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6 January 2026

Popular Culture in a Digital Society: Nine Paradoxes

Department of Sociology, Anthropology, and Philosophy, Northern Kentucky University, Highland Heights, KY 41099, USA
This article belongs to the Section Social Sciences

Definition

This entry, which identifies nine paradoxes particular to popular culture in a digital society, begins by distinguishing art and culture, since scholars have historically relied on these terms to differentiate popular culture, mass culture, and mass art. Digital societies, which exist both online and offline, are awash in digital products such as LED signs, digital imagery, video games, film, podcasts, and social media. In a digital society, popular culture is effectively “mass art,” which exhibits five properties: (1) digital media’s low-cost products and low-skill tools are (2) created and distributed to appeal to as broad a cultural sector as possible (qualitative) and thus aim to (3) attract consumers (quantitative) who capably enjoy and deploy cultural content both (4) offline and online, yet “popularity” ultimately depends on (5) efforts to maximize unity and minimize fragmentation. Except for localized events, popular culture has largely disappeared, while mass art will likely flourish until human beings clamor once again for firsthand experiences or go extinct. The next frontier will be finding ways to prevent artificial intelligence from producing cultural products, not because they will be terrible, undesirable, or fake, but because the culture-making process itself engenders human wellbeing.

1. The First Paradox: Deploying Algorithms to Target Audiences

Every historical era has exhibited an appreciable approach to popular culture. Popular culture includes activities, whether festivals, sports, dress, food-ways, street art, or entertainment that attract broad audiences because people deem them accessible and self-concordant, if not customizable. By contrast, folk culture is “the product of ‘a comparatively stable, traditional social order’,” which reflects “shared values (rather than embodying conflict), originates [from the] bottom-up, and enjoys relative stability over time” [1] (p. xxviii). Few popular culture scholars consider societies stable. Popular culture rather makes do with what is available. However, a popular culture associated with a generation, region, or ethnic group that lends practitioners their cultural identity effectively doubles as a folk culture.
Prehistoric examples of popular culture include the elaborate pictographs, petroglyphs, and large-scale geoglyphs drawn by ancient cultures inhabiting caves in southern France, the deserts of the Arabian Peninsula, and the American plains. The Greeks gathered around theater, festivals, music, poetry, and food. Apparently, the Athens of ancient Greece celebrated 120 festival days a year [2], while the world’s oldest ongoing festivals include the New Year’s festival Navruz, the Jewish celebration of Passover, and Holi, the Festival of Colors, celebrated annually in India since the 4th century. The medieval age added rituals, parades, and fireworks. The 19th century saw the rise of story papers, serial books, and pulp fiction. The 20th century witnessed the arrival of cartoons, graphic novels, anime, manga, murals, graffiti, street art, alongside music recordings (from wax to tape to mp3s), movies (from film to video to mp4s), TV, and cable TV, which was initially billed as “advertising-free.” However, the routine digitization of what was once considered popular culture effectively transforms popular culture into what Noël Carroll termed “mass art” [3], whose current distribution mechanism is primarily the internet. While popular culture commands people’s presence, mass art accommodates their remote access.
So long as algorithms are used to identify potential target audiences, mass art can never be as popular as yesteryear’s radio, albums, cinema, television, or publishing. Consider that 40–50 million Americans tuned in weekly during the 1970s to watch the sitcom “All in the Family” when the US’s population was 60% of its present size. So long as no two people are dished up the same menu of cultural options, media distribution is a niche business (distributed to targeted consumers). Online content that fails to reach the broader public diminishes its chances of gaining popularity. When society is so fragmented that so few people share, let alone appreciate, similar cultural experiences, can anything count as popular? For example, Jimmy Kimmel’s “return” on 23 September 2025 garnered 6.3 million live TV views, whereas 29 million people streamed it later. Either way, does a total of 35 million global viewers in a world of 1.53 billion English speakers exemplify popularity? Similarly, a New York Times “best seller” typically sells between 10,000 and 100,000 copies in a year, an even tinier fraction of the number of potential consumers.
While “entry costs” have historically proven the biggest barrier to popularity, these days, fragmented audiences risk rendering popular culture obsolete. So long as we value popular culture’s capacity to unite people, data collection meant to identify and target “siloed” viewers proves counterproductive. Social media exacerbates this problem by cordoning off people into small cliques. In attempting to dominate the private and the political spheres, social media has set the stage for worldliness to spin out of control, causing the public square to unravel into an intangible web that manufactures, though it claims to mirror, public opinion [4] (p. 678).
This entry continues with a discussion of the distinction between art and culture, which relates to how scholars have historically differentiated popular culture, mass culture, and mass art. Digital societies exist both online and offline, since digital products, whether LED signs, digital imagery, video games, or film, are fixtures of our ordinary world. As it turns out, there are at least eight additional paradoxes associated with popular culture in a digital society. Effectively “mass art,” popular culture in a digital society exhibits five key properties: (1) digital media’s low-cost products and low-skill tools are (2) created and distributed to appeal to as broad a cultural sector as possible (qualitative) and thus aim to (3) attract consumers (quantitative) who capably enjoy and deploy cultural content both (4) offline and online, yet “popularity” ultimately depends on 5) efforts to maximize unity and minimize fragmentation.
Paradox 1.
Digital societies employ algorithms to identify target audiences and direct relevant content, which further fragments the public, thus making “popular culture” increasingly unattainable.

