Virality in digital media

Running head: VIRALITY IN DIGITAL MEDIA 1
VIRALITY IN DIGITAL MEDIA
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VIRALITY IN DIGITAL MEDIA 2
VIRALITY IN DIGITAL MEDIA
The digital world is having a daily revolution which is primarily caused by social media.
For close to every day, you will hear of millions of people engaging in something new in the
online social platforms. The uproar has made venture capitalist investors scramble to invest in
social media companies. Manufacturers of devices that support social media platforms are
continuously improving and sophisticating their gadgets to maintain the hyped social media
atmosphere. In the world, there has been significant technological advancement which allows
companies to share information, content and services in a conveniently fast and interactive
manner. Today, there are millions of people who engage in social media platforms. This has
changed the mode of marketing products, for instance, viral marketing.
Viruses in the digital media similarly spread via the data sphere to biological viruses. The
only difference is that instead of the viruses circulating through a circulatory system, they spread
through the media space network. A media virus can be an event of any kind, a technological
invention, musical riff, sex scandal, or even a visual image. However, it has not been possible to
describe what a viral media is adequate. One cannot be able to tell why an individual message
goes viral. Nonetheless, it is clear that, just like any art form, the appeal of a viral media lies in
the eyes of a beholder. It is acceptable to say that the ease of spreading a viral media is a measure
of the message's strength. Again, for a message to go viral, it has to go to the right people in the
community. Rushkoff explains that a media virus is a Trojan horse that secretly slips information
to us. He argues that the information may be embedded or coded in a form that compels people
to pass and share it. In the process, the embedded meaning is passed on to others as it infects and
spreads. The spread of the message may occur with or without the user's consent and perhaps
against their will. Thus, people are tricked to into passing coded message while circulating
VIRALITY IN DIGITAL MEDIA 3
coercive content. This encoded content is brand messages engraved at the bottom of viral videos.
Rushkoff and others suggest that these messages include memes.
The meme possesses three characteristics: fecundity which is the power to produce copies
of themselves, the fidelity which is the ability to maintain the information contained in them as
they move from one mind to the other and finally longevity which is the fact that memes which
live longer stand a better chance of being copied. Therefore, a meme is an idea at the middle of
virality where rational ideas replicate themselves as they move from mind to mind. Hence, it is a
unit of information which when contained in mind; it is capable of influencing other events like
duplicating itself. The idea of meme was conceived way before the rise of the web or internet. It
is acknowledged as a way of talking about the quick dispersion of information and swift spread
of ideas which personalize the digital age.
Vital to the challenges of both the image and the media infection models is a specific
disarray about the part individuals play in going along media content. From the beginning,
memetics has experienced a disarray about the idea of the organization. Not at all like genetic
elements, culture is not in any significant sense self-recreating - it depends on individuals to
push, create and manage it. The expression "culture" begins from the similitude of horticulture:
the similarity was of developing the human personality much as one develops the land. Culture
in this manner speaks to the state of human will and office upon nature. Societies are not
something that transpires; they are something we all make. Positively any individual can be
impacted by way of life which encompasses them, by the mold, media, discourse and thoughts
that fill their day by day life; however, people make their particular commitments to their
societies through the decisions which they make. The dialect of memetics, notwithstanding,
strips aside the idea of human organization.
VIRALITY IN DIGITAL MEDIA 4
Procedures for social adjustment are more mind boggling than the notion image flow
makes out. To be sure, hypotheses for understanding social take-up must consider two elements
not firmly considered by memetics: human decision and the medium through which these
thoughts are flawed. Dawkins composes not about how "individuals secure thoughts" but rather
about how "thoughts get individuals." Every day people make and follow a numerous number of
thoughts that are in reality liable to increase any profound footing inside a culture. After some
time, just a substantially more modest number of expressions, ideas, pictures, or stories survive.
This winnowing down of social choices is the item not of the quality of specific thoughts but
rather of quantity; many people choose what thoughts to reference, which to impart to each
other, choices in a given view of a scope of various motivation and interests long ways past how
convincing individual thought might be. Maybe a couple of the thoughts get transmitted in
anything like their unique shape: people adjust, change, and modify them on the fly because of a
scope of various nearby conditions and individual needs.
