What do you think of when you hear the word entertainment? Do you ever wonder why it’s the way it is? Have you wondered what forces, ideas, and people have molded and shaped it over time? How does entertainment affect culture and a society? These are questions that might have many different answers of varying explanations and magnitudes. For centuries, people have looked to a multitude of different things to do as a way to escape their normal lives and to have fun. So then came various forms of entertainment. Although it may not seem so at first glance, taking a more critical look at the similarities that our society shares with the Brave New World’s society may yield some shocking discoveries. Entertainment. What is it? The Oxford Dictionary defines entertainment as “The action of providing or being provided with amusement or enjoyment.” Huxley wrote Brave New World to prove his thesis that leisure in society does not lead to increased culture. In our society, our culture, when someone thinks of entertainment, they typically think of a movie, music, news, a book, magazines, newspaper, sports, or …show more content…
In both societies, it is used to entertain the masses. In the Brave New World, entertainment is also used to distract citizens, and make them docile. The use of soma, constant intercourse, immersive entertainment machines, and presumably many other sources of entertainment put the citizens of the Brave New World in a sort of mental comatose or haze. But then I ask you, how different is our society in this sense? First, let’s look at initial exposure. On average, children between the ages 2-5 watch about 32 hours a week worth of television/media.(XXXX) that’s 1,664 hours a year, about 69 days, or almost 10 weeks. That much exposure has massive impacts on the developing brain. From age 5 and on, we are basically conditioned to accept whatever the industry throws in our
In the last century, America and its inhabitants underwent many changes. From the "Roaring Twenties" to the Great Depression, and from the Dust Bowl to the ideal 50's, entertainment evolved to suit an ever changing nation. In D.W. Griffith's film, Way Down East, a young woman seeks out financial assistance from her wealthier family members. In this film in particular an ever widening separation between the classes is evident. In John Ford's The Grapes of Wrath, and The Salt of the Earth, a change has occurred within the sexes, and within the struggles of working class American's. In Leave it to Beaver, American is life depicted as worry free and ideal. It is
Entertainment nowadays is like drug. By comparison, drugs and entertainment both mess with your head and likewise, you feel like you’re suffocating without it and it is slowly driving you crazy. For example, in Fahrenheit 451, Margaret relied so much on her entertainment that she gets to a point where she starts to call entertainment “family” and starts saying
The first form of entertainment I want to talk about is technology. Technology has become a big thing in our society right now. It is very addicting to many people. I have seen many people that have been overpowered by technology that they have to use it everyday. If these people don’t use it they can become ill. For example in the book Fahrenheit 451 Mildred is attached
This is why it’s been so pervasive throughout human history, for about as long as we have existed we’ve had entertainment. Delving deep, we can readily say stories have informed and characterized how we explain our surroundings and identities from almost as far back as we can uncover. There are values and teachings written into myths, but they primarily serve as narratives, complete with colorful characters, unexpected twists, and in many cases elaborate performances. Often, the more ancient these sources the more the evidence for their enjoyment of entertainment is discredited. We have a tendency to assume that all ancient texts and narratives are religious in nature and thusly strict, rigid, and not intended for enjoyment or leisure. The presence of humor in many of these stories would seem to contradict this sentiment, so perhaps it’s the same bias against entertainment’s value that colors how these discoveries are considered, interpreted, and presented. This bias comes from that work-play binary I mentioned prior. Leisure activities like entertainment are classed as play, something frivolous or shallow. But in reality, entertainment is an important part of how we come to terms with our understanding of who we are and how we behave in important situations. So then, is it really just mindless
The potential of entertainment to affect society is great and some would argue that it has the capacity to ruin society such as Neal Gabler a critic of entertainment who in his book Life the Movie: How Entertainment Conquered Reality that entertainment has the capacity to ruin society. If we look at both more recent iterations of entertainment or even if we look at some forms of classic literature we can clearly see the harmful ways that entertainment can affect people.
In today 's world, we are deeply divided into social classes. Entertainment rules the world
Entertainment is the action of providing or being provided with amusement or enjoyment. People seek out many forms of entertainment to seek pleasure and enjoyment in their life such as watching movies and television, reading books and magazines, and listening to music. As much as these things should provide enjoyment to people's lives, sometimes media can have a negative impact on people. A major way the media exudes a negative connotation is though the unrealistic body images it promotes. The media's unrealistic body images is a huge catalyst for eating disorders and can lead to having a very detrimental mind set.
