How streaming & VR are leaving middle-aged and older adults behind

Streaming services and virtual reality are leaving middle-aged and older adults behind, threatening cultural diversity and individual identity.

The Silent Scream: How Streaming Services and Virtual Reality are Leaving Middle-Aged and Older Adults Behind

In a world where technology is constantly advancing at breakneck speeds, one group of people is being left behind: middle-aged and older adults (ages 40 and above). While the younger generation is seamlessly adapting to the rise of streaming services and virtual reality (VR) in entertainment consumption, those from previous generations are struggling to keep pace. This silent scream is a cry for help, a desperate plea for understanding and support as they confront shifting cultural norms around media consumption.

The Rise of Streaming Services

Streaming services have revolutionized the way we consume entertainment, allowing us to watch what we want, when we want it. With the likes of Netflix, Hulu, and Amazon Prime, consumers can access a vast library of content from anywhere in the world. However, this shift has also led to concerns about homogenization and cultural diversity.

According to a 2020 report by the Writers Guild of America, streaming services are increasingly relying on pre-existing intellectual property rather than commissioning original content from emerging writers. This means that local voices and perspectives are being lost in favor of more mainstream content. The algorithm-driven recommendations that prioritize popular shows over niche programming only exacerbate this problem.

Moreover, the rise of streaming services has also led to a shift away from traditional broadcast models. While younger audiences are embracing this change, older adults may feel left behind as they struggle to navigate the complexities of online platforms and streaming services.

The Virtual Reality Paradox

Virtual reality technology has enabled immersive experiences that were previously unimaginable. With VR headsets becoming increasingly affordable, consumers can now engage with virtual worlds and characters in unprecedented ways. However, this technology also raises concerns about mental health, social isolation, and decreased empathy.

A 2019 study published in the journal Cyberpsychology, Behavior, and Social Networking found that heavy VR users reported higher levels of anxiety and depression compared to non-users. The immersive nature of VR experiences can be therapeutic for some individuals, but excessive use has been linked to increased stress levels and decreased social interaction.

As our entertainment landscape shifts towards immersive, AI-driven experiences, we risk creating a culture where individuals are increasingly disconnected from reality and each other. This could have far-reaching consequences for mental health, social cohesion, and even global stability.

A Crisis of Identity

The intersection of streaming services and virtual reality poses significant challenges to middle-aged and older adults who are struggling to adapt to rapidly evolving technology while simultaneously confronting shifting cultural norms around media consumption. This group is not only being left behind in terms of technological literacy but also facing a crisis of identity as traditional media consumption norms are upended.

As our entertainment landscape becomes increasingly dominated by virtual reality experiences, we risk losing touch with the world around us. The homogenization of cultural content due to algorithm-driven recommendations on streaming services poses a threat to local voices and perspectives, potentially leading to a loss of cultural diversity and a homogenous global culture.

The Future of Entertainment: A New Era of Social Organization?

As we continue to navigate this rapidly evolving landscape, it’s essential that we prioritize diversity, accessibility, and user well-being in the development and deployment of new technologies. The rise of augmented reality (AR) experiences could revolutionize industries such as education and healthcare by providing immersive and interactive learning environments.

However, this also raises concerns about data collection and surveillance, potentially creating a new era of digital totalitarianism where individuals are constantly monitored and controlled. As we move forward, it’s essential that we balance the benefits of emerging technologies with the need to protect individual rights and freedoms.

Conclusion

The intersection of streaming services, virtual reality, and augmented reality has far-reaching implications for our society, from the cultural and existential risks associated with immersive entertainment to the potential benefits of enhanced education and healthcare. As we continue to navigate this rapidly evolving landscape, it’s essential that we prioritize diversity, accessibility, and user well-being in the development and deployment of new technologies.

By doing so, we can ensure that the benefits of these innovations are shared equitably across society, rather than leaving behind those who struggle to adapt. The silent scream of middle-aged and older adults is a call to action, a reminder that we must prioritize the needs of all members of our society as we move forward into an uncertain future.

5 thoughts on “How streaming & VR are leaving middle-aged and older adults behind”

  1. What a thought-provoking article! I couldn’t agree more with the author’s concerns about the impact of streaming services and virtual reality on middle-aged and older adults. As someone who has grown up with technology, it’s easy to take for granted the complexities of adapting to new technologies. But as we continue to push the boundaries of innovation, it’s essential that we don’t leave behind those who are struggling to keep pace.

    I’d like to add a personal perspective to this discussion. I come from a family where my grandparents were born in the 1920s and 30s. They grew up during a time when technology was just starting to emerge, and they had to adapt to radios, TVs, and early computers. They always struggled with new technologies, but they never gave up. In fact, they were some of the first people in their community to own a computer, a TV, and even a mobile phone.

    However, as we fast-forward to today’s world, I’ve noticed that my grandparents’ struggles are becoming more pronounced. They’re struggling to keep up with streaming services like Netflix and Hulu, which require a level of technical literacy that’s often beyond their abilities. And when it comes to virtual reality, they’re completely lost.

    As someone who has grown up with technology, it’s hard for me to understand why my grandparents are having such a difficult time adapting. But the truth is, they’re not alone. Many middle-aged and older adults are struggling to keep pace with the rapid evolution of technology, and it’s creating a crisis of identity that’s far more complex than just a simple lack of technical literacy.

    One thing that I think is essential for addressing this issue is education. We need to create programs that teach older adults how to use new technologies in a way that’s accessible and inclusive. This could include workshops on streaming services, virtual reality, and even social media. But it also requires a more fundamental shift in the way we design technology.

    As an anthropologist, I’ve had the privilege of studying various cultures around the world. And what I’ve learned is that the most effective technologies are those that are designed with the user in mind. They’re intuitive, accessible, and easy to use. And when it comes to older adults, we need to design technologies that take into account their unique needs and abilities.