Media virality, or the limit with regards to spreading of media quickly through online
spaces, varies from online images. Online images can be characterized as media that can be
diffused and have been mocked as developing images which later on are altered and released into
the web as images. Memes that go viral are a type of media that can be spread, but still, which
delighted in gigantic ubiquity over a particular timeframe, for example, since the transfer of Psy's
Gangnam Style to YouTube, it has had over 2 billion perspectives. which. Albeit greatly
mainstreamed for a brief span, such media like tend to wind down and at last stop being viral.
Web images, be that as it may, hold on because of the dynamic cooperation among individuals
from advanced participatory customs. Video images are likely to encounter a comparable quick
and gigantic prevalence before an inevitable decrease in remixes and emphases of remixes,
VIRALITY IN DIGITAL MEDIA 5
picture large scale images appear to have a more prominent continuance. Their fortitude is likely
because of the simplicity through which individuals of participatory automated culture can
interact and share picture full-scale images. Confirmation of the fortitude of picture large scale
images enables clients to alter and spare picture macros.
Meme images are a sort, but not standard, of online correspondence and are curious of
participatory computerized traditions described particularly by an office of utilization and
creation. Kamberlis assists this point by recognizing that writings of different sorts are created,
duplicated, disseminated, and gotten by their type. As Milner notes, "images are popular culture
ancient rarities [and as such] they can give understanding into how "ordinary" media writings
entwine with open talks" (p. 9). Web images begin in the upkeep mode as media that can be
spread. Without spreadable memes, the image can't survive as a type of correspondence. Image
as sort is reliant on spreadable media. Jenkin instituted this term as an ideal expression for an
image, apparently to delineate disappointment with the organic illustration. It is clarified that;
spreadable media infer penetration through interpersonal organizations. When specialists in the
advanced culture modify media that can be spread, the class forms facilitate into what we refer to
as new image
At the point when spreadable media are adjusted, remixed, caricatured, et cetera, they turn into
the new image. Its attributes incorporate viral spread and a level of ubiquity among individuals
from participatory computerized culture. Notwithstanding, new images vary from what is usually
alluded to as Internet images. Developing images are changed spreadable media yet are not
iterated and remixed further as isolated commitments. A remix or change turns into a different
commitment when mindfulness, dissemination, and adjustment achieve a minimum amount
(however equivocal, this ought to be comprehended as a hypothetical clarification for a
VIRALITY IN DIGITAL MEDIA 6
continuous marvel). Gary Brolsma satirize O-Zone's melody in his lip-synced execution. As an
eminent image, it rapidly spread internet inciting further emphases and remix. Some spreadable
media which are changed may stay stationary as eminent images
Against cultural and socially essential messages from culture, sticking is developing
images. The method of reasoning for their incorporation depends on our meaning of new images
as being modified media that can be spread speaking to the explanation method in the class
advancement of online images. Culture sticking is a repurposing of a referred to picture, for
example, a corporate logo and mixes fundamental viewpoints on standard trademarks and logos.
Subverting, and publicizing, is a related idea which looks to inspire subjective cacophony
through the deliberate subversion of a notice by including politically inspired feedback or
parody, however, keeping up the most unmistakable components.
When the word new media emerged, from the late 1980s, the media world began to take a
different turn. Communications began to appear different, and this did not exempt any sector in
the communication world. However, the time of change occurring was different from one
medium to the other. This was the situation in photography, printing, television and even
telecommunication. At the same time, each media was still undergoing some cultural,
institutional or technological development. No media was at a standstill.
In the world of viral marketing, social media platforms like twitter have boosted persuasive viral
marketing. It is evident that customers often share information on the web and social
transmissions, affects sales of products. Nonetheless, reasons for why some content goes viral
and also why consumers choose to share content are not very clear.
VIRALITY IN DIGITAL MEDIA 7
People tend to share event happenings or stories because of the relevance of the
information to their listeners. Information about good restaurants or sales assists people in saving
money. Consumers share information with the intention of helping others or enhancing
themselves. Content which is empirically useful can impact on the social change. The emotions
involved with content influences whether it is shared or not. Human beings commonly share
their emotional experiences with others. When customers are extremely satisfied, they report
greater word of mouth. People share emotional experiences to strengthen social connections and
to make their experiences sensible. The implication is that emotional content is likely to be viral
Conducted studies find out that people tend to pass along positive news contrary to a
common belief which suggests that people tend to linger along the negative news. This belief is
however not tested and is based on the kind of news people encounter rather than the kind of
news they transmit. Therefore, it can be concluded that positive news goes more viral in
comparison to negative news. Through examining of the all New York Times Content, it is
evident that positive content is more likely to get spread. This may be linked to the fact that
spreading positive news draws a positive image to the sender and individuals would like to be the
ones who are viewed as those who have a positive influence. It has also been illustrated that
emotions are related to virality. When emotions are aroused, they tend to drive social
transmission regardless of whether they are positive or negative. In an experiment, marketing
content which stimulated emotional arousal was more likely to be shared.
