new media platforms will have on the way we receive and process information.

Increasingly, newspapers are shifting online in an attempt to remain relevant. It is hard to tell what impact new media platforms will have on the way we receive and process information. The Pew Research Center’s Project for Excellence in Journalism (2013) reported that audiences for all the major news magazines declined in 2012, though digital ad revenue increased. The same report suggested that, while newspaper circulation is holding steady at around $10 billion after years of decline, it is digital pay plans that allow newspapers to keep their heads above water, and the digital ad revenue that is increasing for news magazines is not enough to compensate for print revenue loss in newspapers.

A 2014 report suggested that U.S. adults read a median of five books per year in 2013, which is about average. But are they reading traditional print or e-books? About 69 percent of people said they had read at least one printed book in the past year, versus 28 percent who said they’d read an e-book (DeSilver 2014). Is print more effective at conveying information? In recent study, Mangen, Walgermo, and Bronnick (2013) found that students who read on paper performed slightly better than those who read an e-book on an open-book reading comprehension exam of multiple-choice and short-answer questions. While a meta-analysis of research by Andrews (1992) seemed to confirm that people read more slowly and comprehend less when reading from screens, a meta-analysis of more recent research on this topic does not show anything definite (Noyes and Garland 2008).

Television and Radio

Radio programming obviously preceded television, but both shaped people’s lives in much the same way. In both cases, information (and entertainment) could be enjoyed at home, with a kind of immediacy and community that newspapers could not offer. For instance, many people in the United States might remember when they saw on television or heard on the radio that the Twin Towers in New York City had been attacked in 2001. Even though people were in their own homes, media allowed them to share these moments in real time. This same kind of separate-but-communal approach occurred with entertainment too. School-aged children and office workers gathered to discuss the previous night’s installment of a serial television or radio show.

Right up through the 1970s, U.S. television was dominated by three major networks (ABC, CBS, and NBC) that competed for ratings and advertising dollars. The networks also exerted a lot of control over what people watched. Public television, in contrast, offered an educational nonprofit alternative to the sensationalization of news spurred by the network competition for viewers and advertising dollars. Those sources—PBS (Public Broadcasting Service), the BBC (British Broadcasting Company), and CBC (Canadian Broadcasting Company)—garnered a worldwide reputation for high-quality programming and a global perspective. Al Jazeera, the Arabic independent news station, has joined this group as a similar media force that broadcasts to people worldwide.

The impact of television on U.S. society is hard to overstate. By the late 1990s, 98 percent of U.S. homes had at least one television set, and the average person watched between two and a half and five hours of television daily. All this television has a powerful socializing effect, providing reference groups while reinforcing social norms, values, and beliefs.

Film

The film industry took off in the 1930s, when color and sound were first integrated into feature films. Like television, early films were unifying for society: as people gathered in theaters to watch new releases, they would laugh, cry, and be scared together. Movies also act as time capsules or cultural touchstones for society. From Westerns starring the tough-talking Clint Eastwood to the biopic of Facebook founder and Harvard dropout Mark Zuckerberg, movies illustrate society’s dreams, fears, and experiences. While many consider Hollywood the epicenter of moviemaking, India’s Bollywood actually produces more films per year, speaking to the cultural aspirations and norms of Indian society. Increasingly, people are watching films online via Netflix, Hulu, Amazon, and other streaming services. While most streaming video companies keep their user data secret, Nielsen estimated that 38 percent of U.S. citizens accessed Netflix in 2013. In 2013, Google, Inc. reported that YouTube served 1 billion unique viewers every month—an impressive number, considering that it amounts to one-third of the estimated 3 billion accessing the Internet every month (Reuters 2013; International Telecommunication Union 2014).

New Media

Netflix, one form of new media, exchanges information in the form of DVDs to users in the comfort of their own homes. (Photo courtesy of Marit & Toomas Hinnosaar/flickr)

New media encompasses all interactive forms of information exchange. These include social networking sites, blogs, podcasts, wikis, and virtual worlds. Clearly, the list grows almost daily. However, there is no guarantee that the information offered is accurate. In fact, the immediacy of new media coupled with the lack of oversight means we must be more careful than ever to ensure our news is coming from accurate sources.

