Skip to ContentGo to accessibility page
OpenStax Logo
Introduction to Sociology 3e

8.2 Media and Technology in Society

Introduction to Sociology 3e8.2 Media and Technology in Society
  1. Preface
  2. 1 An Introduction to Sociology
    1. Introduction
    2. 1.1 What Is Sociology?
    3. 1.2 The History of Sociology
    4. 1.3 Theoretical Perspectives in Sociology
    5. 1.4 Why Study Sociology?
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  3. 2 Sociological Research
    1. Introduction
    2. 2.1 Approaches to Sociological Research
    3. 2.2 Research Methods
    4. 2.3 Ethical Concerns
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  4. 3 Culture
    1. Introduction
    2. 3.1 What Is Culture?
    3. 3.2 Elements of Culture
    4. 3.3 High, Low, Pop, Sub, Counter-culture and Cultural Change
    5. 3.4 Theoretical Perspectives on Culture
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  5. 4 Society and Social Interaction
    1. Introduction
    2. 4.1 Types of Societies
    3. 4.2 Theoretical Perspectives on Society
    4. 4.3 Social Constructions of Reality
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  6. 5 Socialization
    1. Introduction
    2. 5.1 Theories of Self-Development
    3. 5.2 Why Socialization Matters
    4. 5.3 Agents of Socialization
    5. 5.4 Socialization Across the Life Course
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  7. 6 Groups and Organization
    1. Introduction
    2. 6.1 Types of Groups
    3. 6.2 Group Size and Structure
    4. 6.3 Formal Organizations
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  8. 7 Deviance, Crime, and Social Control
    1. Introduction
    2. 7.1 Deviance and Control
    3. 7.2 Theoretical Perspectives on Deviance and Crime
    4. 7.3 Crime and the Law
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  9. 8 Media and Technology
    1. Introduction
    2. 8.1 Technology Today
    3. 8.2 Media and Technology in Society
    4. 8.3 Global Implications of Media and Technology
    5. 8.4 Theoretical Perspectives on Media and Technology
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  10. 9 Social Stratification in the United States
    1. Introduction
    2. 9.1 What Is Social Stratification?
    3. 9.2 Social Stratification and Mobility in the United States
    4. 9.3 Global Stratification and Inequality
    5. 9.4 Theoretical Perspectives on Social Stratification
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  11. 10 Global Inequality
    1. Introduction
    2. 10.1 Global Stratification and Classification
    3. 10.2 Global Wealth and Poverty
    4. 10.3 Theoretical Perspectives on Global Stratification
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  12. 11 Race and Ethnicity
    1. Introduction
    2. 11.1 Racial, Ethnic, and Minority Groups
    3. 11.2 Theoretical Perspectives on Race and Ethnicity
    4. 11.3 Prejudice, Discrimination, and Racism
    5. 11.4 Intergroup Relationships
    6. 11.5 Race and Ethnicity in the United States
    7. Key Terms
    8. Section Summary
    9. Section Quiz
    10. Short Answer
    11. Further Research
    12. References
  13. 12 Gender, Sex, and Sexuality
    1. Introduction
    2. 12.1 Sex, Gender, Identity, and Expression
    3. 12.2 Gender and Gender Inequality
    4. 12.3 Sexuality
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  14. 13 Aging and the Elderly
    1. Introduction
    2. 13.1 Who Are the Elderly? Aging in Society
    3. 13.2 The Process of Aging
    4. 13.3 Challenges Facing the Elderly
    5. 13.4 Theoretical Perspectives on Aging
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  15. 14 Relationships, Marriage, and Family
    1. Introduction
    2. 14.1 What Is Marriage? What Is a Family?
    3. 14.2 Variations in Family Life
    4. 14.3 Challenges Families Face
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  16. 15 Religion
    1. Introduction
    2. 15.1 The Sociological Approach to Religion
    3. 15.2 World Religions
    4. 15.3 Religion in the United States
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  17. 16 Education
    1. Introduction
    2. 16.1 Education around the World
    3. 16.2 Theoretical Perspectives on Education
    4. 16.3 Issues in Education
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  18. 17 Government and Politics
    1. Introduction
    2. 17.1 Power and Authority
    3. 17.2 Forms of Government
    4. 17.3 Politics in the United States
    5. 17.4 Theoretical Perspectives on Government and Power
    6. Key Terms
    7. Section Summary
    8. Section Quiz
    9. Short Answer
    10. Further Research
    11. References
  19. 18 Work and the Economy
    1. Introduction to Work and the Economy
    2. 18.1 Economic Systems
    3. 18.2 Globalization and the Economy
    4. 18.3 Work in the United States
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  20. 19 Health and Medicine
    1. Introduction
    2. 19.1 The Social Construction of Health
    3. 19.2 Global Health
    4. 19.3 Health in the United States
    5. 19.4 Comparative Health and Medicine
    6. 19.5 Theoretical Perspectives on Health and Medicine
    7. Key Terms
    8. Section Summary
    9. Section Quiz
    10. Short Answer
    11. Further Research
    12. References
  21. 20 Population, Urbanization, and the Environment
    1. Introduction
    2. 20.1 Demography and Population
    3. 20.2 Urbanization
    4. 20.3 The Environment and Society
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. Further Research
    10. References
  22. 21 Social Movements and Social Change
    1. Introduction to Social Movements and Social Change
    2. 21.1 Collective Behavior
    3. 21.2 Social Movements
    4. 21.3 Social Change
    5. Key Terms
    6. Section Summary
    7. Section Quiz
    8. Short Answer
    9. References
  23. Answer Key
    1. Chapter 1
    2. Chapter 2
    3. Chapter 3
    4. Chapter 4
    5. Chapter 5
    6. Chapter 6
    7. Chapter 7
    8. Chapter 8
    9. Chapter 9
    10. Chapter 10
    11. Chapter 11
    12. Chapter 12
    13. Chapter 13
    14. Chapter 14
    15. Chapter 15
    16. Chapter 16
    17. Chapter 17
    18. Chapter 18
    19. Chapter 19
    20. Chapter 20
    21. Chapter 21
  24. Index