5. The Fifth Paradox: Disembodied Immersion

In the artworld, immersion means that the artwork, whether installation art or video art, envelops people’s bodies. In terms of popular culture, one imagines either a parade, a concert with concertgoers moving to music, or a festival such that spectators are completely surrounded. With digital art, the physical experience associated with “immersion” is replaced by a focused attention that makes participants feel present (in a particular place), despite “there being no there there.” Although the immersion associated with mass art, whether films, television, VR, or video games, is “disembodied,” their respective soundtracks prove immersive. Thanks to recent technology, sound systems avail embodied sounds on par with live concerts, which has made “speaker hugging” a popular rave activity.
Pioneered by Lucas Film in 1983, the THX system tests a theater’s “surround sound” effect for films recorded with both digital and analog (stereo) sound. No doubt, surround sound feels immersive, since spectators easily sense horses galloping nearby. According to THX’s website,
Unique to every THX Certified Cinema is the THX “baffle wall.” If you were to peel away the screen at any THX Certified Cinema, you will see a massive wall of speakers housed in an acoustic baffle. The baffle wall is approximately the same size as the screen, providing a solid, smooth and uninterrupted surface to distribute sound throughout the auditorium. It produces a large sound image and accurately tracks sound elements with the onscreen action. This makes panning shots and off-screen sounds more believable and natural, helping to pull audiences into the storyline. Without a baffle wall, sound is uncontrolled—producing a weak, uneven image.
[17]
Despite mass art’s disembodied reality, sound makes it feel “immersive.” Even so, mass art scholars use the term immersion to mean “total disassociation from reality.” When it comes to video games, scholars typically take the idea of immersion for granted. Consider this thesis sentence, “One of the most pleasurable aspects of video games is their ability to induce [emphasis mine] immersive experiences” [18]. According to Michailidis et al., users rate video-game immersion via a questionnaire. Immersion entails “concentration, loss of time perception, a balance between the player’s skills and the game’s demands, and loss of self-awareness” [18].
They add, “Toward a more precise identification of experiential intensity, it is critical to quantify an immersive episode by its duration, latency (time taken to trigger the episode), intensity, and frequency of breaks (how often the episodes are interrupted)” [18].
Moreover, immersion ranges from engagement to engrossment and finally total immersion. According to Brown and Cairns [19], “engagement and engrossment—which encompass physical and emotional investment in the game, loss of self-awareness and sustained attention—prime the experience of presence.” To explain this phenomena, Gernot Böhme remarks how “the materiality of an object casts a sensory spell, independent of its material origin. This perspective challenges the conventional view that an object’s significance is confined to its functional or structural properties. Instead, materiality operates autonomously, producing aesthetic and emotional effects and affects that extend beyond utilitarian purpose” [20]. No doubt, sound technology plays a huge role in priming the experience of presence.
Nikhil Sangotra notes that Felix Zimmermann and Christian Hubert, who designate “walking simulators” a video game genre, “employ Gernot Böhme’s concept of The Language of Stage Setting to theorize how intentionally curated virtual spaces legitimize and elucidate the affective responses elicited by such games. They position 18th-century English landscape gardens—spaces designed for aesthetic immersion rather than utility—as historical analogs to what they term ‘awareness spaces,’ a framework they contrast with the predominantly functional design of conventional video game environments” [20]. With most games, the environment creates the game’s constraints: “walls demarcate boundaries, foliage enables stealth, and terrain dictates movement. These elements remain subordinate to gameplay mechanics, their materiality rendered invisible under the demands of interactivity” [20].
Sangotra appears to recognize the paradox I’ve identified here: “if physical gardens and virtual worlds both stage materiality to produce affect, how do we reconcile the ontological divide between tangible objects (a tree’s bark) and digital signifiers (a polygon textured as bark)? This ontological ambiguity of digital objects—and the challenge of conceptualizing their materiality—invites a deeper philosophical inquiry” [20]. Böhme’s book The Aesthetics of Atmospheres applies the notion of atmospheres to explain how acoustic atmospheres make virtual experiences such as film and video games seem real. Sangotra notes that “Böhme suggests atmosphere is not background but totalities and extends his claim by saying that atmosphere is something that reaches outside the aesthetic text and does not limit itself to the object. It encompasses the text and the viewer together in a spatial organization or in other words, it binds the perceiver and the perceived text in a unity” [20]. This perceived sense of “unity” captures immersion’s disembodied reality that mass art scholars tend to take for granted.
Sangotra taps Laura Marks to frame spectators’ dual state: “we are both ‘inside’ the film’s world (feeling its textures as if they were our own) and ‘outside’ it (aware of our physical presence in a theater or living room). This duality prevents total absorption, maintaining a delicate balance between immersion and self-awareness” [20]. Moreover, “this reciprocal relationship fosters what Marks calls an ‘erotics of looking’—a term that captures the intimate, collaborative exchange between viewer and film,” which accommodates Carroll’s denial of the passive/active distinction that originally distinguished popular culture and “genuine culture.” Sangotra praises video games’ ability to “synthesize environmental storytelling with player agency, crafting worlds that are both narrative spaces and participatory playgrounds” [20]. Much like the “paradox of emotion” such that fiction readers experience real emotions despite not having had an actual experience, video game players experience immersion while having virtual experiences.
Paradox 5.
Video games are distinguished for their ability to induce immersive experiences, yet such experiences are rather “atmospheres,” figments of disembodied imaginations.

