Culture as a product of everyday experience

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Culture is the result of both industry and everyday experience. It can be characterized as the social groups' and organizations' shared and articulated values, beliefs, and practices. Cultural values can be created by industries such as the media and ICTS, or they can be acquired through involvement and exposure (Pham, pg. 73). Game-setting, authoritarian, modeling behavior, media dependency, and the cultivation argument are four important theories that can be used to describe the formation of culture from industry and everyday experience. According to the goal-setting theory, the media influences the accessibility of issues from the audience's memory. Media is the most influencing industry as proved by the theory. Cultivation, on the other hand, shows how the long-term exposure can be able to affect the people’s thinking and creating cultural values. Hence, there is essential information which can be used to describe the concept of culture as a product of industry and everyday experience as extensively discussed in the essay.

As a product of industry

The innovation has been one of the key platforms for the cultural values production. The cultural inventions have been as a result of the change in people which is common in societies. The production of cultural values is usually accelerated by the mass media, the international commerce, and other factors (Earl, pg. 88). Development of technologies and the social conflict has contributed to the social inventions which are a product of an industry.

The media industry is one platform from which the product culture has been manufactured and developed in the 20th century. The media dependence theory can be used in describing the reliance on the industry. The audience depends on the media industry to get essential information for their personal goal achievement. On the other hand, the media need the information from the public to be able to create the motives, needs, and interests in a person. Hence, media is an excellent platform to produce embraceable culture for the audiences.

The product has played an essential role in the national activities. An example culture as an industry product is the game and video usage.

Game and video usage are one of the cultures which have been produced by the media industry. In the educational institution, the use of videos has been as well embraced, and the teachers have adopted the culture in helping the children develop the necessary grammatical and math’s skills. The adoption of the video use in schools was approved by the Federation of the American Association in 2006 (Pham, pg. 73). They approved that based on the fact that most kids have access to the game system at home, hence, easy to use it in the development of essential academic skills. They also made the decision based on research that showed that people who use the video media skills have better visual analytical skills in comparison to those who do not. Playing of the game has been able to improve the visual attention ability which leads to its recommendation in the school curriculum (Kottak, pg. 73). Hence, despite the game culture been said to be mindless, it has been able to improve the visual attention skills, therefore, very impactful.

The federal government due to the development of the culture has seen the importance of incorporating game usage in the educational institutions. The culture has been as well adopted in the military as the new training simulator. It has been as well incorporated the national army guard as the recruitment tool. The game culture effect on the public arena, education and the school's sector has been validated by the cultural authorities who have seen its establishment. Hence, have been mixed feelings on the benefits of the game theory, but its embrace in the educational institutions has led to their validation.

To understand the effect of the game culture on the mainstream, it is important to know its development. The games or videos usually have users whose lives revolve around the concept. In the 1970’s, the programmers used to gather up and play the space war. Later, the youth adopted it quickly as a platform of competition to pass the time as well as for gaining more scores. The kids started to spend time on the consoles playing the typical games and identifying the characters associated with the same. Cartoons then began adopting the games such as the Mario Bros and the Pac-man. As the kids who played the super Mario bros outgrew in the games, the Microsoft, Sony, Sega, and others started making more appealing ones. The gradual gaming age increase has led to the culture been accepted as the mainstream entertainment form.

The development of the game culture has their impact on the other mass media. At the beginning of the game's invention, they took a cue from the books, television shows as well as the movies. Later the cartoons development was based on the video games and then used in the featuring of the live action films. They have influenced the video games in the early phenomenon as a result of the airing of the animated programs. Currently, there are some televisions’ series produced which revolve around the video games. The game culture has changed the video production in different ways. Now, innovations on the corporate have led to increased demand for the films leading to video game interactivity.

Hence, the media culture has emerged from the audience which is a product of the corporate media. The production of the cultures more so by the media industry can be said to be facilitated by the game setting theory. It is the creation of the concern of the salient issue or the public awareness by the news media. The method attempts to influence the audience in such a manner that they are likely to adopt a particular idea in their daily lives. The theory assumes that the media and the press do not convey the reality, but they filter and shape it to be appealing to the audiences. Secondly, the media concentration on some issues more than others leads the audience to perceive them as important. Different media groups hold differing potential in agenda-setting with the new virtual space witnessing a growth momentum in comparison to the traditional theory.

The agenda-setting theory occurs to the individuals through the accessibility process. It implies that more coverage of an issue in the media will lead to its ease of accessibility in the audience’s memories. For example, if people are asked the problems facing their nation, they usually state the current issue with a lot of ease. Hence, the media has been using this theory to produce the values which they need to be adopted by the society. The media usually sell the idea which is more appealing as a result of the powerful groups’ influence. The internet community especially bloggers has the power of pushing the agenda to the media, public as well contribute to the policymaking. For example, the online community led to the resignation of the CNN chief news executive, Eason Jordan after saying that the military in the United States was aiming at journalists in Iraq and killed 12 bloggers. The Bloggers have led to the production of the primary cultural values such as the game and video use which has been highly discussed by the bloggers. In some nations, the bloggers have spread conflicts and racism. The government can as well use the media industry to produce a particular culture through an authoritarian theory. It entails controlling of media industries by the governing authorities to produce a particular culture such as tax payment on time.

Therefore, the media industry has been the key producer of cultures. Through the agenda-setting theory, they have been able to convey the most influencing issues which are readily adopted by the public. The cultures can make an impact on several sectors in the economy such as the education, health and even contribute to the policymaking.

