Digital Culture is a creative and innovative interdisciplinary technological program that people find within the media and communication department. It involves a critical analysis of new media, digital technologies, and the internet. It has its application in politics, business, arts, media, and culture. The program aims at bringing significant changes to digital media while at the same time help individual understands the relations between networked technologies, media arts and other disciplines like sociology and cultural studies. The program explores the dynamic methods through which Digital Culture is bringing transformations and redesigning the scholarly knowledge especially is social sciences and technology. As part of its parameters, Digital Culture Studies transparency, and consistency in social sciences, digital literacy creativities, and alphanumeric social sciences.
From different types of social media to the sending and receiving of emails, people use Digital Culture and the web for some reasons. While others use it for entertainment, others use it for business, education, and governance. It allows people to understand and work with different groups of individuals from various cultures. People across the world are all joined in a closed loop through the Facebook, Twitter or Google (Miller, 2011). People can access information about each other and have a conversation regardless of the distance between them. As a program, Digital Culture is, therefore, crucial. For instance, it equips an individual with the skills that will enable them to analyses and implement all the digital cultures and technologies that other people may fail to understand or relate to. Also, it creates a forum through which one can easily learn different computer skills like programming and coding, both of which can be used to develop useful algorithms and theories in the technological and business environment (Miller, 2011). The Digital Culture is dynamics, expansive, complex and interdisciplinary. Because of these features, it difficult for most organizations and governments to create a universal heritage that is available online for every person to use. The process is rather complicated and requires good problems solving skills, rational decisions, technical innovation and creativity and collaboration of different groups of individuals (Miller, 2011).
RQ1: What are the benefits and applications of various forms Digital Culture in achieving universal heritage?
RQ2: How do people become addicted to various forms of Digital Culture and what are the effects of the addiction?
The study design applied a mixture of descriptive and experimental research methods. The experimental design involved a series of practical and procedures that were conducted. Through this, it was easy to control all the factors that affected the final results of the experiment. Experimental research was easier to use because it allowed for the comparison of results and also ensured consistency of data obtained. It also gave the ability to control the number of alternative explanations that may lead any form of bias of the final performance. On the other hand, the detailed design will help in the provision of the most common questions like who, where, what, how and when questions which are part of the research problem (Knox, 2014).
Results and Analysis
The data collection instrument that was be used included questionnaires, interviews, surveys, lab experiments, observation, previous records and distribution records in various digital culture. It was realized that;
Online gaming especially the computer games forms the best methods of digital culture that can be used to achieve a universal heritage. It unites people from all countries across the world and cuts across all the ages.
Digital culture gives insights to a global system of business where technology is not a limitation. All people in the world are be expected to be able to access the technology and use it in their operations of activities. Business is the core of economy of any country.
The analysis approach that was applied was a simple random sample analysis method. A selected group of the participants was randomly picked for the research study. They were interviewed, given some questionnaires and the results from each one of them analyzed (Knox, 2014).
Therefore, going universal and enhanced gaming system in the digital culture requires cohesion and collaboration between people. It is the responsibility of the people, especially the government and some non-governmental organizations to champion the people into becoming one factor as far as digital culture is concerned. Constructing academies and training institutes can be the first step to achieving the universal digital culture. Also, by having a unified curriculum then, it would be easy for all people to learn uniformly. Mass media and sources of digital networks should not just be used for entertainment, education, and business, but they should encourage people from different backgrounds and race to accept each other as one.
Knox, J. (2014). Digital culture clash:“massive” education in the E-learning and Digital Cultures MOOC. Distance Education, 35(2), 164-177.
Miller, V. (2011). Understanding digital culture. Sage Publications.
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