Professional Documents
Culture Documents
Yoong Ahn
14 Nov 2022
How increased communication mediums and frequency will shape the way we interact with and
To increase comfort and reduce labor, humans invent, create, and discover at any cost.
Continuously, we have seen new technological advancements, significant or not, rapidly appear
all around the world despite any opposition. Though our initial relationship with technology has
been generally tangible - the wheel, the compass, the Rolodex - the last two centuries have
introduced a new age of digital discoveries that essentially reshaped its definition, thereby
making “technology” interchangeable with terms such as electronics, cyber, and automation.
Even more recently, with the smartphone now mainstream, communication within digital spaces
has been a top priority in the technological industry. As I notice how this technology develops at
such breakneck speeds, I find it hard to imagine that all of the problems within these new
from every corner of the globe has drastically increased the frequency in which humans intake
information. In turn, a new set of problems has been introduced that revolves around our changes
in social behavior. The source of this issue is inarguably a new communication medium that has
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taken the world by storm: social media. As many more recognize the negative impacts apps
including Twitter, Instagram, and Tiktok can have, especially on adolescents, the widely
accepted solution has been to enforce self-discipline and simply refrain from using them as often
(Mayo Clinic Staff). American psychologist Jean M. Twenge reinforces this idea in her 2017
Atlantic article “Have Smartphones Destroyed a Generation?” adapted from her book “iGen:
Why Today’s Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less
Happy—and Completely Unprepared for Adulthood—and What That Means for the Rest of Us.”
(Twenge). The article introduces readers to a flurry of insights regarding teenage in/dependence,
socialization, as well as mental and physical health in order to present a clear correlation and
Throughout the article, Twenge presents anecdotal evidence while also comparing
previous generations to the current youth through an academic yet relatable tone. With these
tools in place, Twenge consolidates a strong argument built around teenage health that appeals to
logos, ethos, and pathos in order to confidently place smartphones as the flaw that should be
avoided. Evidence of this is first seen in the overarching story Twenge retells that displays
Athena’s, a 13-year-old girl living in Houston, struggle with decreased personal interactions and
increased digital socialization (Twenge). As Athena states that “I’ve been on my phone more
than I’ve been with actual people,” and “More often, [she] and her friends spend time together on
their phones, unchaperoned”, Twenge illustrates a picture that many modern households may
find relatable. Whereas in previous generations teenagers would find any excuse to stay out late
and “...inhabit a world of their own, a world where they could drink, smoke, and make out in the
backs of their cars”, Twenge presents Athena as an example of how in today’s adolescents, more
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and more prefer their devices rather than physical interaction (Twenge). Why wouldn’t they?
With thousands of friends in the digital ether, alongside short-form entertainment and headline
news, smartphones can easily become a source of addiction. To confirm this, Twenge provides
statistics linking decreased physical interaction between teenagers to the advent of the
smartphone: “only about 56 percent of high-school seniors in 2015 went out on dates; for
Boomers and Gen Xers, the number was about 85 percent.” (Twenge). Furthermore, Twenge
includes infographics indicating that teenage sex and sleep decreased while loneliness and
depression increased more rapidly since the release of the iPhone (Twenge). As the article
continues, Twenge also considers other factors within lifestyle that are negatively affected by
technology including sleep, the development of social skills, and suicide (Twenge). Finally, by
wrapping up the article with a story about Athena slapping her friend for focusing on her phone
and ignoring her, Twenge provides a comical quip to allow the readers to develop a personal
connection with the writer and trust her findings (Twenge). However, even with all this
knowledge about the detrimental effects of smartphones, Twenge leaves her audience with a
If one explained all the negative effects of a drug to an addict and concluded with “so
stop using”, it would be considered a great first step to help and possibly even a short-term
solution. However, sooner or later the craving re-ignites. Though smartphones specifically seem
like the antagonist, technology en masse has become a drug that holds information, finances,
assets, communities, and entertainment, thereby also making it a necessity. Therefore, despite the
many articles vocalizing Twenge’s exact same message, continuous technological developments
in social media have created further traction and caused addicts to maintain engaged. According
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to Pew Research Center, “The number of teens using social media, constantly have risen from
24% to 46%, from 2014-15 to 2022.” (Lenhart et al.). Though social media usage has continued
to increase, Twenge’s hope that “kids themselves are beginning to link some of their troubles to
their ever-present phone.” is going in a fruitful direction (Twenge). As a teenager myself, I have
personally seen many peers recognize the negative consequences behind smartphones and excess
integration with technology on a daily basis. Yet, it remains our main communication medium:
rather than using the call app, me and my friends would instead call with Instagram or Snapchat.