6. The Sixth Paradox: Feeling Video Games

According to Sangotra, video games launch players into the beyond, enabling them to experience haptic feedback:
What fundamentally separates video games from cinema is interactivity—a mechanic that adds layers of embodiment inaccessible to other visual media. While film phenomenology helps unpack the affective power of games, modern-day game controllers with haptic feedback, e.g., the PlayStation 5′s adaptive triggers, deepen immersion by simulating tactile sensations: the tension of a bowstring, the crunch of gravel underfoot. This parallels 4DX cinema technology, where seats rumble and scents permeate the theater, yet gaming’s interactivity transcends such gimmicks by making the player an active agent within the world who participates with the environmental presence. Virtual reality (VR) takes this further, replacing physical bodies with digital avatars, yet even this disembodiment retains a paradoxical feltness—a reminder that perception is malleable, not fixed.
[20]
In Aesthetics and Video Games, Christopher Bartel distinguishes playing the game from playing with the game. To demonstrate the kinds of aesthetic experiences video games offer, he distinguishes three varieties of “gaming” experiences: (1) playing to win, (2) narrative/storytelling experiences, and (3) the dollhouse experience, which includes playing around with the game, trying to figure out novel ways to experience it, above and beyond the game designer’s intent [21]. With this last category, players have their own agendas/innovations over and above the designers’ intentions. Video game scholars distinguish “cheesing,” which means abusing what’s there, from glitches and limit breaking that they associate with narrative experiences. Imagine a player who is playing to win and thus figures out how to make their avatar, who ordinarily doesn’t fly, fly so they can ascend more rapidly to the finish line.
Nele Van de Mosselaer values video games that allow for transgressive play and even encourage “aesthetic disobedience” [22,23], a feature that is particular to both board and video games, so long as they are open-ended. Ordinarily, we apply the term aesthetic disobedience to artists who push themselves in a new direction, not participants, as is the case with video gamers. However, with video games, gamers who explore cheesing, glitches, and limit breaking bend the rules in order to remake the game to their advantage. The interactive nature of video games, and especially their hidden capacities and unknown outcomes, no doubt contribute to their overall popularity. Video games seem endlessly customizable. Another feature virtually unique to video games is they offer gamers the chance to “step out of physics,” that is, to experience something that defies the laws of nature. Much like the “paradox of horror,” such that film watchers are terrified, even though they know the images aren’t actual, video gamers’ bodies viscerally respond.
Paradox 6.
Despite being more filmic than real, video games’ combination of sound, interactivity, narrative, and spatiality engender haptic (felt) sensibilities.

