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Media, Metaverse, and The Commodification of Information
Media, Metaverse, and The Commodification of Information
Sudarshan Das
23520036
MASC Sem II
Assignment I
What if I tell you to close your eyes and imagine Lata Mangeshkar? Please try
it. What came up to the mind? The image of an elderly woman? What if I had
asked this question 50 years back? When the internet or the TV were not a
common thing. Only perhaps radio was. Would imagination be visual (as it is
now), or would it be auditory? What would you have thought? A face or a
voice?
The human imagination and the mode of remembrance have always been
affected by the media it consumes, thus in the wake of the emergence of new
mediums of interaction with [information and] the (virtual) world, like the
Metaverse recently in development by Meta, formerly Facebook, it becomes
essential to understand the mediums and the media themselves. Once we resided
in the print media-dominated era, I believe it has now changed to an audio-
visual-dominated era. However, how did we reach here? How did media evolve
into this? What made us leave the print media and convince us that VR headsets
showcasing a ‘fake’ replica of the real world is the future?
If the clock is the medium and time its message, did the message exist prior to
the existence of the medium? Before the invention of any time-keeping device,
did time exist?
Metaverse, though now synonymous with the tech company Meta, formerly
Facebook, is not a single definitive concept as of yet; neither does any single
company have a single hold over it. Metaverse, without a fixed definition, is the
loosely based concept of enabling the participants to create an ‘avatar’, a
representation of themselves in the virtual world, to explore and interact in a
virtual world with similar virtual players. The virtual world where this
interaction will happen is developed differently by different companies for
different means. Some had existed for quite some time, primarily in the gaming
realm, like the 2003 video game Second Life. Others are actively being
developed for entertainment purposes like “Lil Nas X performed the first Roblox
concert in 2020, over 3 million people watched” (The Week Junior – Science +
Nature. 12th Aug 2022, ‘Enter the Metaverse’) and “Premier League champions
Manchester City and its new partner Sony have begun building a virtual replica
of the Etihad Stadium, which will be the team’s central hub in the metaverse”
(Newar, 2022).
Postman (1985), in his book Amusing Ourselves to Death, writes that the train
was the fastest means of communication for a long time. The speed of
information was limited by the speed at which we could physically traverse
space; however, with the invention of the telegraph, information could be
transferred in minutes instead of hours. This was the introduction of a new
medium. When a new medium is introduced, it is not just an advanced version
of an old medium, just like a computer is not just a better typewriter or a
lightbulb a more advanced candle, it brings with itself a complete change in the
order of things, much like Eliot’s theory of change in literary tradition. The car
was not just a faster horse because this medium evolved other surrounding
mediums into something else too; cities are now planned to make them car-
centric, house designs have changed to accommodate a driveway directly
connecting the garage, and it has even changed how much we value nature by
pitting electric v/s diesel cars.
With the invention of the telegraph, how we approached information itself
changed. For the first time, we could receive information about things
thousands of miles away. For the first time, we were getting answers to
questions that no one asked or thought of. Newspapers were no longer bound to
report only the (local) important events but could report the most distant and
shocking events, even if they had no personal connections to people who would
receive the news, as long as it was fast and new.
Media, Metaverse, and the Commodification of Information 5
With this new medium, what was valued now was not notable information but
fast (and shocking) information. Thus began the commodification of
information.
“how often does it occur that information provided to you on morning radio or
television or newspaper, causes you to alter your plans for the day (which prior
to speedy information could have caused if the news was only about your local
town) or to take some action that you would not otherwise have taken?”
(Postman, 1985)
The commodification of information is most prominent in today’s digital news
media, i.e., TV channels. News media trying to out-fast each other and provide
the most recent and latest information on anything. On anything as long as it is
the latest news. Even if it is the most irrelevant news. There are now dedicated
Twitter handles that report the most recent celebrity gossip, down to the location
of celebrities until the last hour through paparazzi. However, why does the
audience lap this up? Obviously, there’s the element of celebrity worshiping; but
were there not Gods to worship? Or, as Nietzsche said, we have killed him?
What made an entire generation rationalize celebrity worshiping and gossiping?
Or caring about something random, like an earthquake happening on another
continent? Because it was taught that the basis of selection/prioritization of
Media, Metaverse, and the Commodification of Information 6
information is its fastness and novelty, not its relevance. This creates a constant
demand and supply loop of fast and new but irrelevant news/information.
If the news/information/media is not good/new/exciting enough, the audience is
conditioned to just….
“Isn’t life a series of images that change as they repeat themselves?” – Andy
Warhol
Media, Metaverse, and the Commodification of Information 7
References
Levine, S., & McLuhan, M. (1964). Understanding Media: The extensions of
Newar, B. (2022, February 22). Manchester City to build Etihad Stadium in the
city-to-build-etihad-stadium-in-the-metaverse
https://www.bbc.com/news/av/10462520
https://www.exodusbooks.com/Samples/Penguin/1235Foreword.pdf
WIRED. https://www.wired.com/story/metaverse-land-rush-illusion/
Sandbox. (2023, April 26). Study reveals how avatars shape digital identity in
reveals-how-avatars-shape-digital-identity-in-the-metaverse-
3dac23a8f3f2
The Week Junior - Science + Nature (12th Aug 2022). “Enter the Metaverse”
https://en.wikipedia.org/wiki/Metaverse
https://en.wikipedia.org/wiki/Andy_Warhol
Media, Metaverse, and the Commodification of Information 9
Appendix