Pop Culture permeates our society and is now the first and last thing we think about every day. Almost every waking moment includes pop culture in some way, as society has embraced this new way of life. Parents use electronics to entertain their children and keep them out of the way, and children use them to avoid their parents. Escapism, guilty pleasures and popular culture define each other in ways that they didn’t in the past and now our world is trying to reconcile it.
Amusing Ourselves to Death, written by Neil Postman analyzes the true meaning of entertainment and explores how it affects our lives today. “Entertainment is the action of providing or being provided with amusement or enjoyment,” (dictionary.com). According to Postman television has had an extremely negative effect on the “public discourse of contemporary America.” Postman compares his book to Aldous Huxley’s, Brave New World, which communicates that people are too amused and are becoming weak and defenseless. In Amusing Ourselves to Death: Public Discourse in the Age of Show Business, author Neil Postman clearly reflects a negative bias in his analysis against television’s modern culture, using examples of politics and news.
The term pop culture can be defined as ‘The culture of the people’ a culture that flourishes through social interaction and mass media that is most actively involved in by the public. Pop culture can cover a wide range of materials and as such should be looked at as a topic open to discussion, interpretation as to why it is popular and what makes it popular. Since pop culture includes an expansive spectrum of subjects I am going to be focusing on one of those and that is Video games. In this essay I will be exploring the ideas and theories of why I believe video games have made a shift into mainstream pop culture.
Entertainment has taken over both the real world and the world state and without it, both would be bored and would not know what to do to cure their
The media industries of television, radio, social media, etc have never been more successful, as we are addicted to what they are selling. As Neil Postman posits in his Amusing Ourselves to Death, technological developments in communication and media, namely television and radio (which were later followed by social media), have brought us into an “Age of Show Business” where “entertainment itself [is] the natural format for the representation of all experience" (Postman 87). We see it everyday: news reports of worsening ADD rates as kids can’t stay focused. We love to be entertained, and by allowing these media into our lives, allowing them to take over our lives, we have handed over control not only of ourselves, but of our society. Media
People have always develop ways to pass time or enjoy their everyday activates. There have been puzzles, books, and television invented to help with this process. The need to “have something to do” has fueled the creation of games. The most popular games today are videogames which have millions of people logging on each day to play with others. Videogames have created a culture of their own, but they were not the original type of gaming recreation. Board games have been bringing their played into fantasy worlds long before the popularization of videogames. This has spark my interest to understand the subculture of board game players in today’s society. I have selected a local board gaming site to conduct my field research for my ethnographic study. My primary location or this research will be at Tucson Games and Gadgets where I will try to minimize any preconceptions I may currently have, and utilize key informants to get an overall picture of the culture. First I had to choose the best location from various gaming locations in the Tucson area.
Entertainment media has been advancing for decades. One type of entertainment media that has been advancing for so long, and is considered to most to be the number one type of entertainment, are video games. Although video games are highly praised by most users, there are many controversies that mention the effects of video games on the behavior on typical users. Some believe that video games cause people to act more violently, have different social interactions, or perhaps develop the brain activity to be more useful. However, not only that, but video games have inspired real life interactions such as romance, conventions, video game knowledge, and much more. Video games have different effects on people socially and mentally, and sometimes these effects are determined by the type of game that is played, or the person itself.
Technology has rapidly advanced over the past several decades and has led to new discoveries in communication and entertainment. Children in the 1990s did not experience phones with touch screen displays or immediate access to the internet, but the youth of today are a completely different story. At an extremely young age children become accustomed to the presence of a phone or TV screen. Technology is used to occupy kids on a daily basis and with so much time spent on a device the burning question must be discussed, “How is technology affecting the livelihood of the children?” Various outlets of entertainment have been called into question as technology has advanced such as YouTube or Netflix, but the most often targeted mode of enjoyment is video games. Video games have existed since Higinbotham’s simple tennis game in 1958, but have improved rapidly over the years in complexity and graphical quality. However, video games have also become inherently violent and are repeatedly studied for possible impacts on the cognitive development of children.