Seeking Solutions for Enhancing Social Relations and Communication in Media-Dependent Children of the Digital Age

Seeking Solutions for Enhancing Social Relations and Communication in Media-Dependent Children of the Digital Age

Tuğba Akdal
Copyright: © 2019 |Pages: 12
DOI: 10.4018/978-1-5225-5733-3.ch005
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Abstract

The technological age we're in removes all the temporal and spatial boundaries of communication and continues to provide various opportunities and conveniences for us. However, in this digital age in which individuals face intense information flow every day along with these opportunities, the effectiveness and control power of means of communication also increase. In today's capitalist or modern social order, a child model whose mental processes in a consumption-oriented way, who fully gets hold of the control mechanism and acts as an adult is being created. Parent profile of modern order accepts this model and they expect their children to behave as adults. The aim of this study is to find solutions to problems children—who have increasingly become dependent on communication devices of the digital age—face in socializing, establishing realistic relationships, and getting included within the communicative action of a realistic world to guide and raise awareness within parents for developing new communicative methods and skills with the children who have almost become mechanized.
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Introduction

New inventions and developments realized in communication technologies every day succeed in taking the users under their influence at an unprecedented pace. In this digital age in which regular individuals who are tech-users can immediately be influenced and convinced by technological devices, definitions are re-formed every day, daily habits change quickly, incidents and situations gain new definitions and individuals become the carrier and user of a single industrial culture. There are influences, and notions added by each new technological invention and device to social life and individuals from itself. Just as Neil Postman said, each technology has its own agenda and a tendency coming from its own nature. These technological devices with different agendas address individuals mostly by offering the same products and contents as turned into different formats and by reshaping them with its own agenda. However, in this period which makes this current age defined as the digital age, the most common point of technological devices is that they are in search of creating a new consumption market each day by promising to ease the lives of individuals. There is no doubt that in the current digital era, children constitute the largest consumption market. The reason is that children acknowledge and learn everything faster, and they put what they have learned into practice as a lifestyle. However, we should face the fact that this situation has a more negative impact on children than expected. These devices re-produced everyday place children inside the re-defined circle of socialization just like the adults they convinced with the promise of socializing and they drag them into anti-sociality by narrowing this circle every day. Having become media-dependent and started lading value to technological devices as friends instead of a real friend, children of today's digital age rapidly pass through the door to the virtual world and start to move away from a concrete and realistic world rapidly each day. The most distinctive characteristic of the children of this age who become increasingly the same by turning to similar habits and inclinations is that they increasingly become closed to communication and unresponsive. Other actional situations are focusing problems, the tendency to move away from the crowd, introversion, reluctance for group work, quick temper, frequently changing minds, the effort to instantly reach their wishes, inadequacy of self-expression and the inability to use linguistic expressions efficaciously.

Key Terms in this Chapter

Socialization: Socialization is adoption of person to rules and forms of groups.

Digital Age: The age of widespread use of technological products and networks and technological methods’ over traditional methods in life practices.

Traditional Value: These values are local culture of societies to as many years and unique.

Media Addiction: The making of media tools and products as a part of life and the inability to give up these products.

Digital Game: Digital games are play in single or multi-player games over the internet.

In-Depth Interview: This technique is controlled and goal-oriented verbal established between researcher and the research subject.

Consumption Culture: This form culture is encouraging individuals to consume everything that is new.

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