Learning Objectives

By the end of this section, you should be able to:

  • Describe the evolution and current role of different media, like newspapers, television, and new media
  • Describe the function of product advertising in media
  • Demonstrate awareness of the social homogenization and social fragmentation that occur via modern society’s use of technology and media
Facebook VP of Engineering Regina Dugan stands on a stage with a large screen above her. The text reads, 'So what if you could type directly from your brain.’
Figure 8.4 Facebook’s VP of Engineering Regina Dugan gave a talk about innovations in the platform’s technologies in which she shared potential innovations, including creating text directly from our thoughts. While the prospect of drafting messages or papers by thinking about them would certainly speed up our processes, opening our thoughts directly to a social media company might have larger implications. (Credit: Anthony Quintano/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, in terms of portable data storage, the first mainstream device was a floppy disk–a square, plastic object larger than a playing card, which in its final iteration held 1.4 megabytes of data (or less than a single high-resolution photo). Until the early 2000s, these were common formats, and students and professionals would regularly carry several of them. Floppy disks were improved and upgraded, then replaced by higher-capacity Zip and Jaz disks, which 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.

Another type of evolution involves disruptive technology (or disruptive innovation), which is a product, service, or process that has a major effect on the operation of an entire industry, and/or may create new industries or new markets. In the example above, a disruptive technology might be the advent of cloud-based storage platforms like Google Drive and iCloud, which have significantly reduced the need for physical portable storage. Disruptive technology can create and destroy entire industries, sometimes in a rapid manner rather than in an evolutionary one. In one of the most famous examples, the advent of digital photography rendered film-based cameras obsolete; the change came quickly, and many companies could not adjust. In a similar manner, ride-sharing services have had a massive impact on the taxi and limousine industry. Emerging technologies such as blockchain, additive manufacturing (3D printing), and augmented reality are likely to have similar impacts. For example, if companies decide that it is more efficient to 3D print many products or components close to their destinations instead of shipping them from distant manufacturing plants and warehouses, the entire shipping industry may be affected.

The sociological impact of disruptive technology can be sudden. Digital photography, for example, resulted in the rapid decline of companies like Kodak, which had been stalwarts of the American economy and a major employer. Layoffs devastated cities like Rochester, New York. The advent of online music purchasing and subscription services resulted in the closure of thousands of record stores, both small businesses and large chains like Tower Records. Beyond the economic impact, these stores were often parts of the fabric of communities, places for fans to gather to explore and share music. Automation has likewise changed manufacturing and mining, resulting in severe job loss and drastic alterations in regions such as the Great Lakes, where many towns went from being part of the Manufacturing Belt to being part of the Rust Belt.

Sociology in the Real World

Violence in Media and Video Games: Does It Matter?

The cover of the Grand Theft Auto IV video game is shown.
Figure 8.5 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. (Credit: 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 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).

However, though the American Psychological Association and other researchers found an increase in aggressive tendencies based on video game play, several studies and conclusions indicated "scant evidence" that violent video games cause either physical violence or criminal behavior. Researchers have found correlations between those behaviors, essentially indicating that violent people may be more likely to play violent video games, but that still does not mean that video games cause violence.

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.

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.

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

A room filled with screens and people monitoring the different activity on each screen.
Figure 8.6 Television control rooms feature feeds from many other networks, so that producers and reporters can see different perspectives on the same events and be alerted to new developments around the world (Credit: Anthony Quintano/flickr).

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. The film industry, like other media formats, has gone through substantial change as a result of streaming services, online privacy, and the new competition for people's entertainment dollars. Because the mainstream movie industry has been so reliant on ticket sales at live theaters, the COVID-19 pandemic affected it more dramatically than most other media categories. Highly anticipated movies slated for 2020 and 2021 releases were delayed or shifted to streaming distribution, reducing revenue. And some companies made lasting decisions regarding their future offerings.