Cyberculture is also another product of the technology industries. It is flexibly used, and its application is controversial to particular circumstances. It can be defined as the social conditions which are associated with the computerization and automation. It arises from the use of the computer networks for businesses, work, entertainment, and communication. It is the product of the ICT industry. It is a cultural and social movement associated with the advanced information and technology. It was influenced by the internet users and the original project's architects. The Cyberculture actions are usually guided by the hacker ethic. Cyberculture entails an essential aspect known as the cyberspace which does not represent a single unified culture. It is numerous new capabilities and technologies used by people from diverse locations in the world. The cyberspace architect, as well as the market forces, shapes the formation and evolution of the Cyberculture. The culture is characterized by several qualities such as been mediated by the ICTs and the computer screens. It as well relies on the knowledge exchange and information notion. It contains tools which can be used in manipulation which is different to other cultures. It is usually a cognitive and social culture rather than based on a particular geography. The Cyberculture is a product of people who are likeminded and creates an opportunity for them to interact. Hence, it can be said to be a set of modes of thoughts, attitudes, practices, and values which are developed with the cyberspace. Hence it is a product that has been prepared by the ICT industry and has contributed to the technological advancements in the world activities. The Cyberculture has enabled people to engage in the psychological, sociological, political and philosophical issues which arise in the interaction of human beings with the information science and technology. The Cyberculture has been influenced by various studies such as Pierre Levy, Kelvin Kelly, and many others.

Hence, culture is a product of an industry such as the media and the ICT. Through the same, we can profoundly define the concept. We can describe it as the set of practices, values, and modes of thoughts adopted by different people with common interests who are not necessarily in a particular geographical area.

Culture as a product of everyday experience

As a product of everyday experience, it is attained through exposure or involvement to a particular values or practices. This can be described by the modeling behavior theory. It states that the modeled responses from the media experience are likely to be habitual to the audience’s life if they are beneficial. It can be referred as the knowledge on how things are practiced and promotion on their practice. Exposure can be as a result of geographical area, education institutions and finally through the media. Living in a geographic area where people behave in a particular manner exposes one to the same. Also, a geographical locality pushes one to practice some activities which are common there. Secondly, education is a key sector where most people spend their time in, hence; likely to conduct their daily activities based on what is taught in class. Finally, media and the internet are the key platforms on which the people gain cultural values due to exposure. Sometimes cultural values may be imposed through imperialism.

The media industry is playing an essential role in shaping the people’s culture due to exposure on the same (Iyengar & Donald, pg. 76). The cultivation is the fundamental theory which can be used to describe the same. It argues that the more people spend time on the television the easier they are likely to believe in the concepts portrayed there. It is now evident that people’s perceptions of the world are profoundly influenced by the messages and images which are seen in the television media or the internet. From research done in the past on the key written articles, it is evident that the cultivation theory is the most used on in the mass communication field. Also, how the message is conveyed to the public is the key determinant of its potential to influence. Hence, the media is as well shapers of culture as a result of experience through exposure which leads to change among the public. The theory makes several assumptions; first is that there is a difference between the television and other mass media. Television is both auditory and visual which does not require one to be literate; hence, they are capable of influencing the entire society. Secondly, television access is unlimited and cheap, making everyone from each class to access it easily. The television is as well ageless making everyone from every age to comprehend. The common symbolic environment mainstream is formed by the repetitive images and messages. Hence, television, unlike other print media, is likely to be more influencing mainly due to financial accessibility, film, and lower consumption threshold.

The second assumption is that television influences the way the society relate to each other or think. According to some philosophers, the speculations are what make the realities in the television and not necessarily the facts. The television tells stories through advertisements, drama, and news to almost everyone. Cultivation theory predicts that due to the long-term exposure to the television, we are likely to adopt the same. Finally, the television’s effects are limited. The effect of the television is consistently presented despite them increasing or decreasing at some point. There is an impact of television on people’s behavior. Secondly, television watching overtime is likely to change our life perception over time. From the television programs aired, it is said to affect the involvement in violence’s, perceived police activities, people mistrust and finally walking at night. The high television watching has been said to cause the mean world syndrome which is the tendency of trusting people less (Schoenfeld, pg. 78). Hence, it is clear that culture can be a product of the industry as well as of everyday experience. The media industry has played an essential role in producing and exposing one to a particular culture. The media industry has been key in the production as well in the exposure of individual’s leading to the generation of cultural values. The culture must not be within a particular geographical area, but they must be having a particular common interest. Hence, culture can be defined as the values, practices, and thoughts of a particular group of people which can be a product of industry or gained through experiences such as exposure and involvement.

Work cited

Earl, Catherine. "Saigon style: Middle-class culture and transformations of urban lifestyling in post-reform Vietnamese media." Media International Australia 147.1 (2013): 85-97.

Dennett, Daniel Clement. "9. The de-Darwinizing of culture." (2015).

Pham, Thu Thuy. REDD+ politics in the media: a case study from Vietnam. No. CIFOR Working Paper no. 53. Center for International Forestry Research (CIFOR), Bogor, Indonesia, 2011.

Kottak, Conrad Phillip. Prime-time society: An anthropological analysis of television and culture. Routledge, 2016.

Iyengar, Shanto, and Donald R. Kinder. News that matters: Television and American opinion. University of Chicago Press, 2010.

Schoenfeld, Alan H. How we think: A theory of goal-oriented decision making and its educational applications. Routledge, 2010.

June 06, 2023
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