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Essay / Research Paper Abstract
This 3-page paper focuses on trends that have resulted from electronic media, and discussing how those trends reflect on consumerism, justice, law and happiness. Bibliography lists 1 source.
Page Count:
3 pages (~225 words per page)
File: D0_MGTelectren.rtf
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Unformatted sample text from the term paper:
were used for, well, for phone calls only and video games were on clunky game consoles that had little in the way of color (or game offerings).
These days, of course, the Internet is an ubiquitous presence in society, "smart phones" do everything from surf the Internet to reserve concert tickets, while "gamers"
compete in virtual worlds with other gamers on the other side of the planet. Such is the influence of electronic media. There have been many trends created with help from
electronic media; perhaps the best-known three are online social networking, abbreviated language and leisure, as a result of video games. Whats interesting about
the concept of the online social network sites such as Facebook and MySpace is what theyre used for. A recent study analyzing college students and their Facebook accounts showed that
most of the students relied on Facebook as part of their daily routines, that they relied on a "one-to-many" style of communication and that, despite this trend, they spent more
time observing, rather than posting, content on Facebook (Pempek et al, 2009). Facebook, in fact, was used more for social interaction with friends with whom these students had an offline
relationship. Yet it is these social networking sites that are keeping people in touch with one another from a consumer point of view
(recommendations to buy books, for example) and from a social responsibility point of view. For example, one reason why Barack Obama was elected president was his ability to tie into
the Internets social websites, and to unite the younger people into a political and socially observant force. Along with the social networking
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