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Technological Constructions of Reality: An Ontological Perspective
Unformatted Document Text:  Running Head: TECHNOLOGICAL CONSTRUCTION OF REALITY well as cultural acceptance of technology (Lu, 2008; Pedersen, 2008). The third component listed above asserts that because of the availability of multiple modes of interaction, technology users come to view their communicative realities in other communication contexts (i.e. interpersonal face-to-face) to have the same hypermediated characteristics and interact with others as they would in a hypermediated context. The cognitive use of “spare-time” is not efficiently used when an individual speaks with one person face-to- face while text messaging another person via mobile technology instead of developing a richer communication experience with the face-to-face individual. Multi-tasking through multiple communication channels to engage in separate and different conversations simultaneously is now viewed as efficient communication when in fact it creates a reality of leaner communication where the individual is fragmenting her attention span and communication skills to the detriment of all conversations. Depending on the exposure and usage of new media technology, people will have different constructs of reality to coincide with the types of technology they use. Through the existence of new media and hypermedia, consumers perceive reality itself to be high-speed, instantaneous and boundless, consequently shifting perceptions of time itself from historically linear to chaotically, non-linear. This relationship in turn creates generational differences between media users based on the media dependency of each generation (generation, again, being defined as individuals bonded together through shared technological experiences). The more dependent and consumptive a user is of hypermedia technology, the greater the influence it will have on that person’s construction of reality. Hypermedia generations can be looked at in three distinct ways: low, moderate, and heavy usage. Low hypermedia usage consists of no to low access users, if the availability of the 21

Authors: Vincent, Cindy.
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Running Head: TECHNOLOGICAL CONSTRUCTION OF REALITY
well as cultural acceptance of technology (Lu, 2008; Pedersen, 2008).  
The third component listed above asserts that because of the availability of multiple 
modes of interaction, technology users come to view their communicative realities in other 
communication contexts (i.e. interpersonal face-to-face) to have the same hypermediated 
characteristics and interact with others as they would in a hypermediated context.  The cognitive 
use of “spare-time” is not efficiently used when an individual speaks with one person face-to-
face while text messaging another person via mobile technology instead of developing a richer 
communication experience with the face-to-face individual.  Multi-tasking through multiple 
communication channels to engage in separate and different conversations simultaneously is now 
viewed as efficient communication when in fact it creates a reality of leaner communication 
where the individual is fragmenting her attention span and communication skills to the detriment 
of all conversations.
Depending on the exposure and usage of new media technology, people will have 
different constructs of reality to coincide with the types of technology they use.  Through the 
existence of new media and hypermedia, consumers perceive reality itself to be high-speed, 
instantaneous and boundless, consequently shifting perceptions of time itself from historically 
linear to chaotically, non-linear.  This relationship in turn creates generational differences 
between media users based on the media dependency of each generation (generation, again, 
being defined as individuals bonded together through shared technological experiences).  The 
more dependent and consumptive a user is of hypermedia technology, the greater the influence it 
will have on that person’s construction of reality.
 Hypermedia generations can be looked at in three distinct ways: low, moderate, and 
heavy usage.  Low hypermedia usage consists of no to low access users, if the availability of the 
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