7. The Seventh Paradox: Belonging/Connecting via Mass Art

As already noted, popularity is a matter of distribution. In a pre-digital society, word of mouth, marketing, and traditions served to attract enthusiastic participants. These days, social media and online influencers play a huge role in bringing people together to experience mass art. However, potential participants who are effectively siloed since they can only access material targeted to them, remain out of the loop. Being neglected prevents them from taking part.
In contrast to Carroll’s view that mass art is “designed to be accessible,” mass art is rather the kind of thing large numbers of people experience because they deem it accessible, even if it’s not, and anticipate that experiencing it will be rewarding. Just as eaters browse the internet to assess their perfect dining options, the internet offers handy tools such as TikTok videos, social media, and youtube.com videos for evaluating accessibility and thus boosting consumers’ access to cultural events of value. Consider that HD opera simulcasts and online streaming encourage rather than curtail ticket sales. Moreover, niche broadcasting in the form of streaming apps such as Hulu and Paramount+ tend to reach smaller audiences than “mainstream TV” once did, though their availing mass art to global audiences more than compensates for this.
Fans of television shows not only meet online to discuss their favorite shows, but they also suggest story lines that the writers sometimes incorporate. According to Alhan Arsal, “There was a time when fans were considered to be passive audience members who uncritically consumed whatever content they were fed by their favourite show. In recent times, this idea has been turned on its head, revealing new understandings of the role of fans in influencing the source materials of TV shows” [24]. He continues,
Henry Jenkins, one of the foremost scholars in the field of media and audience studies, believes fans are now active participants in the production of TV shows. Jenkins coined the term “convergence culture” to explain the evolution that led fans to become co-producers of official content, rather than just passive consumers. Due to the proliferation of technology and social media, there has been a cultural shift in how media content is consumed and produced, with media fans coming together online from all over the world and influencing the objects of their fandom through collective effort. In this new era, fans directly interact with and shape media alongside producers, blurring the line between the two.
[24]
Arsan identifies three ways fans influence television: (1) fan-driven plotlines (he offers the show Supernatural as an example), (2) power of social media campaigns (he cites Community, whose lack of popularity led NBC to cancel it after five seasons, yet an online campaign led to Yahoo’s streaming service picking it up for a sixth season), (3) streaming platforms and global fans (he points to the way streaming services enable shows that have “ended” to reach fresh audiences). Moreover, thousands of home entrepreneurs regularly conceive ever-new ways to lure online viewers to watch content they’ve simply recorded and posted to their personal YouTube channel. For example, Asian YouTubers regularly post popular MSNBC news shows on their channels to attract viewers, which not only earns them money, but lures viewers to watch some home movie at the tail end that features creatives showcasing their needlepoint or drawings.
In 1998, Carroll couldn’t have foreseen the way people today depend on technology, especially social media, websites, and YouTube to assess a given cultural activity’s accessibility and to share its viability. Moreover, cultural platforms transform artforms ordinarily not considered mass art, such as visual art exhibitions, street art, and public artworks, into mass art, once they are reproduced (depicted or discussed) “and distributed by a mass technology.” In privileging our watching broadcasts, listening to recordings, or viewing pictures, Carroll overlooked the way online discussions, websites, and podcasts transform otherwise autographic artworks into mass art. An anonymously written article, “TikTok Is Destroying the Sanctity of Art—Why No One’s Talking About It”, describes the limits of artists’ posting their art to TikTok, the primary issue being immediacy over longevity [25]. Not only are online platforms likely to reach many more people than would be reached without them, but people have historically experienced artworks more from pictures and recordings than from firsthand experiences, so people deem second-hand accounts legitimate alternatives. Similarly, festivals like Cincinnati’s Blink Light & Art Festival that attract millions of people to experience new videos projected onto the city’s street art, enable otherwise autographic murals to become mass culture, thanks to distribution via online platforms. Carroll’s view rightly characterizes mass art as affording customers access to something worth consuming, but definitions of mass art need not exclude autographic (unique) artworks, since online media renders autographic artworks allographic (editions). However, as the first paradox indicates, internet algorithms risk skewing and distorting distribution.
On another front, multiplayer online games bring strangers together to play games. Games like World of Warcraft enable thousands of participants to engage strangers in games. There are even cooperative games such as Among Us or Phasmophobia, where players work together to achieve objectives or solve mysteries. While mass art has the potential to attract loads of people, its popularity as mass art depends upon its capacity to keep people engaged.
Paradox 7.
Despite the fact that mass art is always remote (happening somewhere else), people depend on mass art both to connect with others elsewhere and to actively influence mass art.

