
The Millennial Mind
In completing my blog, I have been made aware of a recurring theme, that is, the social impacts of the internet. Friends, lovers, enemies just a mouse click away and privacy only bound by the information provided by the user. There is a new language and a new way to shop. Avators, blogs, wikis and googling are all part of a millennium reality. There is nothing that cannot be done online and the question is, will this enhance society as we know it or destruct it due to a break down of traditional methods of social interaction? Is there truth in the ideas presented in the film Alphaville? http://www.imdb.com/title/tt0058898/amazon Suggesting widespread dehumanization or is this just sensationalist and a really a good name for a band? These are the questions I would like to address through exploring the rapid rise in “social networking.” The new buzz word of the millennium!
Let us focus first on social networking sites. Facebook, MySpace, You Tube and Flickr have all been documented on the as the main growth areas on the internet in recent years.[ D. Boyd.(2004) Public Displays of Connection.] Followed closely by another aspect of social networking which is of course video and computer games. To begin, let us get some perspective, the social-networking site MySpace has 116 million registered users as of December 2006. If it were a country, it would be the 12th largest in the world (ranking between Mexico and the Philippines).[Donath, Judith. (2007). Signals in Social Supernets] Facebook has over 70 million and growing. With the increase in social networking in mind you can easily comprehend that Second Life –type applications will indeed become the new general interface medium for human activity. Is this necessarily a bad thing or merely an extension of our basic need to communicate and be loved?
Lets look at it from the perspective of a general user.While it is true that there is a marked increase in Social networking sites there are still everyday online choices that we can make as humans (We are not machines yet!) http://www.fepproject.org/issues/internet.html These choices in all applications can be used constructively or destructively. One of the strongest aspects of human nature, which is to have a meaningful relationship, is something that cannot be and will never be developed through an Avatar. T.J. LeGrice emphasizes this in his book “An exploration of what it is to be human.”What could be argued is that supplementing one's everyday, real-life interactions with virtual ones through social-networking sites simply could create a danger of over stimulation. But if users weren't gaining some benefit from their online networks, they wouldn't be signing up by the millions.It is clear that what this increase does show is that interaction is still more important on an intimate level i.e our basic need to communicate and be loved.
What about video and computer games? They are constantly linked with youth violence and aggression, social isolation, desensitization and are often described as meaningless forms of
expression.http://www.gamesconference.org/digra2003/2003/index.php?Games+conference
I believe they are an extension of the way human beings show expression. I was an avid reader as a child and it was not just adult books but certain fairy tales. I will never forgot as they had frightened me for life. This could have been considered as a negative and dangerous impact on my ideas of reality. Games are perhaps the only medium which can allow us to experience guilt over the actions of fictional characters. In a movie or book, one can always pull back and condemn the character or the artist when they cross certain social boundaries. But in playing a game, we choose what happens to the characters. In the right circumstances, we can be encouraged to examine our own values by seeing how we behave within virtual space.
So what are the documented positives to video game playing? Well firstly,contrary to popular belief, much video game play is social and educational. Almost 60 percent of frequent gamers play with friends. Thirty-three percent play with siblings and 25 percent play with spouses or parents. In his recent book, What Video Games Have to Teach Us About Learning and Literacy, James Gee describes game players as active problem solvers who do not see mistakes as errors, but as opportunities for improvement. Secondly, according to federal crime statistics listed by the Entertainment Software Association. "Top Ten Industry Facts.2003 http://www.theesa.com/pressroom.html The rate of juvenile violent crime in the United States is at a 30-year low. Interestingly researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population.Yates and Littleton (1999) Finally, classic studies of play behavior among primates suggest that apes make basic distinctions between play fighting and actual combat. http://www.gamestudies.org/0202/wright/
So to summarize, the internet has certainly proven to be a great tool for gaining wealth and knowledge. It also gives us the opportunity to choose what we want, watch what we want and download what we want. We no longer need to see and hear what marketers want us too. Everything is now on our terms. Of Course some will abuse it as is true with most examples of human nature throughout history, and some will definitely experience internet isolation. Perhaps internet rehab centres for withdrawal may be something of the future? But the main point is as with everything in life we always have a choice. Research in the increase of social networking does above all show that personal contact is still as important and that intimacy is a basic human need.The new generation has not shown signs of being less likely to speak orally or that they are communicating less in any way. They are just more confident and are not afraid of there own opinion.After many hours studying social networking trends and observing that for the majority of us most of our internet interaction is social, it is my conclusion that the Millennial mind is one that is enhanced not dulled.
A private note of thanks to those across cyberspace and the world who have left comments on my university blogpage and via email. I have become aware that blogs are also under the social networking umbrella as my need for intimacy was well fulfilled with your encouragement. X
OTHER NOTABLE SOURCES:
Andrew Murphy and John Potts. Culture and Technology. Palgrave Macmillan.2003
Thomas.P.Hughes. Human-Built World: How to Think about Technology and Culture,University Of Chicago Press. 2005
Sternheimer, Karen. It's Not the Media: The Truth About Popular Culture's
Influence on Children. New York: Westview, 2003.
Poole, Steven. 2000. Trigger Happy: Videogames and the Entertainment Revolution. Arcade Publishing
David.E.Nye. Technology Matters: Questions to Live With. The MIT Press.2007
Thurlow, Crispin, Laura Lengel, and Alice Tomic. Computer Mediated Communication: Social interaction and the internet. London: Sage, 2004.
http://www.netfactual.com/
http://www.kids.nsw.gov.au/kids/kidsstats/demographics/studyandwork/tablecomputeruse.cfm
http://www.pewinternet.org/
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http://www.nielsennetratings.com/
http://www.bernardsalt.com.au/
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http://www.chass.toronto.edu/~wellman/publications/euricom/Examinig-Euricom.htm