    For example, streaming services could include more features that allow users to customize their viewing experience. This might include personalized recommendations based on a user’s age, interests, and preferences. Virtual reality experiences could also be designed with older adults in mind, incorporating features like accessibility modes that allow users to navigate virtual environments more easily.

    Ultimately, the future of entertainment is going to depend on our ability to balance innovation with inclusivity. We need to create technologies that are accessible to everyone, regardless of age or ability. And as we move forward into an uncertain future, it’s essential that we prioritize diversity, accessibility, and user well-being in the development and deployment of new technologies.

    But what I’d like to ask is: how can we ensure that older adults feel included in this process? How can we involve them in the design and development of new technologies, rather than just assuming that they’ll adapt on their own? These are questions that require a more fundamental shift in our approach to innovation, one that prioritizes user-centered design and inclusivity above all else.

    1. the role of social stigma in perpetuating the digital divide.

      As Rosalie noted, many older adults feel embarrassed or ashamed about their lack of technical literacy. They might feel like they’re not “with it” or that they’re falling behind their children and grandchildren. This can lead to a vicious cycle where they avoid technology altogether, fearing that they’ll embarrass themselves or be ridiculed by others.

      But here’s the thing: this stigma is not just internalized by older adults; it’s also perpetuated by society as a whole. When we make technology inaccessible or overly complicated, we’re essentially saying that certain groups of people are not worth the effort of accommodating. We’re implying that they’re somehow less worthy or less deserving of access to these technologies.

      As Rosalie so eloquently put it, “The future of entertainment is going to depend on our ability to balance innovation with inclusivity.” But I’d like to add that this requires more than just designing accessible technologies; it also requires a fundamental shift in the way we think about aging and technology.

      We need to move beyond the assumption that older adults are somehow less capable or less worthy of access to technology. We need to recognize that age is not a determinant of one’s ability to learn or adapt, and that every person deserves access to the tools and technologies they need to participate fully in society.

      Rosalie also mentions the importance of involving older adults in the design and development process. I couldn’t agree more. By engaging with older adults as co-designers and testers, we can create technologies that are not just accessible but also empowering.

      So, how can we ensure that older adults feel included in this process? Well, for starters, we need to start listening to their voices and valuing their perspectives. We need to recognize that they have a wealth of experience and knowledge to share, and that their contributions could be invaluable in shaping the future of technology.

      As Rosalie so wisely said, “We need to create technologies that are accessible to everyone, regardless of age or ability.” But I’d like to add that this requires more than just designing accessible technologies; it also requires a fundamental shift in our attitudes towards aging and technology. It requires us to recognize the value and worth of every person, regardless of their age or ability.

      So, let’s get started on this journey together! Let’s design technologies that are truly inclusive, empowering, and worthy of all people, regardless of their age or ability.

    2. I find Rosalie’s arguments to be quite compelling, but I’d like to pose some counterpoints. Firstly, while it’s true that older adults may struggle with new technologies, I’m not convinced that education is the sole solution to this problem. Don’t get me wrong, education can certainly help bridge the gap, but what about those who are simply too far behind? Shouldn’t we be focusing on creating technologies that are inherently more accessible and intuitive for all users, regardless of age?

      I’m also intrigued by Rosalie’s suggestion that streaming services and virtual reality experiences could be designed with older adults in mind. While this is a noble idea, I worry about the potential consequences of “dumbing down” these technologies to accommodate an aging demographic. Wouldn’t such modifications compromise the overall experience for younger users who are already accustomed to navigating complex interfaces? And what about those older adults who are eager to learn and adapt? Shouldn’t they be encouraged to push beyond their comfort zones, rather than relying on specially designed “accessibility modes”?

      Furthermore, I’m not convinced that prioritizing user-centered design necessarily means catering to the needs of older adults. Can we truly say that these individuals’ experiences and perspectives are being represented in the design process? Or is it simply a case of technologists and industry leaders trying to fit square pegs into round holes? I think there’s a risk of tokenism here, where we’re paying lip service to diversity and inclusivity while still neglecting the needs of certain groups.

      Lastly, I’d like to ask: what about the role of social isolation in all this? Don’t we need to address the deeper issue of why older adults are feeling left behind in the first place? Is it simply a matter of adapting to new technologies, or is there something more fundamental at play here? Shouldn’t we be examining the systemic and societal factors that contribute to ageism and social exclusion?

  2. how streaming services and virtual reality are leaving middle-aged and older adults behind. While I agree with your concerns, I’d like to challenge one assumption in your argument.

    You state that the algorithm-driven recommendations on streaming services prioritize popular shows over niche programming, leading to a loss of local voices and perspectives. However, what if this is not entirely accurate? Could it be that middle-aged and older adults are simply not engaging with these platforms as much as younger generations, thus limiting their exposure to new content?

    Furthermore, I’d like to pose a question: Are streaming services and virtual reality the only factors contributing to the decline of cultural diversity and homogenization in media consumption? Might there be other, more significant influences at play, such as the proliferation of social media or the changing nature of traditional broadcast models?

    Lastly, while you raise valid concerns about the potential risks of immersive entertainment, I’d argue that these can be mitigated with proper design and regulation. By incorporating features that promote healthy usage habits and protecting users’ rights, we can minimize the negative consequences of VR technology.

    Your article sparks important conversations about the impact of emerging technologies on society, but perhaps we should also consider exploring alternative explanations and potential solutions to address this issue.

  3. It’s almost as if Trump’s plan for mass deportation using military force is a virtual reality experience where citizens are the NPCs being herded towards concentration camps, and we’re just wondering if the streaming services will provide a convenient ” skip to the good part” feature for this particular episode of human rights.

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