PLANNED OBSOLESCENCE: TECHNOLOGY THAT’S BUILT TO CRASH

People have trouble keeping up with technological innovation. But people may not be to blame, as manufacturers intentionally develop products with short life spans. (Photo courtesy of Mathias F. Svendsen/flickr)

Chances are your mobile phone company, as well as the makers of your laptop and your household appliances, are all counting on their products to fail. Not too quickly, of course, or consumers wouldn't stand for it—but frequently enough that you might find that it costs far more to fix a device than to replace it with a newer model. Or you find the phone company e-mails you saying that you’re eligible for a free new phone, because yours is a whopping two years old. And appliance repair people say that while they might be fixing some machines that are twenty years old, they generally aren’t fixing those that are seven years old; newer models are built to be thrown out. This strategy is called planned obsolescence, and it is the business practice of planning for a product to be obsolete or unusable from the time it is created.

To some extent, planned obsolescence is a natural extension of new and emerging technologies. After all, who is going to cling to an enormous and slow desktop computer from 2000 when a few hundred dollars can buy one that is significantly faster and better? But the practice is not always so benign. The classic example of planned obsolescence is the nylon stocking. Women’s stockings—once an everyday staple of women’s lives––get “runs” or “ladders” after only a few wearings. This requires the stockings to be discarded and new ones purchased. Not surprisingly, the garment industry did not invest heavily in finding a rip-proof fabric; it was in manufacturers' best interest that their product be regularly replaced.

Those who use Microsoft Windows might feel that like the women who purchased endless pairs of stockings, they are victims of planned obsolescence. Every time Windows releases a new operating system, there are typically not many innovations in it that consumers feel they must have. However, the software programs are upwardly compatible only. This means that while the new versions can read older files, the old version cannot read the newer ones. In short order, those who have not upgraded right away find themselves unable to open files sent by colleagues or friends, and they usually wind up upgrading as well.

Ultimately, whether you are getting rid of your old product because you are being offered a shiny new free one (like the latest smartphone model), or because it costs more to fix than to replace (like the iPod model), or because not doing so leaves you out of the loop (like the Windows model), the result is the same. It might just make you nostalgic for your old Sony Discman and simple DVD player.

Product Advertising

Companies use advertising to sell to us, but the way they reach us is changing. Naomi Klein identified the destructive impact of corporate branding her 1999 text, No Logo, an antiglobalization treatise that focused on sweatshops, corporate power, and anticonsumerist social movements. In the post-millennial society, synergistic advertising practices ensure you are receiving the same message from a variety of sources and on a variety of platforms. For example, you may see billboards for Miller beer on your way to a stadium, sit down to watch a game preceded by a Miller commercial on the big screen, and watch a halftime ad in which people are shown holding up the trademark bottles. Chances are you can guess which brand of beer is for sale at the concession stand.

Advertising has changed, as technology and media have allowed consumers to bypass traditional advertising venues. From the invention of the remote control, which allows us to skip television advertising without leaving our seats, to recording devices that let us watch programs but skip the ads, conventional television advertising is on the wane. And print media is no different. Advertising revenue in newspapers and on television fell significantly in 2009, which shows that companies need new ways of getting their messages to consumers.

One model companies are considering to address this advertising downturn uses the same philosophy as celebrity endorsements, just on a different scale. Companies are hiring college students to be their on-campus representatives, and they are looking for popular students engaged in high-profile activities like sports, fraternities, and music. The marketing team is betting that if we buy perfume because Beyoncé tells us to, we’ll also choose our cell phone or smoothie brand if a popular student encourages that choice. According to an article in the New York Times, fall semester 2011 saw an estimated 10,000 U.S. college students working on campus as brand ambassadors for products from Red Bull energy drinks to Hewlett-Packard computers (Singer 2011). As the companies figure it, college students will trust one source of information above all: other students.

Homogenization and Fragmentation

Despite the variety of media at hand, the mainstream news and entertainment you enjoy are increasingly homogenized. Research by McManus (1995) suggests that different news outlets all tell the same stories, using the same sources, resulting in the same message, presented with only slight variations. So whether you are reading the New York Times or the CNN’s web site, the coverage of national events like a major court case or political issue will likely be the same.

Simultaneously with this homogenization among the major news outlets, the opposite process is occurring in the newer media streams. With so many choices, people increasingly customize their news experience, minimizing their opportunity to encounter information that does not jive with their worldview (Prior 2005). For instance, those who are staunchly Republican can avoid centrist or liberal-leaning cable news shows and web sites that would show Democrats in a favorable light. They know to seek out Fox News over MSNBC, just as Democrats know to do the opposite. Further, people who want to avoid politics completely can choose to visit web sites that deal only with entertainment or that will keep them up to date on sports scores. They have an easy way to avoid information they do not wish to hear.