New Media and Online Environments

New media encompasses all interactive forms of information exchange. These include social networking sites, blogs, podcasts, wikis, and virtual worlds. Many are not "new" in the sense that they were developed in the past few years (some may be older than you), but they are newer than the media mentioned above, and they rely on types of technologies that were not available until about thirty years ago. Many are ways disruptive to traditional media or to companies that rely on those other formats. Clearly, the list of new media grows almost daily, and you might feel we are missing some. In fact, the immediacy of new media coupled with the lack of oversight means we must be more careful than ever to ensure that we are making good decisions about the accuracy, ethics, and cultural responsiveness of these formats.

Sociology in the Real World

Planned Obsolescence: Technology That’s Built to Crash

A person sits at a table with an open laptop while the look at their phone. Another phone sits on the table.
Figure 8.7 Many people are incredibly reliant on their devices, but in business contexts, a failing phone or computer can have impacts on customers and revenues. (Credit: Rawpixel Ltd/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.

Planned obsolescence is not always done ethically, and some companies can dictate the obsolescence after the user makes a purchase. Apple users took to social media to confirm that their older iPhones suddenly began losing power or were slowing down considerably. Many users bought new phones at high prices, and later learned that the slow downs were intended by the phone maker. Customers filed dozens of class action lawsuits, which are suits where a very large group of people can band together. Apple was found to have intentionally and improperly altered its phones through a software update in order to hide battery problems. While it never admitted guilt, Apple's $500 million settlement paid benefits to iPhone 6 and iPhone 7 users who had been affected, and a later $113 agreement with state attorneys general included provisions to behave more ethically and transparently (CNBC 2020).

Product Advertising and the Attention Economy

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 has fallen significantly, which shows that companies need new ways of getting their messages to consumers.

Brand ambassadorships can also be powerful tools for advertisers. For example, companies hire college students to be their on-campus representatives, and they may target for students engaged in high-profile activities like sports, fraternities, and music. (This practice is slightly different from sponsorships, and note that some students, particularly athletes, need to follow strict guidelines about accepting money or products.) The marketing team is betting that if we buy perfume because Beyoncé tells us to, we’ll also choose our workout gear, clothing, or make-up brand if another student encourages that choice. Tens of thousands of brand ambassadors or brand evangelists work on college campuses, and such marketing approaches are seen as highly effective investments for companies. The numbers make it clear: Ambassador-referred customers provide sixteen percent higher value to companies than other customers, and over ninety percent of people indicate that people trust referrals from people they know (On-Campus Advertising, 2017).

Social media has made such influencer and ambassador marketing a near constant. Some formal ambassadors are sponsored by companies to show or use their products. In some cases, compensation arrives only in the form of the free products and whatever monetization the ambassador receives from the site, such as YouTube. Influencers are usually less formally engaged with companies than are ambassadors, relying mostly on site revenue to reward their efforts. Some influencers may overstate their popularity in order to get free products or services. For example, luxury hotels report that they are barraged by influencers (some with very few followers, and therefore questionable influence) who expect free stays in exchange for creating posts promoting the location (Locker 2019).

One ethical and perhaps relationship-oriented question is whether paid ambassadors should be required to disclose their relationship with a company, and how that works in online versus face-to-face interactions. In this case, online presence may be more "truthful" than in-person relationships. A video can formally include sponsorship information, and some ambassadors list partners or sponsors on their profiles. But in day-to-day, in-person conversations, it might be awkward for a classmate or colleague to mention that they are wearing a particular brand or using gear based on a financial relationship. In other words, the person sitting next to you with the great bag may be paid to carry it, and you may never know.

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. Americans seem to view this phenomenon with great concern, indicating that the impact of customized or personalized news delivers worse news. Yet, they still engage with the platforms that deliver news in that manner.

The fragmentation of the news has led to an increased amount of digital tribalism. Tribalism in this sense is the state or tendency to gather and reinforce ideas belonging to a group, and to do so out of a sense of strong loyalty. Digital tribalism, then, is the tendency to do so online, and also to forge new tribes purely based on online personas or ideologies. Instead of basing these groups on the classic bonds of ethnic, religious, or geographic ideologies, they are based on politics, emotions, lifestyles or lifestyle goals, or even brands (Taute & Sierra 2014). Digital tribes can lead people to a greater sense of belonging, and can also be heavily exploited for commercial or power-attaining interests.

Order a print copy

As an Amazon Associate we earn from qualifying purchases.

Citation/Attribution

Want to cite, share, or modify this book? This book is Creative Commons Attribution License 4.0 and you must attribute OpenStax.

Attribution information
  • If you are redistributing all or part of this book in a print format, then you must include on every physical page the following attribution:
    Access for free at https://openstax.org/books/introduction-sociology-3e/pages/1-introduction
  • If you are redistributing all or part of this book in a digital format, then you must include on every digital page view the following attribution:
    Access for free at https://openstax.org/books/introduction-sociology-3e/pages/1-introduction
Citation information

© Jul 20, 2021 OpenStax. Textbook content produced by OpenStax is licensed under a Creative Commons Attribution License 4.0 license. The OpenStax name, OpenStax logo, OpenStax book covers, OpenStax CNX name, and OpenStax CNX logo are not subject to the Creative Commons license and may not be reproduced without the prior and express written consent of Rice University.