All posts by ldh638

Our Future in Media and Technology

For our generation and future generations, we will all have grown up in the age of modern technology. We will have grown up with cellphones, the internet, computers, etc. It has always been apart of our lives and will continue to be in the future. We will continue to influence media and technology, and media and technology will continue to influence us.

Media will continue to evolve to the needs and wants of the public and vise versa. We will continue to rely on the media outlets and gatekeepers to inform us about society and culture through their influence and our own influence upon each other. The method by which we interact with media will also continue to change and the line between sender and receiver will cease to exist. Even now we can say that senders are receivers and receivers and senders. They work together in a cycle.

We take the media and modern technology for granted. In our parents generation, they did not grow up with cellphones, the internet, or computers. These things have made it easier for us to find information, connect with people from around the world, and share information amongst each other in ways that people wouldn’t have even imagined 20 years ago.

Our strong attachment to the media and modern technology is not necessarily a good thing. The easy access to a plethora of information makes it easier for people to plagiarize, be distracted by social media and other forms of media, and just looking up information does not mean we have learned it. As we all know, this past month PioneerNet and Blackboard had some major issues that prevented us from accessing the internet and printers and some people couldn’t even get into buildings because the keycard locks were also not working. In this event, I realized how dependent we are on this technology to allow us to do simple things, and that without it we are at a loss and sometimes struggle to function without it.

As our technology and media advance we will have to adapt to it and it to us.

Here are some very interesting videos about technology and how it can influence our future media and lives, in a time that does not seem to be too far from now.

Corning (w/commentary) (w/o commentary)

This video presents a future where our lives are surrounded by interactive, durable glass. The ideas that Corning presents are not far fetched at all. The interactive glass would benefit companies around the world, allow doctors from different continents to share information and help examine each others patients, and let students visually and physically interact with the lesson.


In this video by the Australian company Telstra, they present a world with technology that is suggested to not too far ahead of our present time, where it is common for people to have Google-glasses-like glasses that take photos, inform the user of a text, tell time, and more. There is also a refrigerator with a digital shopping list on the door that keeps track of what is needed, a phone that is clear like glass and compatible with other technological devices with just a swipe on the screen, and more. Also, the song is “Such Great Heights” by Death Cab for Cutie, which could have been used to support the ideas and future technologies that Telstra presented in the video.

Oculus Rift




Pantene: “Labels Against Women”

This Pilipino commercial examines the double standards that women face in the workplace compared to men, but at the same time seems to reinforce these labels about women. While a man may be the ‘boss,’ ‘persuasive,’ ‘dedicated,’ ‘neat,’ and ‘smooth,’ a woman is considered ‘bossy,’ ‘pushy,’ ‘selfish,’ ‘vein,’ and ‘showy.’ These words are both reminding us and reinforcing these ideas back upon women, even though the commercial is trying to stand against these labels. According to this ad, these women can overcome the double-standard by being able to “shine.” But, all the women in this ad are beautiful, physically fit, and have perfect hair, so Pantene is also suggesting that these traits also factor into a person’s (woman’s) success.

The inclusion of the song “Mad World,” also sung by a female, emphasizes the ‘madness’ of the double-standard women face in the workplace. Even though this commercial originally aired in the Philippines in November 2013, it quickly went viral after Facebook COO Sheryl Sandberg shared the video on her page and commenting that it “is one of the most powerful videos [she] has ever seen…”  link

While some people may think that gender inequality has been fixed, it still is evident in todays society. Today, finding women in the work place is more common, but it is still predominately men. Even though the commercial is seemingly supporting the idea that women can over come the pressure and hardships in the workplace by being strong, like the Dove Beauty Sketches link, the idea remains that physical looks are very important and determine how successful you are and how you think of yourself. Now, as we all know, Pantene sells hair products. So what does this double-standard-workplace-commercial have to do with hair? The idea is that if you use Pantene, you too can “Be strong and shine.”

Friday the 13th, 2013

In December, people look forward to the holidays, which are supposed to be full of joy and quality family time, but no one at Arapahoe High School in Centennial, Colorado expected their holidays to start off with such a dark turn of events. On December 13, the students of Arapahoe High School never expected a gunman, much less a fellow classmate, to come into school and open fire. Karl Pierson, 18, was that gunman and student of Arapahoe High School.

Blogs and other social media outlets like Facebook and Twitter allow citizens to contribute their own thoughts and opinions about issues at hand. They sometimes offer first-person information or visuals about the issue before the broadcasting news is able to report about the event. Facebook (link) allowed the students, staff, families, and other people to reach out and contribute their thoughts and feelings to those involved in the shooting. Even more recently, the same Facebook page was used to provide support to students involved in a shooting at Berrendo Middle School in New Mexico. On a cite called Twitchy, news reporters and other more seemingly reliable sources contributed to the thread, updating the public about the shooting.

The traditional news outlets gave people people the basic information that they want to hear. But the reporting of the same event by citizen journalists may have less reliable information. To gatekeepers, the news reports to the audience what they think is relevant and what they think the audience wants to hear. The more tragic the story, the more newsworthy it is. People always want to know who the victims and instigator are, when the event happened, why it happened, how something like this could happen, and what the events were that lead up to the tragedy.