Summary

Media and technology have been interwoven from the earliest days of human communication. The printing press, the telegraph, and the Internet are all examples of their intersection. Mass media have allowed for more shared social experiences, but new media now create a seemingly endless amount of airtime for any and every voice that wants to be heard. Advertising has also changed with technology. New media allow consumers to bypass traditional advertising venues and cause companies to be more innovative and intrusive as they try to gain our attention.

Section Quiz

When it comes to technology, media, and society, which of the following is true?

  1. Media can influence technology, but not society.
  2. Technology created media, but society has nothing to do with these.
  3. Technology, media, and society are bound and cannot be separated.
  4. Society influences media but is not connected to technology.

Answer

C

If the U.S. Patent Office were to issue a patent for a new type of tomato that tastes like a jellybean, it would be issuing a _________ patent?

  1. utility patent
  2. plant patent
  3. design patent
  4. The U.S. Patent Office does not issue a patent for plants.

Answer

B

Which of the following is the primary component of the evolutionary model of technological change?

  1. Technology should not be subject to patenting.
  2. Technology and the media evolve together.
  3. Technology can be traced back to the early stages of human society.
  4. A breakthrough in one form of technology leads to a number of variations, and technological developments.

Answer

D

Which of the following is not a form of new media?

  1. The cable television program Dexter
  2. Wikipedia
  3. Facebook
  4. A cooking blog written by Rachael Ray

Answer

A

Research regarding video game violence suggests that _________.

  1. boys who play violent video games become more aggressive, but girls do not
  2. girls who play violent video games become more aggressive, but boys do not
  3. violent video games have no connection to aggressive behavior
  4. violent video games lead to an increase in aggressive thought and behavior

Answer

D

Comic books, Wikipedia, MTV, and a commercial for Coca-Cola are all examples of:

  1. media
  2. symbolic interaction perspective
  3. e-readiness
  4. the digital divide

Answer

A

Short Answer

Where and how do you get your news? Do you watch network television? Read the newspaper? Go online? How about your parents or grandparents? Do you think it matters where you seek out information? Why, or why not?

Do you believe new media allows for the kind of unifying moments that television and radio programming used to? If so, give an example.

Where are you most likely to notice advertisements? What causes them to catch your attention?

Further Research

To get a sense of the timeline of technology, check out this web site: http://openstaxcollege.org/l/Tech_History

To learn more about new media, click here: http://openstaxcollege.org/l/new_media

To understand how independent media coverage differs from major corporate affiliated news outlets, review material from the Democracy Now! website: http://openstaxcollege.org/l/2EDemoNow

References

Anderson, C.A., and B.J. Bushman. 2001. “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature.”Psychological Science 12:353–359.

Anderson, Craig. 2003. “Violent Video Games: Myths, Facts and Unanswered Questions.” American Psychological Association, October. Retrieved January 13, 2012 (http://www.apa.org/science/about/psa/2003/10/anderson.aspx).

Anderson, Philip, and Michael Tushman. 1990. “Technological Discontinuities and Dominant Designs: A Cyclical Model of Technological Change.” Administrative Science Quarterly 35:604–633.

Dillon, Andrew. 1992. “Reading From Paper Versus Screens: A Critical Review of the Empirical Literature.” Ergonomics 35(10): 1297–1326.

DeSilver, Drew. 2014. “Overall Book Readership Stable, But e-Books Becoming More Popular.” Pew Research Center. Retrieved December 5, 2014 (http://www.pewresearch.org/fact-tank/2014/01/21/overall-book-readership-stable-but-e-books-becoming-more-popular/).

Duggan, Maeve, and Aaron Smith. "Social Media Update 2013." Pew Research Centers Internet American Life Project RSS. Pew Research Center. Retrieved October 2, 2014 (http://www.pewinternet.org/2013/12/30/social-media-update-2013/).

International Telecommunication Unions. 2014. “The World in 2014: ICT Facts and Figures.” United Nations. Retrieved December 5, 2014 (http://www.itu.int/en/ITU-D/Statistics/Documents/facts/ICTFactsFigures2014-e.pdf).

Jansen, Jim. "Use of the Internet in Higher-income Households." Pew Research Centers Internet American Life Project RSS. Pew Research Center. Retrieved October 1, 2014 (http://www.pewinternet.org/2010/11/24/use-of-the-internet-in-higher-income-households).

