Unreal world cultures based on7/13/2023 ![]() After a while, this marketing strategy pays off when these repeated assertions are treated as fact. If you constantly repeat something, people will begin to repeat it, too, like trained parrots. Popularity is determined by how visible something is. In fact, advertising has become something of a culture generator in itself. While you're working on drawing attention away from your mistake, sponsors will use these sites to get your attention and try to sell you whatever it is that they make. Now your mistake will be a part of history, possibly viewed by whole generations of people seeking real-life entertainment. You could see video of your mistake ten minutes after the fact and it can be around the world in fifteen. Digital imagery can be uploaded in minutes with no lag time. In fact, if you make a mistake in public these days, chances are you'll never live to regret it since someone somewhere always has a camera, whether it's a digital camera, camcorder, or a camera phone. In some cases, there's imagery that wouldn't even make it to the tube-Saddam Hussein's execution was a big YouTube hit around the world with over a million "hits" or accesses to the site where that footage is located. You also have your choice of "Candid-Camera" style footage to review as well. You no longer have to see "America's Funniest Home Videos" to watch people getting hit with something or falling down. That's why YouTube has become so popular. Reality is now a commodity to be marketed. Instead of creating the reality outright, this tactic forces your imagination into action, anticipating the worst. I consider this warping reality a small step from entering the imaginary world. They didn't say it was a cause of obesity, only that it could be a cause. Obviously, it's not what you thought when you waited until 11:25 to hear that story! Notice that they used the word "could" to eliminate any culpability on their part. However, the study results are preliminary and further investigation needs to be done before any definite conclusions can be made. The line will be something like this: "Could soap be a cause of obesity? Details at eleven." However, if you watch the program, you'll find that the actual story mentions a recent study where phthalates, a common substance found in soap and plastics may be the cause of obesity. ![]() During the evening, a local station will run a "teaser" spot that announces one of the upcoming stories for the next news program. While this isn't necessarily done by altering images, it is done by giving a false impression. What was once the sacred cow of broadcasting has now been altered in order to bring in more viewers. ![]() This sort of thing is an effective training tool, since making a mistake on a live patient or traveling at Mach 2 could be disastrous.Įven the news is jumping on the unreality bandwagon. ![]() Many people just play the virtual game on a videogame console-some have never even handled an actual ball! The virtual world allows you to be somewhere else or to imagine that you're doing something, whether it is training for a surgical procedure or flying a jet aircraft. For example, people used to play actual sports outside, like baseball, basketball, and hockey. Our contact with the imaginary was usually through some form of storytelling.The boundaries, however, are no longer as clearly defined as they once were. The imaginary world was a place where dreams came true, the good guys always won, and there was always a happy ending. Nonetheless, nothing could change reality that's the way it is, as Walter Cronkite used to say. Real life was what happened every day and if you were successful, it was good and if you failed, it was bad. For many years the boundaries between these two worlds was easy to determine. There are two worlds in which we live in: the real world, in which we carry out the everyday details of our lives and the imaginary one, where we like to spend our time either with a movie, a book, or a video game.
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