8. The Eighth Paradox: Speeding Through Life

Map apps, such as Google or Apple maps, make it possible to do many more activities in a day than ever before. When visiting an unfamiliar city, we map out our route so that we circulate the city in the most efficient way, which means hitting the spots we want to visit when they’re both still open and offering the best deal, such as a happy hour or free visit.
Some might say there’s a tendency to surf cities the way we surf the internet, hopping from one event to the next. Would it be better to thoroughly engage a few sites, rather than trying to hit them all? Before the internet, tourists would have known only about the most well-known sites. With the internet, banal cultural activities loom as “not to be missed.” Not surprisingly, local citizens blame overtourism on the internet. According to Larry Brain, “The internet’s impact on trip planning and social media’s amplification of obscure places [has] reshape [d] tourism profoundly” [26]. He notes that using technology to curb tourism is more likely to boost it.
Virtual tourism offers the idea of “virtual vacations” that let people experience places from their own homes. Studies suggest that virtual reality could disrupt tourism, similar to the online shopping reshaping retail. However, the appeal of this is uncertain. In the 1960s, color TV wildlife documentaries were thought to cut down on travel to African reserves, but instead, sparked more demand for these in-person trips. Similarly, films shot in awesome locations—like New Zealand’s “Lord of the Rings”—often boost tourism rather than replace it. Virtual tourism could enhance anticipation, making “real” visits seem more desirable.
[26]
On a certain level, websites like Airbnb.com and booking.com exemplify mass art, since they too showcase creatives’ endeavors as rehabbers and interior decorators to a global public.
No doubt, there’s a “spillover effect.” Our regular surfing the internet for information has led people to believe that they can capably absorb way more information than people could forty years ago. As a result, cultural activities, whether exhibitions, festivals, or craft fairs, keep expanding, making it humanly impossible to take in all of the material at hand. Simply put, we’re over-stimulated, yet so long as over-stimulation is the norm, we actively resist avoiding stimulation. Incidentally, people used to discuss their cultural experiences with others, which helps people remember them. Increasingly, artworks exhibited in an exhibition seem more like data than objects. We walk around looking at things, trying to take in the experience, yet the vastness is beyond human absorption. It’s as if the curator’s need to demonstrate their vast knowledge (on par with the internet) of a particular subject requires a massive, though still incomplete (like the internet), exhibition, whose popularity is spurred by online testimonies and media hype. Like the dog wagging the tail, the need to generate online chatter stimulates the demand for bigger and more complicated cultural events whose online presence proves just as or even more satisfying, especially for armchair critics, than experiencing events firsthand.
Paradox 8.
The more mass technologies rehash yesteryear’s content for new audiences (younger generations and people living elsewhere), the more mass art is reduced to a consumer good.