Kumar, Ravi. 2014. "Social Media and Social Change: How Young People Are Tapping into Technology." Youthink! N.p. Retrieved October 3, 2014 (http://blogs.worldbank.org/youthink/social-media-and-social-change-how-young-people-are-tapping-technology).

Lievrouw, Leah A., and Sonia Livingstone, eds. 2006. Handbook of New Media: Social Shaping and Social Consequences. London : SAGE Publications.

McManus, John. 1995. “A Market-Based Model of News Production.” Communication Theory 5:301–338.

Mangen, A., B.R. Walgermo, and K. Bronnick. 2013. “Reading Linear Texts on Paper Versus Computer Screen: Effects on Reading Comprehension.” International Journal of Educational Research 58 :61–68.

Nielsen. 2013. “'Bingeing’ in the New Viewing for Over-the-Top-Streamers.” Retrieved December 5, 2014 (http://www.nielsen.com/us/en/insights/news/2013/binging-is-the-new-viewing-for-over-the-top-streamers.html).

Noyes, Jan, and Kate J. Garland. 2008. “Computer- Vs. Paper-Based Tasks: Are They Equivalent?” Ergonomics 51(9): 1352–1375.

Pew Research Center. 2010. “State of the News Media 2010.” Pew Research Center Publications, March 15. Retrieved January 24, 2012 (http://pewresearch.org/pubs/1523/state-of-the-news-media-2010).

Pew Research Center’s Project for Excellence in Journalism. 2013. “The State of the News Media 2013.” Pew Research Center Publications. Retrieved December 5, 2014 (http://www.stateofthemedia.org/2013/overview-5/key-findings/).

Prior, Markus. 2005. “News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout.”American Journal of Political Science 49(3):577–592.

ProCon. 2012. “Video Games.” January 5. Retrieved January 12, 2012 (http://videogames.procon.org/).

Reuters. 2013. “YouTube Stats: Site Has 1 Billion Active Users Each Month.” Huffington Post. Retrieved December 5, 2014 (http://www.huffingtonpost.com/2013/03/21/youtube-stats_n_2922543.html).

Singer, Natasha. 2011. “On Campus, It’s One Big Commercial.” New York Times, September 10. Retrieved February 10, 2012 (http://www.nytimes.com/2011/09/11/business/at-colleges-the-marketers-are-everywhere.html?pagewanted=1&_r=1&ref=education).

Smith, Aaron. 2012. "The Best (and Worst) of Mobile Connectivity." Pew Research Centers Internet American Life Project RSS.Pew Research Center. Retrieved October 3, 2014 (http://www.pewinternet.org/2012/11/30/the-best-and-worst-of-mobile-connectivity/).

Smith, Aaron. 2014a. "African Americans and Technology Use." Pew Research Centers Internet American Life Project RSS. Pew Research Center. Retrieved October 1, 2014 (http://www.pewinternet.org/2014/01/06/african-americans-and-technology-use/).

Smith, Aaron. 2014b. "Older Adults and Technology Use." Pew Research Centers Internet American Life Project RSS. Pew Reserch Center. Retrieved October 2, 2014 (http://www.pewinternet.org/2014/04/03/older-adults-and-technology-use/).

United States Patent and Trademark Office. 2012. “General Information Concerning Patents.” Retrieved January 12, 2012 (http://www.uspto.gov/patents/resources/general_info_concerning_patents.jsphttp://www.uspto.gov/patents/resources/general_info_concerning_patents.jsp).

van de Donk, W., B.D. Loader, P.G. Nixon, and D. Rucht, eds. 2004. Cyberprotest: New Media, Citizens, and Social Movements. New York: Routledge.

World Association of Newspapers. 2004. “Newspapers: A Brief History.” Retrieved January 12, 2012 (http://www.wan-press.org/article.php3?id_article=2821).

Glossary

design patents
patents that are granted when someone has invented a new and original design for a manufactured product
evolutionary model of technological change
a breakthrough in one form of technology that leads to a number of variations, from which a prototype emerges, followed by a period of slight adjustments to the technology, interrupted by a breakthrough
media
all print, digital, and electronic means of communication
new media
all interactive forms of information exchange
plant patents
patents that recognize the discovery of new plant types that can be asexually reproduced
utility patents
patents that are granted for the invention or discovery of any new and useful process, product, or machine