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I think the difference is that the MTV sexuality scare was predicated on the belief that sexualized videos would normalize sexualization in youth with negative
by ayngg 5y ago
I think the difference is that the MTV sexuality scare was predicated on the belief that sexualized videos would normalize sexualization in youth with negative consequences, whereas in social media applications create the incentive structures for that behavior to thrive.
I assume the fear was girls would sexualize themselves because of what they saw was popular on MTV, which they believed would make them popular as well. I guess the big difference is that girls that sexualized themselves at that time never had an access to large audiences without perceived consequences like girls do on social media today.
I don't think depicting violence in video games is similar because I would say the violent aspect of games isn't the defining aspect of the content that people want to emulate. For example all the video game streamers and influencers, like girls who sexualize themselves, generally want the popularity, and the popularity is derived from being good at the games (or being the entertainer), not by being violent or emulating the violence from games, whereas the popularity of sex symbols is inherently their sexuality. It was starting with internet chat rooms, but there was really no way to broadcast your sexuality to thousands of people back then without exposing yourself to risks like doing it in the public. Social media both removed these risks by creating a physical separation between the audience and the person sexualizing themselves, and provided an audience that provides the attention that those sexualizing themselves desire. It sort of created the missing pieces for the incentive structures that reinforce the behaviors.
It isn't just sexualization too, social media has allowed many communities that were either too niche or 'undesirable' to thrive in offline communities to flourish and become normalized over time.
- slowmovintarget 5y agoThe problem now is the feedback and amplification provided by the social media platforms. It is an actual slippery slope as opposed to a fallacious one. People are pushed to go further and further to gratify the urges of others for validation proxies in the form of internet points. (Followers, likes, and eventually money.) There's a reason that the execs at most of those social media companies don't let their kids use their own product. Something we've seen from tobacco execs in the past.
- ayngg 5y agoYeah, like a lot of large industries, big tech exploits the value of data and the erosion of privacy for profit while outsourcing the social costs for someone else to solve. Almost by design they have created something too big to control.
- imtringued 5y agoThe mistake that was made with video games is that you do not have to live out the fantasy in the real world. If playing a violent video game makes people more video game violent then they will keep committing more video game violence ... inside video games. I will go one step further and say that video games let you video game sexualize yourself the same way you commit video game violence. Case in point: All the female player characters played by men to scam other men in MMOs. The problem with social media is that it is not a game. It's real life.