9. The Ninth Paradox: Connecting Wellbeing and Mass Art

While our skill at using online tools to chart complex itineraries exposes us to many more cultural activities, which makes us feel efficient, it also puts us at greater risk of suffering FOMO (feelings of missing out), whose antidote is JOMO (living a quiet life, free from social media). Thanks to technology, we have greater access to cultural activities, yet some of us realize only so much is humanly possible. Is our 24-h online access to cultural activities around the world improving our wellbeing and sense of connectedness or does it pose a challenge to our wellbeing?
Although the psychological consequences are still regularly debated, one recently published research project examined “whether having (mobile) internet access or actively using the internet predicted eight well-being outcomes from 2006 to 2021 among 2,414,294 individuals across 168 countries” [27]. The eight indicators of wellbeing included: “life satisfaction, the extent to which individuals reported experiencing daily negative and positive experiences; two indices of social well-being; physical well-being, community well-being, and experiences of purpose” [27]. Using data originally collected from the Gallup World Poll, they found that 84.9% of the participants reported “positive and statistically significant associations between internet connectivity and well-being. These results indicate that internet access and use predict well-being positively and independently from a set of plausible alternatives.” It thus appears that human beings who have internet access register a greater wellbeing than those lacking internet access. One self-admitted limitation of Vuorre and Przybylski’s research is that they accepted “self-reporting” of internet use, while smartphone apps show a disconnect between self-reported and actual use [27].
That internet users cited positive assessments of wellbeing is hardly surprising, since wellbeing signals some combination of access and capacity [28] (p. 8), similar in affect to Hannah Arendt’s notion of freedom, where the “I will” and the “I can” coincide [29] (p. 451). Since the internet affords people information and skills, it’s no wonder people lacking internet access report lower wellbeing. A lack of internet access no doubt reduces people’s access to opportunities and capacities. Despite the generally positive association between internet use and wellbeing, Vuorre and Przybylski singled out young women for their negative associations.
We did, however, observe a notable group of negative associations between internet use and community well-being. These negative associations were specific to young (15–24-year-old) women’s reports of community well-being. They occurred across the full spectrum of covariate specifications and were thereby not likely driven by a particular model specification. Although not an identified causal relation, this finding is concordant with previous reports of increased cyberbullying (Przybylski & Bowes, 2017) and more negative associations between social media use and depressive symptoms (Kelly, et al., 2018; but see Kreski, et al., 2021). Further research should investigate whether low community well-being drives engagement with the internet or vice versa.
[27]
No doubt, people’s attitudes reflect their internet experiences. Those who have been victims of cyber bullying, hate speech, revenge porn, human trafficking, financial scams, identity theft, or trolling/online harassment, are less likely to report positive outcomes. These days, online crime is on the rise, while real-world crime is declining. I imagine those who have successfully used social media to reconnect with long lost friends, connected with peers in internet chat rooms, or played multiplayer games with strangers are most likely to report positive experiences.
But wellbeing isn’t simply a matter of internet access and greater capacities. As briefly noted above, popular culture generates wellbeing when its activities, in particular its opportunities for customization, favor self-concordance. Moreover, group activities related to popular culture tend to generate compensatory values that engender survival skills [28]. Unlike popular culture, even if mass art’s production is a team activity, its distribution and consumption are comparatively singular (targeted). I thus imagine that activities related to customizing mass art and broadcasting related results foster skillsets that boost access and thus engender wellbeing. But of course, such broadcasts risk illbeing should cyberbullies pan it.
Even Disney recognizes the need to customize and share, and thus stand to profit from affording their users such opportunities. During the November 2025 earnings report, Disney CEO Bob Iger remarked, “The other thing that we’re really excited about, that AI is going to give us the ability to do, is to provide users of Disney+ with a much more engaged experience, including the ability for them to create user-generated content and to consume user-generated content—mostly short-form—from others” [30].
Paradox 9.
Despite the rise of cybercrime, and the attendant fall in real-world crime, people who remain connected via their mobile devices report a greater wellbeing in eight different fields than those who remain unconnected.