Technological literacy has increased, but I doubt Twenge is satisfied with this outcome.
Twenge’s dream for a reduced technological environment has indubitably already failed.
However, her main goal of providing teenagers with a mentally and physically healthier
upbringing can still persist. Ironically, the eventual solution may be even more and even better
technology.
Currently, this dip in teenage health and happiness due to technology is unavoidable.
Consumers at large will continue to struggle as the products they love continue to harm them.
However, considering the newest technological findings and theoretical projections for what’s to
come in the near future, the cliche “Rome wasn’t built in a day” may stand to be true in this
scenario. Instead of a downfall, this era could be a divot that will later project us into a safer
digital future. By comparing Twenge’s insights regarding how increased technology will ruin
generation Z alongside representations of the near future in works of art as well as recent
technological discoveries, I will explore how this new era of communication will shape the way
Socially, technology has created an uprise in teenage unrest. In terms of why teenagers
online are more prone to depression, loneliness and suicide, Twenge alludes to the issue being
the lack of personal connection (Twenge). Whereas parties induce liveliness and socialization,
chat rooms feel disconnected and less human. Therefore, those who spend the majority of their
time online would feel more lonely. Furthermore, as Twenge states, “when they do congregate,
they document their hangouts relentlessly”, thereby “[exacerbating] the age-old teen concern
about being left out.” (Twenge). With the addictive nature of technology, a paradox is created
where teenagers want to go out and socialize in-person but are unmotivated to do so as they are
satisficed with their digital ecosystem. However, there is also an perspective Twenge fails to
view where technology can enhance both indoor and outdoor social experiences, thereby
allowing users a healthy balance between the digital and physical spaces we inhabit. As the
Through Cyberpunk: Edgerunners, creator Rafal Jaki answers the question: what would
the world look like in 2076 if the tech-firms were left unhindered by the government (Kim).
Other than the dire economic and political consequences the show presents, Jaki includes
miniature vignettes into how a more digitally integrated society would function. For instance, in
contrast to Twenge’s statistically supported theory that smartphones are making us stay inside
more, Jaki’s future teenagers, including the main character David, continue to traverse the city
(Jaki). In order to highlight and romanticize the idea of outdoors, Jaki provides the audience with
many establishing scenic shots of both nature and cityscapes while implementing infrared and
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neon color palettes. With these visualizations alongside smooth animation, lens flares, and
cinematic lighting effects, who wouldn’t want to engage with Cyberpunk’s Night City?
inspiration from my hometown: Hong Kong. Looking back, my peers and I split our time fairly
evenly between outdoor activities and screen time. Being in a densely built city with
considerably the best public transport system in the world, forms of active and reasonably priced
entertainment such as laser tag, escape rooms, food arts, malls, and pub crawling were all within
10 minutes away from each other. As I was able to grow up in a region where technology is
further prioritized and provided with never ending funding, Hong Kong was able to help me
fulfill the same dopamine levels in different Physical social environments. Furthermore, during
COVID, I was more than satisfied with video chatting with my friends, playing video games
together, and even watching movies in the same virtual reality spaces. Of course, the advent of
higher definition graphics and more efficient system operators have guided the youth towards a
pathway directed to screens. However, Jaki’s show and my experience in Hong Kong both
display that when the social opportunities outdoors seem just as exciting and desirable as the
With all this being said, Twenge’s argument on unhealthy teenage screen practices still
holds significance in the States. Throughout the many suburbs in America, there is a vast
City or Hong Kong. However, even when considering American cities, the cost of entertainment
is outrageously expensive, thereby deterring the low-to-no-income teeangers from engaging with
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friends in a stimulating environment. According to the U.S. Bureau of Labor Statistics, New
Yorkers spend approximately 2509 USD on culture and entertainment per month; when
compared to the Koreans’ 108 USD per month, it’s clear as to why an American 13 year olds
would rather buy a 1 dollar Fortnight skin while Koreans spend that dollar on a full bottle of
Soju. These factors cause teenagers, especially young males, to turn towards gaming. The social
impacts of this are not limited to seclusion, but instead spans from consistent toxicity to racial
slurs and homicide threats. Though single-player role playing games will maintain as a
prominent genre, 10 out of 10 of the most popular games of 2022 are all focused on the concepts
of multiplayer, shooting, and sandbox - a video game genre in which the player is not
constrained to achieving specific goals and has a large degree of freedom to explore (Twinfinite
Staff). As both teammates and opponents are faceless strangers and constant communication is
heavily employed, it can be very difficult to extend empathy and the urge to get angry or make
someone else angry ensues, thereby giving way to rampant trolling and griefing - Gaming jargon
to describe cyberbullying.
