A-Z Popular New Technology Search »
Digital Experience
 
Blended Space

Digital Platforms

Digital Social Life

Digital Things

Augmented Reality

Digital Culture

Immersive Design

Immersive Environment

Immersive Experience

Immersive Technology

Mixed Reality

Pervasive Game

23 Examples of Digital Culture

 ,
Digital culture is culture that emerges with a process of shared experience in digital environments. The following are common types of digital culture with examples.

Social Media

Tools that allow people to post and repost media and commentary. Each social media platform has its own culture, often with many subcultures that correspond to different communities or channels. It is also no exaggeration to say that social media greatly influences all modern culture such as the culture of nations.

Filter Bubbles

Filter bubbles is a term for technologies that effectively isolate people by helping them to consume media and interact with people that strictly align to their worldview. This can cause people to disconnect from those with whom they disagree thus creating polarization, division and a sense of anomie.

Surveillance

The ability for governments, firms and individuals to easily monitor others using relatively inexpensive sensors and computational resources. This could lead to significant self censorship whereby people are constantly working to improve their ranking amongst the systems watching them. For example, this can be seen in the way that people modify their behavior to improve their credit scores.

Games

The shared experience of video games. For example, the norms and shared meaning that emerges amongst players of a massively multiplayer online game whereby people on a global basis explore, interact and compete in a virtual world.

Remote Work

The corporate culture that emerges in remote work environments. Generally speaking, physical working environments are understood to create a stronger sense of shared identity and purpose.

Remote Schooling

The impact of remote classes on the culture of a school. School is more than a process of absorbing knowledge but is an important avenue for socialization and the development of cultural capital.

Pervasive Games

Pervasive games are games that mix digital and real world entities. This can involve people interacting in the real world with game experiences that include digital entities.

Immersive Experiences

Immersive experiences are simulated environments that surround the participant such that they feel real. For example, art that you step into and interact with.

Virtual Presence

The ability to feel and act as if you are in a remote location when you aren't actually physically there. For example, sending a robot to an event on your behalf and then controlling that robot in an immersive experience. This would allow for instant travel and may greatly accelerate cultural interaction and globalization.

Translation

The potential for instant translation of language that breaks down the barriers between people with different natural languages.

Robots

Robots are machines with autonomic capabilities such that they can respond to the world in dynamic ways. These take many forms but are often constructed in a more or less human form. It is likely that people will increasingly interact with robots and find ways to integrate them into society and culture.

Bots

The ability to automate intangible and tangible tasks. For example, a software bot that does most of your shopping by going out into the market and fighting for good value at all hours of the day.

Cyborgs

Culture is a means for shaping technology, economics and politics to benefit the human experience. This involves a large number of ethical and practical questions as to what constitutions a benefit and the potential unintended consequences of technological change that may have a detrimental effect on quality of life. One important question of digital culture is to what extent and for what purpose humans and machines can be integrated.

Digital Twin

A digital twin is a digital representation of a real life thing. For example, a hologram of an animal at a zoo that can be pulled up in real time in a classroom. Digital twins are likely to change the way we learn and work. For example, physical work that is done from home on a digital twin such as an aircraft mechanic who assembles a jet engine from their home office.

Mono no Aware

Mono no aware is a Japanese aesthetic or emotion that can be translated "an empathy for things." For example, a feeling of melancholy when you finally have to throw out a favorite old sweater. This is only likely to increase as things become talkative or personable as common products become artificial intelligences.

Engagement

Digital entertainment, media and environments are constantly automatically optimized to be more engaging. From a personal and societal perspective this resembles addiction. For example, the common experience of engaging in a quick task in a digital environment and falling down a rabbit hole that consumes hours of your time.

Artificial Intelligence

Artificial intelligence is the ability of machines to learn. This typically involves building and optimizing statistical models that can be used to predict cause and effect. AI allows humans and machines to interact at higher levels such as verbal conversations. The ability of artificial intelligence to quickly improve may cause significant economic and social disruption.

Ghost in the Machine

Ghost in the machine is the question of what it means to be a living being. Is life mere computational intelligence or does it have intangible qualities that will forever elude machines?

Grey Goo

Digital technologies can create risks to quality of life that can occur and escalate very quickly. For example, grey goo is the theory that all resources on the Earth could suddenly be consumed by small self replicating machines that collectively resemble a grey goo. This might take several hours or days and occur as a black swan event.

Creator Culture

Digital applications and networks that allow people to create, share and commercialize things in areas once dominated by professionals. This began with media such as music, entertainment and news but may eventually extend into every industry. For example, a future app that allows people to develop medications with the app ensuring that outputs are scientifically sound, tested using simulations and quality controlled.

Personal Devices

The proliferation of relatively inexpensive personal devices. This has led to a situation where people enjoy things alone that were once enjoyed as groups. For example, a family where members watch streaming media alone as opposed to watching things together on a television or in a cinema. This potentially creates a sense of anomie.

Affective Computing

Affective computing is the design of machines to be pleasing to human emotions. Where current user interfaces commonly require humans to bend to machines, this is likely to change whereby using machines is extremely calming and satisfying. For example, a smart home that develops an understanding of your character, goals, moods and preferences to do delightful things such as creating an misty mood with the morning light in your kitchen.

Online Community

The internet allows people to connect to people who have similar interests. This creates subculture at a global level.
Overview: Digital Culture
Type
Definition
Culture that emerges with a process of shared experience in digital environments.
Related Concepts

Digital Experience

This is the complete list of articles we have written about digital experience.
Augmented Reality
Blended Space
Digital Citizenship
Digital Culture
Digital Interaction
Digital Platforms
Digital Social Life
Digital Things
Digital Twin
Epic Meaning
Game Culture
Games
Gamification
Immersive Experience
Mixed Reality
Narrative Thread
Pervasive Game
Play
Replay Value
Telepresence
Virtual Goods
More ...
If you enjoyed this page, please consider bookmarking Simplicable.
 

Digital Experience

The common types of digital experience.

Telepresence

A definition of telepresence with a few examples.

Digital Twin

An overview of digital twin with a few examples.

Immersive Experience

A definition of immersive experience with examples.

Mixed Reality

A definition of mixed reality with examples.

Virtual Goods

The definition of virtual goods with examples.

Digital Literacy

The definition of digital literacy with examples.

Digitalization

The definition of digitalization with examples.

Digital Services

An overview of digital services with examples.

Culture

An overview of culture.

Literature

The definition of literature with examples.

Words To Describe Music

A vocabulary for describing music.

Art World

An overview of the art world.

American Culture

An overview of American culture with examples.

Humanity

The definition of humanity with examples.

Modern Culture

An overview of modern culture with examples.

Pros Cons of Globalization

An overview of potential pros and cons of globalization.

Culture Factors

A list of common culture factors.
The most popular articles on Simplicable in the past day.

New Articles

Recent posts or updates on Simplicable.
Site Map