Submitted:
17 November 2025
Posted:
19 November 2025
You are already at the latest version
Abstract
Keywords:
1. The First Paradox: Deploying Algorithms to Target Audiences
2. The Second Paradox: Popularizing Popular Culture
- To fill the demand of the new market, a new commodity was devised: ersatz culture, kitsch, destined for those who, insensible to the values of genuine culture, are hungry nevertheless for the diversion that only culture of some sort can provide. Kitsch, using for raw material the debased and academicized simulacra of genuine culture, welcomes and cultivates this insensibility. It is the source of its profits. Kitsch is mechanical and operates by formulas. Kitsch is vicarious experience and faked sensations. Kitsch changes according to style, but remains always the same. Kitsch is the epitome of all that is spurious in the life of our times. Kitsch pretends to demand nothing of its customers except their money-not even their time. (10)
- Mass culture is then, a culture which is mass-produced, distributed, and marketed. Popular culture is that which emerges from mass culture, according to the majority opinion. Music produced on an industrial scale and made available through a plethora of apps and sites such as Apple Music, Spotify, and sound cloud are indicative of mass culture but the specific artists and songs that rise to the top are indicative of the popular culture. Mass culture produces unified content, designed to reach as many recipients as possible. It comprises all forms of culture, encompassing the counter-culture and underground sub-cultures as well. It functions on the “Something for everyone” principle.
3. The Third Paradox: Digitizing Popular Culture
- Although [some artworks] are designed to be directly experienced, they typically furnish mass-consumable reproductions (recall that Carroll’s view excludes plays, though presumably not simulcasts). No doubt, fans posting souvenir snaps online enhance attendance, inspiring ever more people to experience for themselves what their friends already have…. And perhaps Carroll himself would agree that photographable [events] are not only tokenable, but [digital recordings] count as mass art. It thus seems odd to consider the tokens generated by some event, such as Instagram postings that draw large audiences, mass art; though not the underlying [event] that makes the posting possible. (Spaid 2018, 67).
4. The Fourth Paradox: Customizing Popular Culture/Personalizing Mass Culture
- Among the audience’s activities, I also include filling in presuppositions, picking up on implications, interpreting narrative meaning — both in terms of what events signify and how they fit into larger causal explanations of the course of events in the story— as well as colligating events and characters under the rubric of themes, interpreting metaphors, detecting theses, and the gamut of other spectatorial and readerly activities enumerated throughout this text and earlier ones. (414)
- The evolutionary trajectory of communication technology is away from mass art and toward customized art. The consumer of the future will not be part of a mass audience. Consumers of the future will be empowered by new information technologies and they will be able to personalize their own artistic menus, often interactively. Indeed, perhaps we will all become artists in the coming cyber-Utopias so many da Vincis plugging away at our personal work stations (oopsentertainment centres). (1998, 11)
5. The Fifth Paradox: Disembodied Immersion
- Unique to every THX Certified Cinema is the THX “baffle wall.” If you were to peel away the screen at any THX Certified Cinema, you will see a massive wall of speakers housed in an acoustic baffle. The baffle wall is approximately the same size as the screen, providing a solid, smooth and uninterrupted surface to distribute sound throughout the auditorium. It produces a large sound image and accurately tracks sound elements with the onscreen action. This makes panning shots and off-screen sounds more believable and natural, helping to pull audiences into the storyline. Without a baffle wall, sound is uncontrolled – producing a weak, uneven image. (Mellor 2013)
6. The Sixth Paradox: Feeling Video Games
- What fundamentally separates video games from cinema is interactivity—a mechanic that adds layers of embodiment inaccessible to other visual media. While film phenomenology helps unpack the affective power of games, modern day game controllers with haptic feedback, e.g. the PlayStation 5’s adaptive triggers, deepen immersion by simulating tactile sensations: the tension of a bowstring, the crunch of gravel underfoot. This parallels 4DX cinema technology, where seats rumble and scents permeate the theater, yet gaming’s interactivity transcends such gimmicks by making the player an active agent within the world who participates with the environmental presence. Virtual reality (VR) takes this further, replacing physical bodies with digital avatars, yet even this disembodiment retains a paradoxical feltness—a reminder that perception is malleable, not fixed. (Sangotra)