From this event, the gatekeepers have told us who the shooter was: Karl Pierson, who his intended target was: librarian and debate coach Tracy Murphy, the victims: the student body of Arapahoe High School and Claire Davis who later passed away, why he did it: for “revenge” or other reasons against Tracy Murphy. Even though we hope to find that the information given to us by “the gatekeepers” to be true, I found that the details about this event were not always reliable. The Huffington Post said that a “15-year-old female student remains in critical condition.” link, but according to other reports the female student in critical condition was 17-years-old link. Another website even got the target’s name wrong, calling Tracy Murphy, Tracy Martin link.

Citizen journalists can post whatever they deem to be true or false and the audience can accept it either way, but just because that citizen journalist is reporting his or her opinion or story does not make it valid reporting and reliable. But not all of the information that is found on these other seemingly reliable websites is completely reliable either. Both methods of obtaining information and/or reporting information can have it’s flaws and unreliability. If we want reliable information, then the best way to get it is to look for it ourselves, but in our society controlled by media, who knows what is and what isn’t true anymore.

Morality in Video Games

Many video games present violent and/or explicit (as some would say) situations that have been debated about over a number of years. As games become more visually realistic, they can make the gamer feel more immersed in the action/play of the game while it “desensitizes players to real-world violence….” (Croteau, 103). Even in games that are not violent or explicit, the gamer can be desensitized as to what is real and what is not. If you die in a video game, you will be able to retry the level with no harm done. In real life, we know that there is no such thing as a second chance at life after death. We only have this one life. Video games are constantly blamed for the violence in reality, such as the Columbine High School shooting in Colorado in 1999. Even though violence can occur in video games, that does not mean that the person playing the game is a violent person. Gamers who are able to “distinguish between fantasy and reality prevents them from emulating video game violence in real life.” link

A study at the University of Victoria in Canada suggested that “video games can make children more ethically and morally aware.” From their studies, they reasoned that children learn collaboration and leadership skills along with problem solving and strategizing skills. In some games where the gamer’s actions effect the outcome of the game, bad actions/decisions will result in a negative ending while good actions/decisions result in a positive ending. For example, in the game Dishonored, if the player brings about a high rate of chaos, then there will be more death and the ending will be negative. If the player has a low rate of chaos, then there will be fewer deaths and the ending is more positive. These actions could also teach “children to recognize the cause and effect reality of their actions….” A very popular game that engages the player in problem solving skills is The Legend of Zelda series. In every game there are many puzzles and problem solving tasks that the player must complete to be able to move on to the next task. This game requires the gamer to analyze the setting of the game and the tools that are available for the character to use.

Video games can present violence material, but it can also require the mind to critically think about how to solve problems and puzzles. However the player engages in a game they will learn from their actions. I grew up playing video games. But I was never allowed to play games that were rated Teen or higher until around high school. Personally, I dislike the games that reenact wars and that are too violent because I feel that the situations they present can mock reality. Everyone’s opinion on what is moral and what is not is different and it is up to him or her to decide and chose.

Controversial Games


Croteau, David. Hoynes, William. Media/Society:Industries, Images, and Audiences – fifth edition. SAGE Publications, Inc. 2014 

Sony Corp.

Founded on May 7, 1946, Sony Corporation originally started out with a focus on telecommunications and measuring equipment. Today, Sony’s is widely known for their electronics such as the Playstation and audio systems. Their interests have greatly expanded since their founding, and now involve a variety of different types of media. With it’s headquarters in Tokyo, Japan, Sony Corporation owns a vast hub of media companies. Here are some of the companies that they own:

Ownership Map:

Entertainment (film)

    • Columbia Tristar Motion Picture Group
      • Columbia Pictures
      • Sony Pictures Classics
      • TriStar Pictures
      • Columbia Pictures Film Production Asia
      • Columbia Films Producciones Espanolas
      • Columbia Pictures Producciones Mexico
    • Sony Pictures Animation
    • Sony Pictures Imageworks Interactive
    • Sony Pictures Studios
    • Sony Pictures Technologies
    • Sony Pictures Home Entertainment


  • Columbia/Epic Label Group
    • American Recordings
    • Columbia Records
    • Epic Records
    • Roc Nation
  • RCA/JIVE Label Group
    • Arista Records
    • J Records
    • LaFace Records
    • Polo Grounds
    • RCA Records
    • Verity Gospel Music Group
    • Volcano Entertainment
  • Provident Label Group
    • Beach Street Records
    • Flicker Records
  • Sony Music Commercial Music Group
  • Music Choice Video and Mustic Network
  • Sony/ATV Music Publishing


  • Crackle
  • SET Max
  • SAB
  • AXN
  • Animax
  • Channel 8
  • Cinemax (Latin America)
  • GSN (US)
  • HBO Family (Latin America)
  • TV1



  • Sony Card Marketing & Services Company
  • Sony Computer Entertainment America (Playstation and Associated Games)
  • Sony Electronics
  • Sony DADC
  • Sony Plaza Public Arcade
  • Sony Wonder Technology Lab (New York)

For more on Sony Corporation’s ownership map click here

Sales and Operating revenue:

2011 – ¥7.2 trillion

2012 – ¥6.5 trillion

2013 – ¥6.8 trillion

For more on past annual reports click here

Sony is a very large conglomeration, consisting of over 50 companies around the world. They have integrated more horizontally, producing a variety of products in the media department as well as tools to record media (cameras and recorders). Sony has also acquired smaller companies that manufacture and engineer their products as well. It surprised me how many companies Sony owns and how great their amount of influence is in society, especially on an international scale.