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Lori Bedell
CAS 137H
29 November, 2017
Analysis of Cultural shift in Colloquial Language: A review
healthcare, modern society has undoubtedly made giant steps in improving everyday standards.
Interestingly, while the standards of day to day life improved, modern society also saw an
increase in pathological terms such as cancer and autism. This shift as with everything modern
had a technological twist; rather than an increase in these diseases on a biological sense, the idea
of cancer and autism have transformed on a metaphorical scale incorporating themselves into
everyday language and communication. In what was coined by Career Planner as “Generation
Z”, the current generation as a culture has become renowned for their innovative usage of
colloquial language: in other words, slang (Robinson). The concept of slang is not new, it is a
unique ever changing colloquial concept often moving in conjunction with the current generation
and their societal values. However, while past slang was incorporated solely for the purpose of
convenience - such as the transformation of telephone to just “phone”: - the Z generation took it
to a new level (Ockerstrom). Language to Generation Z has become a unique form of self-
expression in the forms of metaphors and exaggerations. With a rising culture of stress and work,
it’s not uncommon now to hear statements such as “This exam killed me; I have so much cancer”
even given the fact that they do not in reality have cancer. This tag on the use of diseases acts as
a prime way for those of Generation Z to express such pains. Arguably, this evolution of
in technology.
Perhaps one of the critical steps that attributed to the current generation Z culture is the
technology occurred as early as 1938 with the invention of the computer, it wasn’t until the late
20th to early 21st century upon which the onset of the internet, computers, television and the new
telephone “smartphone” became relevant to consumers. This gap between invention and actual
societal scale, the vast majority of consumers are categorized as middle class with the median
income per the U.S Census Bureau being $53,899 as of July 1st, 2016. As such, many did not
have the monetary ability or incentive to buy the pioneering technology of their time. For
consumers, the logical move then would be to wait it out until the companies of said technology
decided to lower the price in response to new technological developments to remain competitive
and on the market. This idea of consumer roles in dictating prices can closely be seen through the
economic concept of elasticity: how easy a product’s demand changes due to changes in price.
Because newer technologies such as the television or smartphones were not absolutely necessary
to consumers at the time, they were generally considered elastic. As such, increased prices
associated with newer technology drastically decreased demand while lowering prices drastically
increased demand. This along with the procedural time it takes to apply for a patent and
successfully market said technology to consumers consists of the bulk of time gap between
invention and later widespread usage. Career Planner’s analysis of Generation Z set’s the
birthdate range to children born between 1995 and 2012. This date range coincidentally matches
almost perfectly the era where consumer consumption of Iphones, internet and television
What does this mean? From a psychological standpoint, the current Generation Z were
born into a world saturated with the use of televisions, internet and cellular devices. To them,
technology and the efficiency it’s associated with became the norm; in other words, Generation
Z has essentially set a new “Neutral Point” on which they based their standards of living. As
such, what once was a “luxury” to those born during and before the time of the invention (which
essentially caused the delay in widespread utilization) has now become an essential “necessity”.
To many of the current generation, it is impossible to imagine a world without the internet, a
world without smart phones or computers “essential” to daily life. As a result, this mindset and
obligation towards technology successfully turned once elastic goods into inelastic goods
causing an increase in demand regardless of price. It is this very shift in perspective that acts as a
barrier between generations leading to a wide disparity in internet usage. Data collected by the
Pew Research Center portray an undeniable correlation between the age group and percent of
shift in American culture through the onset of a new internet culture. As the internet evolved,
platforms such as Facebook and Youtube attracted billions of users successfully forming an
interlocking global community of people (Constine). With such a large population of users, the
internet community further subdivided and diversified as those interested in specific topics were
able browse and discuss with similar minded people in a specific field and area. While many of
these platforms (ranging from academics to entertainment) were viewed in a positive light, other
forums were not as beneficial. In particular, the anonymity provided by the internet lead to
specialized forums such as 4chan and Reddit where the ambiguity allowed users to freely express
themselves. Discussion among these forums however were not always positive and often
originated terms such as “cancer” and “kill me” as a response to a bad idea or topic (Dewey).
Intertwined with the development of internet platforms was the simultaneous rise in video
game consumerism. The entertainment industry at its core first emphasized the idea of a
sedentary (sitting) lifestyle with the advent of the television. The video game industry merely
took advantage of this concept of “screen entertainment” by adding a layer of interaction to the
screen while sitting. To young people, this proved to be a big hit as video games provided a form
of entertainment and convenience. From a psychosocial aspect, the need to fit in with various
social groups who played games also acted as a significant role in increasing computer gaming
consumption. Innate with the competitive attitude of Generation Z, the culture of video games
has risen to a professional level. The term Esports first originated late 20th century with a
nationwide Donkey Kong Arcade tournament and since then, any form of entertainment one can
think of has developed into a professional sport (Foxsports). From family fun games such as
Mario and Super Smash to battle arena games such as league of legends and overwatch, the
current generation successfully transformed the concept of “sports” which while previously seen
as physical has become more and more sedentary opting for mental and strategic styles over
athletics.
