Framing the world by the media
As we have been discussing in the past classes of Digital art and culture, one of the aims of the modern and contemporary social sciences is to define reality.
It could be said that there is not a universal reality but a subjective one. Reality depends on everyone’s point of view. As individuals, we have our own cultural and historic background that influence the way we frame it.
Throughout the centuries, the vehicle to represent reality has been Art, as a broader term it covers almost every kind of artistic expression: visual, literary or performing arts.
As an example of these earlier forms to reproduce reality, we find landscape paintings like maps or everyday-life pictures describing the world not as it was but as it was seen at a certain period of time.
As centuries have passed by, we have discovered new devices to represent reality. In our days, maybe the most important one is the media technology. In the media field, that is known as mediated reality. That term was coined by Steve Mann and describes the connection between the virtual information and the real information that we perceive from the world. Or in other words, we create an image of the reality based on our own empirical experience as a way to gain and spread knowledge about the world we live in.
But although the media is a valid tool to simulate reality, it could be a double-edged sword. We can’t always find reliable information but manipulated one, whether intentional or not.
This conflict could be related, approaching to the Media theories, to the social theory developed by George Gerbner known as “Cultivation theory”. Gerbner claimed that the long-term exposure to the media could make the viewers or users to be likely influenced by the ways the reality is framed in, changing their perception of the real world into a symbolic social reality.
This alteration implies that certain people can’t distinguish anymore what is real from what is not. In that way, individuals become easily manipulated and media carry out its function in propagating the values and stereotypes of this virtual world instead of allowing them to get closed to the real one.