10. The Upshot: Competing with Mass Art’s Customizing Tools

These days, the notion of popular culture is pretty much a misnomer. It may have meant something in the pre-digital era, but being popular is nigh impossible, though of course market domination still matters. Today’s consumers are rather drawn to mass art that is customizable. Consumers prefer to experience culture when they want and they desire customization opportunities that they can broadcast to their peers. All of these additional individualized actions not only compete in cyberspace for the attention spans previously afforded “popular culture,” but they compete for the attention once afforded rising pop stars. In an article titled “Why aren’t more pop stars being born?,” Chris Eggertsen offers several reasons for pop stars’ decline, such as “the practice of signing more artists at labels, to the lessening marketing power of radio, to increased competition for time and attention from video games and social media—with some sources concluding that expectations for mass market appeal should be lowered in today’s more fragmented media landscape” [31]. Eager to broadcast their views digitally, five participants who weighed in offered explanations that cohere with several identified paradoxes.
(1)
Exemplary of Paradox One, Reddit user itsyagurlb wrote, “Thanks to social media, our attention is too fragmented”:
We consume music differently now which also impacts how pervasive a song can be because of how individualized our streaming choices can be. Even in the age of iTunes, hits were more impactful because if you wanted to hear the hot new song, you might pay for it. Now? I can listen to a minute of the song on Spotify without any real investment and move on if I don’t vibe with it, and there’s been no ‘sale.’ [31]
(2)
Exemplary of Paradox Two, Reddit user @anneofthisland on the r/popheads thread remarks how TikTok has killed traditional artistic development in favor of making songs accessible:
TikTok isn’t set up to boost artists, it’s set up to boost individual songs…In the radio era, if a hit broke out, labels had significant sway to get that artist’s second and third songs in front of you … they couldn’t force you to like those songs, but they could force you to listen to them. But that’s a lot harder to do in the streaming/TikTok era. If you hear a song you like on TikTok, there’s a large chance you won’t hear that artist’s second/third singles unless you seek them out yourself [31].
(3)
Exemplary of Paradoxes Three and Seven, X user @fromage-enjoyer considers “customizability” an improvement over the years when radio and MTV dominated:
The current generation is winning. We aren’t stuck with whatever big labels want to shove down our throats thanks to the internet. That has them scared since they lose profits, but for the artists and consumers it’s great… Streaming pay outs need to be talked about, however [31].
(4)
Exemplary of Paradox Four, an unnamed Reddit user points out that record labels no longer develop/promote stars on purpose to prevent them from having to pay out big fees:
When you have stars that have a lot of momentum behind their career, and they have a lot of prestige, and they have a large and solid fanbase, they get to demand more from labels. If you have stars with much shorter careers… and shorter reigns in public interest, you don’t have somebody who can walk into a negotiation, and demand more on their side of the deal with the label [31].
(5)
Exemplary of Paradoxes Eight and Nine, Reddit user @moxieroxsox on the r/popheads thread notes how risk-averse record labels only sign people with pre-existing fanbases:
It took Rihanna 3 albums before she skyrocketed. Taylor Swift wasn’t taken seriously until what? Speak Now? Red? Ariana did Broadway and TV before she started music and she has the voice of a literal angel. Beyoncé spent years tailoring her sound, not to mention all the years she spent developing her abilities in Destiny’s Child [31].
Unlike yesteryear’s celebrities, films, books, television shows, and games, which easily garnered media attention (print, film, TV), today’s mass art producers must compete for attention with TikTok stars, social media influencers, creatives, as well as mass art consumers’ customized material. Our attention economy demands ever more attention, yet attention is not only a fixed commodity, but it’s in short supply. Hardly an infinite source, attention is quite literally spread across 6 billion people’s screens (73% of the world’s population as of October 2025) [32].
Except for localized events, popular culture has largely disappeared, while mass art will likely flourish until human beings clamor once again for firsthand experiences or go extinct. The next frontier will be finding ways to prevent artificial intelligence from producing cultural products, not because they will be terrible, undesirable, or fake, but because, quite frankly, the culture-making process engenders human flourishing.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Data Availability Statement

No new data were created or analyzed in this study. Data sharing is not applicable to this article.

Conflicts of Interest

The author declares no conflicts of interest.

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