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The Ethos of Cultural Production

Ethics, Social Media 0 comments

“Nave,” Basilique Notre-Dame de Nice, France
Picture taken by Jonathan Acuña (2019)

The Ethos of Cultural Production

Moral exploration of Media Users’ behavior

         Habermas (2001) explains that “sets of cultural artifacts may be conceptualized as material codes, as systems of basic cultural categories, or as media of tradition and of the evolution of technology.” Based on this assertion, any human production can be labeled as a cultural artifact, and extendin this affirmation, they can also be considered cultural products. From a mere ethical conception of artifacts and products, do laws recognize this anthropological “proclamation?” And what about memes? Are they digital artifacts then? Finally are media users we now labeled trolls ethically sensitive to people whose points of view divert from theirs? Let’s explore some possible answers to these question intending to be aligned with one’s ethos.

         A goblet found in a remote cave in Anatolia, Turkey is not only a anthropological artifact but a cultural production of a people who inhabited this area of Asia Minor. What about a video game, such as Assassin’s Creed developed by Ubisoft Montreal? Is it also a cultural artifact as well and a cultural production? Based on Habermas (2001), it is because it falls within “the evolution of technology.” Cultural products, based on Aiello and Cacia (2014), are “good and services that include the arts (performing arts, visual arts, architecture), heritage conservation (museums, galleries, libraries), the cultural industries (written media, broadcasting, film, recording), and festivals. UNESCO has declared that these products are not like other forms of merchandise.” Video games are cultural products and cultural artifacts linked to visual arts and film; this type of product is not like other types of merchandise we by at the supermarket at the corner.

But are governments and companies agreeing on these terms regarding cultural production and artifacts? Prof. Kerr (2012) pointed out the disparity in the degree of agreement between lawmakers and video games developers and publishers. For some of them “games constituted a cultural product” (Kerr, 2012), but for others, especially government representatives, they are not. Though, as explaing by Prof. Kerr (2012), “in the end the argument for games as cultural products won out in Europe, with strict limits, and without setting a precedent.” Video games are part of our culture today, and the ethos behind all this is clearly marked by making-money reasons than the popularization of an artifact that has tremendous impact in the lives of younger generations who find entertainment and consider it not like other forms of merchandise. The video game industry has to be set in clear terms for developers, publishers, and governments so they can act according to a common ethos.

Moving away from vido games, memes as cultural artifacts, which represent who we are at this point in history, present no problems with governments; they just abound on the Web or Internet-mediated communication. While many extol the presence of and fun behind memes, they forget the ethics behind the production of these visuals. While one walks around our cities, the presence of graffiti is everywhere. Some of them, like the memes today, are rather neutral and inoffensive; some other times they can be cruel and very unethical. As cultural artifacts (not as cultural production) memes and graffiti reveal lots about the current state of affairs in our countries and regions. “Nothing defines our use of the Internet as clearly as the concept of meme …” (Rintel, 2014); memes are the digital graffiti of the 21st Century, which is not necessarily governed by some sort of ethical mindset.

How often do we get memes among our WhatsApp messages? The fact is, as Rintel (2014) puts out, “a meme may be created by an individual or an institution deliberately (many marketing companies now strive to create viral conent) or, as often as not, an accidental image, turn-of-phrase or concept will be exploited by a savvy netizen.” But how often do we find these “savvy netizens” exploiting them to harm others rather than simply make people laugh? For sure all of us have something to say about the presence or absence of ethos in the creation of these images that include intertextuality (reference to other memes or concepts known by a given audience), templatability (use of a recognizable structure with spaces for newer content) , and indexicality (usage in commenting on many a situation) (Rintel, 2014). Memes are fun, and this fact is undeniable. However, memes are not “barren;” produsers can use them in various unethical ways just for the sake of harming others.

Finally, are media users labeled as trolls ethically sensitive to people whose points of view divert from theirs? “Trouble at the Koolaid Point” (2014) is by far a cruel account as how trolls can make the life of a woman misarable just because she had her own ideas that may conflict with other people’s point of views. Extending the meaning of cultural artifacts, a troll is a by-product of our social media culture and behaviors. “Trolling is defined as creating discord on the Internet by starting quarrels or upsetting people by posting inflammatory or off-topic messages in an online community” (Hanson, 2018). Trolling has no ethos; it is an unethical practice done just for the sake of causing disharmony among members of a group. Just because there are culture products, like a video game, and people comment on them, no individual is meant to disrespect another person because of his/her viewpoints. As stated in Trouble at the Koolaid Point (2014), “the most vocal trolling and ‘hate’ for a brand kicks in HARD once a critical mass of brand fans/users are thought to have ‘drunk the Koolaid’,” which probably means here a potion of stupidity. Coming back to the video game example, everyone has the right to think adversely when confronting other people’s opinions. But as stated above, there is no right to disrespect any social media user because of his/her way of thinking. Unfortunately, trolls do not comprehend this nor do they care but their own way of seeing things in social media.

Since the birth of social media and communities, many ethical questions continue to linger. In the exultation of the advent of the social media era that began in the 21st Century, people danced and sang out of happiness for the interconnectedness it brought -in their eyes- to their lives. However, people forgot how others would see the consumption of social media content in various forms in the participatory world culture brought by the Internet. On one hand, how certain individuals “manipulate” the meaning of terms to profit from them is one ethical issue that needs to be dispelled (in the video game industry). On the other hand, memes need to contextualized as digital cultural artifacts that are close knit with the social media users’ produsage that also has to be governed by a true ethos that can help meme creators to act morally right respecting others. Memes can also come as a good example of slandering others in a trolling fashion. Finally, trolls are a byproduct of our social media society, and these inviduals will plunge you the deepest woe that people can imagine just because. These indomitable beings do not seem to be shied at the sight of their own cruelty and disrespect for others. They are like serpents who are coiled around communities waiting to seduce others and convert them into their henchmen.

References

Aiello, L., & Cacia, C. (2014). The Cultural Product: Integration and Relational Approach. Pennsylvania: Idea Group.

Habermas, T. (2001). International Encyclopedia of the Social & Behavioral Sciences. Amsterdam: Elsevier Ltd. doi:https://doi.org/10.1016/B0-08-043076-7/00394-6

Hanson, J. (2018, April 10). Trolls and Their Impact on Social Media. Retrieved August 26, 2020, from UNIVERSITY OF NEBRASKA–LINCOLN: https://unlcms.unl.edu/engineering/james-hanson/trolls-and-their-impact-social-media#:~:text=Trolling%20is%20defined%20as%20creating,rise%20out%20of%20other%20users.

Kerr, A. (2012, February 10). The politics of cultural production. Retrieved August 16, 2020, from Culture Digitally: http://culturedigitally.org/2012/02/the-politics-of-cultural-production/

Rintel, S. (2014, January 13). Explainer: what are memes? Retrieved August 26, 2020, from The Conversation: https://theconversation.com/explainer-what-are-memes-20789

Trouble at the Koolaid Point. (2014, October 7). Retrieved August 23, 2020, from Serious Pony: http://seriouspony.com/trouble-at-the-koolaid-point/

 


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Wednesday, August 26, 2020



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