8.2.1 Categorizing Technology

There is no one way of dividing technology into categories. Whereas once it might have been simple to classify innovations such as machine-based or drug-based or the like, the interconnected strands of technological development mean that advancement in one area might be replicated in dozens of others. For simplicity’s sake, we will look at how the U.S. Patent Office, which receives patent applications for nearly all major innovations worldwide, addresses patents. This regulatory body will patent three types of innovation. Utility patents are the first type. These are granted for the invention or discovery of any new and useful process, product, or machine, or for a significant improvement to existing technologies. The second type of patent is a design patent. Commonly conferred in architecture and industrial design, this means someone has invented a new and original design for a manufactured product. Plant patents, the final type, recognize the discovery of new plant types that can be asexually reproduced. While genetically modified food is the hot-button issue within this category, farmers have long been creating new hybrids and patenting them. A more modern example might be food giant Monsanto, which patents corn with built-in pesticide (U.S. Patent and Trademark Office 2011).

Anderson and Tushman (1990) suggest an evolutionary model of technological change, in which a breakthrough in one form of technology leads to a number of variations. Once those are assessed, a prototype emerges, and then a period of slight adjustments to the technology, interrupted by a breakthrough. For example, in terms of portable data storage, the first mainstream device was a floppy disk–a square, plastic object larger than a playing card, which in its final iteration held 1.4 megabytes of data (or less than a single high-resolution photo). Until the early 2000s, these were common formats, and students and professionals would regularly carry several of them. Floppy disks were improved and upgraded, then replaced by higher-capacity Zip and Jaz disks, which were then replaced by flash drives. This is essentially a generational model for categorizing technology, in which first-generation technology is a relatively unsophisticated jumping-off point that leads to an improved second generation, and so on.

Another type of evolution involves disruptive technology (or disruptive innovation), which is a product, service, or process that has a major effect on the operation of an entire industry, and/or may create new industries or new markets. In the example above, a disruptive technology might be the advent of cloud-based storage platforms like Google Drive and iCloud, which have significantly reduced the need for physical portable storage. Disruptive technology can create and destroy entire industries, sometimes in a rapid manner rather than in an evolutionary one. In one of the most famous examples, the advent of digital photography rendered film-based cameras obsolete; the change came quickly, and many companies could not adjust. In a similar manner, ride-sharing services have had a massive impact on the taxi and limousine industry. Emerging technologies such as blockchain, additive manufacturing (3D printing), and augmented reality are likely to have similar impacts. For example, if companies decide that it is more efficient to 3D print many products or components close to their destinations instead of shipping them from distant manufacturing plants and warehouses, the entire shipping industry may be affected.

The sociological impact of disruptive technology can be sudden. Digital photography, for example, resulted in the rapid decline of companies like Kodak, which had been stalwarts of the American economy and a major employer. Layoffs devastated cities like Rochester, New York. The advent of online music purchasing and subscription services resulted in the closure of thousands of record stores, both small businesses and large chains like Tower Records. Beyond the economic impact, these stores were often parts of the fabric of communities, places for fans to gather to explore and share music. Automation has likewise changed manufacturing and mining, resulting in severe job loss and drastic alterations in regions such as the Great Lakes, where many towns went from being part of the Manufacturing Belt to being part of the Rust Belt.

Sociology in the Real World

Violence in Media and Video Games: Does It Matter?

The cover of the Grand Theft Auto IV video game is shown.
Figure 8.5 One of the most popular video games, Grand Theft Auto, has frequently been at the center of debate about gratuitous violence in the gaming world. (Credit: Meddy Garnet/flickr)

A glance through popular video game and movie titles geared toward children and teens shows the vast spectrum of violence that is displayed, condoned, and acted out.

As a way to guide parents in their programming choices, the motion picture industry put a rating system in place in the 1960s. But new media—video games in particular—proved to be uncharted territory. In 1994, the Entertainment Software Rating Board (ESRB) set a ratings system for games that addressed issues of violence, sexuality, drug use, and the like. California took it a step further by making it illegal to sell video games to underage buyers. The case led to a heated debate about personal freedoms and child protection, and in 2011, the U.S. Supreme Court ruled against the California law, stating it violated freedom of speech (ProCon 2012).

Children’s play has often involved games of aggression—from cops and robbers to fake sword fights. Many articles report on the controversy surrounding the suggested link between violent video games and violent behavior. Is the link real? Psychologists Anderson and Bushman (2001) reviewed forty-plus years of research on the subject and, in 2003, determined that there are causal linkages between violent video game use and aggression. They found that children who had just played a violent video game demonstrated an immediate increase in hostile or aggressive thoughts, an increase in aggressive emotions, and physiological arousal that increased the chances of acting out aggressive behavior (Anderson 2003).

However, though the American Psychological Association and other researchers found an increase in aggressive tendencies based on video game play, several studies and conclusions indicated "scant evidence" that violent video games cause either physical violence or criminal behavior. Researchers have found correlations between those behaviors, essentially indicating that violent people may be more likely to play violent video games, but that still does not mean that video games cause violence.

The content of this course has been taken from the free Sociology textbook by Openstax