7. The Seventh Paradox: Belonging/Connecting via Mass Art
- Henry Jenkins, one of the foremost scholars in the field of media and audience studies, believes fans are now active participants in the production of TV shows. Jenkins coined the term “convergence culture” to explain the evolution that led fans to becoming co-producers of official content, rather than just passive consumers. Due to the proliferation of technology and social media, there has been a cultural shift in how media content is consumed and produced, with media fans coming together online from all over the world and influencing the objects of their fandom through collective effort. In this new era, fans directly interact with and shape media alongside producers, blurring the line between the two. (Arsan)
8. The Eighth Paradox: Speeding Through Life
- Virtual tourism offers the idea of "virtual vacations" that let people experience places from their own homes. Studies suggest that virtual reality could disrupt tourism, similar to the online shopping reshaping retail. However, the appeal of this is uncertain. In the 1960s, color TV wildlife documentaries were thought to cut down on travel to African reserves, but instead, sparked more demand for these in-person trips. Similarly, films shot in awesome locations—like New Zealand's “Lord of the Rings”—often boost tourism rather than replace it. Virtual tourism could enhance anticipation, making "real" visits seem more desirable.
9. The Ninth Paradox: Connecting Wellbeing and Mass Art
- We did, however, observe a notable group of negative associations between internet use and community well-being. These negative associations were specific to young (15–24-year-old) women’s reports of community well-being. They occurred across the full spectrum of covariate specifications and were thereby not likely driven by a particular model specification. Although not an identified causal relation, this finding is concordant with previous reports of increased cyberbullying (Przybylski & Bowes, 2017) and more negative associations between social media use and depressive symptoms (Kelly et al., 2018; but see Kreski et al., 2021). Further research should investigate whether low community well-being drives engagement with the internet or vice versa. (Vuorre and Przybylski 2023)
10. The Upshot: Competing with Mass Art’s Personalizing Tools
- TikTok isn’t set up to boost artists, it’s set up to boost individual songs…In the radio era, if a hit broke out, labels had significant sway to get that artist’s second and third songs in front of you … they couldn’t force you to like those songs, but they could force you to listen to them. But that’s a lot harder to do in the streaming/TikTok era. If you hear a song you like on TikTok, there’s a large chance you won’t hear that artist’s second/third singles unless you seek them out yourself. (Eggertsen 2023)
- It took Rihanna 3 albums before she skyrocketed. Taylor Swift wasn’t taken seriously until what? Speak Now? Red? Ariana did Broadway and TV before she started music and she has the voice of a literal angel. Beyoncé spent years tailoring her sound, not to mention all the years she spent developing her abilities in Destiny’s Child. (Eggertsen 2023)
- When you have stars that have a lot of momentum behind their career, and they have a lot of prestige, and they have a large and solid fanbase, they get to demand more from labels. If you have stars with much shorter careers… and shorter reigns in public interest, you don’t have somebody who can walk into a negotiation, and demand more on their side of the deal with the label. (Eggertsen 2023)
- We consume music differently now which also impacts how pervasive a song can be because of how individualized our streaming choices can be. Even in the age of iTunes, hits were more impactful because if you wanted to hear the hot new song, you might pay for it. Now? I can listen to a minute of the song on spotify without any real investment and move on if I dont vibe with it, and there’s been no ‘sale.’ (Eggertsen 2023)
- The current generation is winning. We aren’t stuck with whatever big labels want to shove down our throats thanks to the internet. That has them scared since they lose profits, but for the artists and consumers it’s great… Streaming pay outs need to be talked about however. (Eggertsen 2023)
| 1 | Although the internet appears publicly accessible to those who are online, the internet is rather private, since most sites are owned and operated by corporations that alter user terms at will. A case in point is TikTok, which was recently purchased by Oracle founder Larry Ellison, who immediately updated its standards policy to forbid influencers from denouncing Israel’s actions without also denouncing Hamas’ actions. |
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