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Socio extension reading nerve

sociological theme

theory

theorist

example

Socialisation

social learning theory

Albert Bandura

In Nerve, players learn how to act based on what they observe OTHERS doing in the game and the responses from the watchers, so it shows how secondary socialisation such as the media and peers takes effect on an individuals actions.

Socialisation

Structural functionalism

Durkheim

(functionalist)

Durkheim emphasised the importance of institutions such as education to maintain social order through transmitting shared norms and values, to prevent anomalie. Digital media acts as this socialising agent in place of schools, causing ‘risky’ actions to be the new norm

Effect of media on individual values

Cultural Hegemony

Gramsci

(marxist)

Gramsci suggests that the media plays a role in maintaining control by promoting certain values and behaviors. In Nerve, media platforms promote fame, risk-taking, and competitive behaviour as desirable. This reflects how dominant values are reinforced by popular media and how individuals internalise these values.

Socialisation

Family functions

Parsons

(functionalist)

Parsons described the family as a crucial institution that socializes children and stabilizes adult personalities. However, in Nerve, Vee’s participation in the game opposes the family’s role in socialisation and the influence of digital platforms, provide her a place for identity formation . This challenges traditional views on the family’s central role in young people's lives.

Surveillance

Foucalt

panopticon

Foucault describes a system of surveillance where people modify their behaviour because they know they are being watched. In Nerve, the constant surveillance of the players by the watchers pushes them to conform to risky and extreme behaviours. This speaks to how digital platforms exert control over individuals by creating a culture of visibility and constant monitoring.

Risk society

Beck

Risk society

Beck argues that modern society is increasingly preoccupied with managing risks, often created by technology and globalisation. In Nerve, players navigate a "risk society" where they face constant threats to physical and moral well-being through increasingly dangerous dares. The players make decisions in a high-risk environment.

Hyperreality

Jean Baudrillard

Hyperreality

Baudrillard suggests that in modern society, the distinction between reality and simulation becomes blurred. The game Nerve creates a hyperreal environment where the dares blur the line between real-life consequences and digital entertainment. Players lose touch with reality, focusing more on the digital rewards and the thrill of the game than the potential dangers they face. This reflects how social media and digital culture often simulate life in ways that obscure real-world consequences. (can also mirror working class ethic in education?????? the instant gratification!)

Labelling

Becker

Labelling theory

individuals may internalise the labels or expectations placed on them by people in power/society/authority (EG in education teachers affect the students - self fulfilling prophecy, etc…), which influences their behaviour. In Nerve, players are labeled either as "players" or "watchers," which creates expectations for their behaviour. The "players" must constantly engage in daring acts to maintain their status and avoid being labeled as "cowards" or "quitters."

postmodernity

-

fragmentation of society

individuals turn to online world rather than real world- shows how life is more fragmented???

Socio extension reading nerve

sociological theme

theory

theorist

example

Socialisation

social learning theory

Albert Bandura

In Nerve, players learn how to act based on what they observe OTHERS doing in the game and the responses from the watchers, so it shows how secondary socialisation such as the media and peers takes effect on an individuals actions.

Socialisation

Structural functionalism

Durkheim

(functionalist)

Durkheim emphasised the importance of institutions such as education to maintain social order through transmitting shared norms and values, to prevent anomalie. Digital media acts as this socialising agent in place of schools, causing ‘risky’ actions to be the new norm

Effect of media on individual values

Cultural Hegemony

Gramsci

(marxist)

Gramsci suggests that the media plays a role in maintaining control by promoting certain values and behaviors. In Nerve, media platforms promote fame, risk-taking, and competitive behaviour as desirable. This reflects how dominant values are reinforced by popular media and how individuals internalise these values.

Socialisation

Family functions

Parsons

(functionalist)

Parsons described the family as a crucial institution that socializes children and stabilizes adult personalities. However, in Nerve, Vee’s participation in the game opposes the family’s role in socialisation and the influence of digital platforms, provide her a place for identity formation . This challenges traditional views on the family’s central role in young people's lives.

Surveillance

Foucalt

panopticon

Foucault describes a system of surveillance where people modify their behaviour because they know they are being watched. In Nerve, the constant surveillance of the players by the watchers pushes them to conform to risky and extreme behaviours. This speaks to how digital platforms exert control over individuals by creating a culture of visibility and constant monitoring.

Risk society

Beck

Risk society

Beck argues that modern society is increasingly preoccupied with managing risks, often created by technology and globalisation. In Nerve, players navigate a "risk society" where they face constant threats to physical and moral well-being through increasingly dangerous dares. The players make decisions in a high-risk environment.

Hyperreality

Jean Baudrillard

Hyperreality

Baudrillard suggests that in modern society, the distinction between reality and simulation becomes blurred. The game Nerve creates a hyperreal environment where the dares blur the line between real-life consequences and digital entertainment. Players lose touch with reality, focusing more on the digital rewards and the thrill of the game than the potential dangers they face. This reflects how social media and digital culture often simulate life in ways that obscure real-world consequences. (can also mirror working class ethic in education?????? the instant gratification!)

Labelling

Becker

Labelling theory

individuals may internalise the labels or expectations placed on them by people in power/society/authority (EG in education teachers affect the students - self fulfilling prophecy, etc…), which influences their behaviour. In Nerve, players are labeled either as "players" or "watchers," which creates expectations for their behaviour. The "players" must constantly engage in daring acts to maintain their status and avoid being labeled as "cowards" or "quitters."

postmodernity

-

fragmentation of society

individuals turn to online world rather than real world- shows how life is more fragmented???