Just as shifts in modern culture is implicitly linked to internet culture, so too is the
concept of internet culture linked to a rise in video game culture. While video games as a form
entertainment dated back to the 19th with the beginnings of the now popular Nintendo Company,
it wasn’t until 1997 with the emergence of Ultima Online that marked the start of a more
multiplayer online) (TheMMORPG). Perhaps inherent with the ascending popularity of player
vs player video games is the increasing rates of violence present as producers find it both
stylistically and technically easier to pit players against each other in a fighting style match as
opposed to other types of competitions. Gradually, the popularity of gaming evolved as the
presence of internet created subdivision of blogs and forums dedicated to specific games. The
presence of these forums allowed for distinct games to establish their own community and it was
in this process where the culture of gaming jargon came into play. Perhaps one of the biggest
examples of this came with the creation of League of Legends in 2009. Originally marketed as a
free battle arena game where players could compete against each other based off of skill and
strategy, league inevitably grew to be one of the largest gaming communities in the world. As of
2016, league of legends boasts an exorbitant number of 100 million active players monthly with
thousands more participating in forum discussions globally (Forbes). Along with this large
player fanbase came with it distinct vocabulary (previously seen solely in discussion forums)
such as cancer, toxicity, flaming etc. which over time integrated with the language of everyday
life (Kwak). This intermixing of videogame (internet) culture into reality has arguably become a
depression. The emergence of technology in the form of social media and the internet has
sense, this rush of information can be overwhelming, inundating the current generation with
unneeded stress in academics and their future careers (Stillman). This stress is likewise paired
with a rise in social media use, which while seen as a great way to interact with people, can also
be a means of exclusion and cyberbullying (Schrobdorff). Such trends in stress and depression
have correspondingly been linked to shifts in linguistic style and communication as referenced
by the Journal of Language and Social Psychology (Depression, Language and Affect). On the
other hand, the ease of connecting with others through applications such as Facebook and
Instagram has had many active social media users develop a habit of communication through
emphasis, opting to drastically hyperbolize quotidian events as a way to garner attention. This
movement to view communication as a way to gain attention has bled through (similar to video
game culture) into everyday interactions. This in turn further promotes and acts as another major
factor in the prevalence of colloquial slang. Instead of claiming “I just failed my exam” the
common Generation Z phrase - modified from previous forms of expression- has now become
embellished with expressions such cancer and kill me now as a way of conveying emotional
turmoil (DannyFenton123).
So why does this matter? While this shift in language and culture may seem insignificant,
the ramifications can be severe if prolonged. The repeated utilization of words such as cancer
and aids have undermined the actual concept of their scientific diseases: trivializing the disease
and those who suffer from such illnesses. This concept of desensitization likewise applies to idea
what’s important, many sources of media and television have now opted to portray negative
stories of violence and strife due to their inherent intriguing nature as something “out of the
norm”. Scientifically, literary research reviews conducted by L. Rowell Huesmann under the
Pubmed article “The impact of Electronic Media Violence: Scientific Theory and Research” has
found astonishing evidence of both long term and short term increase in aggressive and violent
behavior due to childhood exposure of violent gameplay and interactions (Huesmann). This idea
was supported psychologically through both correlation and experimental studies attributing this
reinforcement, desensitization and mimicry. In other words, exposure to rising violent video
games and language has effectively raised aggressive behavior in adolescents throughout the
United States. While this shift in language where everybody has “cancer” and “kill me” may
seem harmless, the unconscious psychological impacts are undeniable. This increasing violence
coupled with the inherent depressed and stressful life of Generation Z is a formula for
catastrophes. Data presented from the National Institute of Mental Health and the Journal of
communication though small portrayed an undeniable correlation between violence exposure (in
the forms of language and media social interactions) and actual violence involving both actions
adolescents are blatant yet such shifts are consistent with a myriad of other factors, from rising
video game culture to an influx in stress and depression. The idea that everything has a price is a
common saying in economics, and the price of technology and convenience, though not
monetary is still significant. As technology becomes even more advanced, projected casual
“violent” language and their associated catastrophes will likely increase. Yet just as with the
United States “war on drugs” campaign started by Richard Nixon in 1971, the most important
first step is educate consumers the negative impact this shift in language and societal values may
and observational learning (for the young) in halting the epidemic on casual “violence, cancer
and suicide”. At the same time, improved social support system and reducing depression and
other factors linked to causing shifts in language serves as a great start in reverting what has
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