This issue regarding constant online rudeness and bigotry extends past gaming and is
found prevalently in instagram, twitter, and youtube comment sections. Due to the anonymity
and safety behind a screen, any rude impulses teenagers have, which many know can be
frequent, can easily be fulfilled in an online space with little to no consequences. Furthermore,
the dehumanization of an opposition when they are nothing more than a username and a profile
photo diminishes one's obligation to treat others with respect, thereby giving way to bullying.
This may be one of the biggest reasons as to why one of Twenge’s statistics shows that “All
screen activities are linked to less happiness…” (Twenge). Logically, promoting the outdoors
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would be the solution - in fact, it is Twenge’s solution - but with so much of the teenage
ecosystem intertwined with the internet, it would be unreasonable to assume that any teenager
would give up their devices that easily. Instead of crucifying social media for allowing such
behavior, the problem could be tackled by improving digital empathy and prioritizing
Maudie thought her father had been dead for three years. However, upon realizing he
existed as a technologically uploaded intelligence, she decided to play a virtual reality game
alongside him. There was no human being on the other end, but within the digital realm, she saw
him through her VR headset, felt his hug through a haptic suit, and stood alongside him slashing
goblins left and right. Out of happiness, tears stream down Maudie’s eyes (Silverstein). Soon
Through this scene AMC produced animated TV show Pantheon, creator Craig
Silverstein provides proof that when there are enough human characteristics, empathy can be
extended within social online platforms. In a TEDed speech, digital creator Dylan Marron
recounts how he decided to call and interview a few of his “haters” in his comment sections
(Marron). By casually conversing with them, they were able to quickly see the errors in their
ways and understand that on the other end of the keyboard lies another human being. One of the
“...When I said that you were a "talentless hack" I had never conversed with you in my
life. Really. I didn't really know anything really about you. And I think that a lot of times that"s
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what the comment sections really are it's really a way to get your anger at the world out on
When people are reduced to a photo and a name, few see the need to extend kindness or
even common decency. However, when there is a clear face, visible emotion, movement, among
a few other human features, social media users would feel more obligation to simply treat others
with respect. The question as to whether fabricating these human characteristics is possible in the
real world has already been answered by Meta, bHaptics, George Burger, OVR Technologies,
and Apple. Collectively, these companies have solved face tracking, haptic gloves and suits, VR
treadmills, virtual smell, and spatial audio. As technology continuously improves and further
integrates into our lives, every single one of these features will help immerse us into a digital
space where we can socialize with strangers in a more human-like fashion. However, even now
when commercial VR is nothing more than a headset and a pair of controllers, tens of thousands
of players are flocking to VRchat (aptly named virtual reality chatroom) to converse with
random individuals all around the world (VRChat Inc.). Though Twenge believes that the issue
is technology, I believe that the issue lies in people. Many are capable of empathy even when
traversing the internet; we see it in wholesome youtube videos’ comment sections, gofundme
campaigns, and answered reddit questions. However, for those who are not able to see the bigger
picture, it is clear that technology will soon provide them with everything necessary to force
Despite the many problems technology solves, another always seems to replace it. Most
recently the problem has been technology itself, and yet it still seems as if more and better
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technology will be the hero we desperately need and deserve. Due to smartphones, teenagers are
suffering through new social phenomenons - as Twenge blatantly presents throughout her article.
However, considering the trajectory in which society is creating and adapting to new technology,
a brighter future where we further coexist with our devices may slowly come to fruition.
Generations to come will continue to become more technologically literate; the gap between
organic and digital will inch closer and closer; Social entertainment indoors and outdoors will
progressively increase in quantity and quality; Communication will continue to become more
streamlined; and digital empathy will slowly become more achievable. So far, we taped our toes
into the hot bath of communicative technology and got singed. However, after waiting a few
more years for development, improvement, and innovation, hopefully we can properly slip into
Works Cited
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www.ign.com/articles/cyberpunk-edgerunners-review.
Research Center: Internet, Science & Tech, Pew Research Center: Internet, Science &
relationships/.
Marron, Dylan. “Empathy Is Not Endorsement | Dylan Marron | TED.” YouTube, 18 May
2018, www.youtube.com/watch?v=waVUm5bhLbg&ab_channel=TED.
Mayo Clinic Staff. “Meet Our Medical Editors - about This Site - Mayo Clinic.”
2017, www.theatlantic.com/magazine/archive/2017/09/has-the-smartphone-destroyed-a-
generation/534198/.
Twinfinite Staff. “F2P Fantasy ARPG Tower of Fantasy Releases Massive Game
fantasy-releases-massive-game-update/.
store.steampowered.com/app/438100/VRChat/.
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