It is worthwhile to note that valence is not the only factor that drives the social
transmission of emotional content. Other than emotions being positive and negative they also
vary regarding physiological arousal or the emotions they evoke. For example, anger and sadness
are not arousals, but anger is activated by heightened arousal while low arousal evokes sadness.
VIRALITY IN DIGITAL MEDIA 8
These differences in arousal set the pace for transmission. Deactivation is indicated by less
activity or relaxation while activity characterizes extreme activation. These are evident in
behaviour that require action like assisting others. Since sharing information requires action, it is
thus suggested that emotional arousal will similarly affect social transmissions and hence boost
the likelihood of an event getting shared until it goes viral.
Looking at issues from a company’s perspectives, communication and brand awareness,
it is evident that power has moved to the consumer from the company, this is through the revival
of the word of mouth marketing. This creates the desire to go viral for those companies which
want long term profits and sales increase. Going viral is becoming more desired because there is
a change in consumer behaviour. Consumers no longer accept passive assertion on brand
promises and marketing strategies, in turn, the purchasing power of a consumer has also
changed. Customers now require personal interactions with companies. These changes that are
being created by consumers, technology and changes in society force the organizations to adjust
their operational methods to fit their clients. The consumers' demand is as a result of available
technology which facilitates the personal interactions.
Viral marketing is one favourite marketing tool. In a survey, respondent rated viral marketing as
a trending and tactical means of advertising. The viral marketing industry has been faced with
the challenge of being unable to qualitatively and quantitatively compare this means with
traditional means of advertising. There also exists lack of methods for optimizing viral marketing
campaigns. Viral marketing which is also known as word-of-marketing is a promotional tool
where companies sow their products with a particular set of consumers while anticipating that
they will spread the information and therefore increase sales and awareness. The power of
virality is essential in getting consumers to spread content to others. Virality is desired since a
VIRALITY IN DIGITAL MEDIA 9
company will only influence the beginning when releasing the content. Afterwards, the company
has no control as to who receives the message. Studies validate that business cannot afford to
ignore the virality of events on social media and that they should view it as a platform for
increasing their productivity.
Going viral has its desirable characteristics, in a business setting, there are many
advantages linked to viral marketing. Blogs which write about companies can advertise for free.
If one was to compare the cost of traditional advertising, especially for a high-profile enterprise
to the cost of online marketing, then viral marketing saves the business a fortune. The film
industry is seeing the advantages of viral marketing, executives in the industry are always
looking for means to reduce the cost of marketing. According to Boswell, A buzz is created
around a film by viral markets. Therefore, it is critical to create websites that attract customers
since they would cost less than making television adverts. Additionally, viral marketing is
valuable to small businesses since it helps reduce the cost of distribution and clients’ accusation
by a value close to thirty percent. It also increases the size of order by up to sixty percent. The
marketing can do this to customers because they feel that they are not in a company's
environment and no one is selling to them. Therefore, they are more confident that they are not
being duped plus they can see recommendations from other consumers. Again, viral marketing is
advantageous in that companies can achieve more effects on their products targets. This is
because persons who forward viral marketing forms are likely to forward it to people they think
they will be interested in the product and therefore
VIRALITY IN DIGITAL MEDIA 10
References
Lievrouw, L. A. (2010). Book Review: Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, and
Kieran Kelly, New Media: A Critical Introduction (2nd edn.). London and New York:
Routledge, 2009. xvi + 446 pp. ISBN 9780415431613, $125.00 (pbk). New Media &
Society, 12(7), 1215-1218. doi:10.1177/1461444810376916
Parikka, J. (2013). Virality: Contagion Theory in the Age of Networks by Tony D.
Sampson. Theory, Culture & Society, 30(3), 131-136. doi:10.1177/0263276412474331
Silvestri, L. (2014). Memes in Digital Culture, by LimorSchifman. Popular
Communication, 12(3), 198-200. doi:10.1080/15405702.2014.929378

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