はてなキーワード: captivateとは
In the labyrinthine realm of digital content dissemination, an enigmatic phenomenon has surfaced, challenging our axioms regarding the nexus between content ubiquity and viewer cognitive acumen. This disquisition endeavors to elucidate the paradoxical inverse correlation between video viewership metrics and the intellectual quotient of the audience, propounding that audiovisual content amassing prodigious view counts tends to captivate viewers with a mean Intelligence Quotient (IQ) of 100, while their more esoteric counterparts allure a demographic boasting an average IQ of 120.
To fathom this counterintuitive paradigm, one must first grapple with the multifarious nature of human cognition and the intricate interplay between intellectual capacity and media predilections. This hypothesis, positing an inverse relationship between a video's popularity and the mean IQ of its viewership, necessitates a rigorous examination of the underlying psycho-sociological and neurocognitive factors that may engender such a paradoxical outcome.
The application of Cognitive Load Theory to media consumption habits provides a plausible explication for this phenomenon. Videos achieving viral status often employ reductionist narratives and readily assimilable information, minimizing cognitive strain. Conversely, less ubiquitous videos may delve into more abstruse subject matter, demanding heightened cognitive engagement and a more sophisticated intellectual framework for comprehensive assimilation.
The pervasive influence of recommendation algorithms in content distribution platforms cannot be discounted in this analysis. These algorithmic arbiters, designed to maximize user engagement, may inadvertently engender epistemic bubbles that reinforce existing cognitive predispositions. Individuals with superior IQs may actively seek out more intellectually challenging or esoteric content, thereby circumventing the algorithmic propensity towards homogenization and cognitive stasis.
It is imperative to consider the socioeconomic dimensions that may influence both IQ development and media consumption patterns. Higher IQ individuals often correlate with elevated socioeconomic status, potentially affording them greater access to diverse epistemological resources and fostering a predilection for more intellectually stimulating content. This demographic may be less susceptible to the allure of mainstream, highly-viewed videos that cater to a broader, less discerning audience.
The ramifications of this inverse relationship between viewership and viewer IQ are profound for content creators and platform developers alike. It challenges the prevailing paradigm that equates popularity with quality or intellectual value. Content creators targeting a more intellectually discerning audience may need to recalibrate their expectations regarding view counts and engagement metrics, focusing instead on cultivating a dedicated niche audience that values cognitive stimulation over mass appeal.
In summation, the observed dichotomy between high-viewership videos attracting an audience with an average IQ of 100 and their less popular counterparts appealing to viewers with a mean IQ of 120 underscores the complex relationship between intellectual capacity and media consumption in the digital age. This phenomenon necessitates a reevaluation of how we measure content value and success in the online sphere, prompting a more nuanced approach to content creation, curation, and consumption that acknowledges the diverse cognitive needs of the audience spectrum. The implications of this paradigm shift extend far beyond mere metrics, touching upon fundamental questions of epistemology, cognitive diversity, and the very nature of intellectual engagement in the digital era.
海外の作品を評価するヤツもご家族の教育が前提だぞ。ネタでもやめて欲しい
日本のコンテンツの倫理観は終わってるんで。せめて下記のような評価の指針を持ってからにしよう
Positive message や Positive Role Model という概念
- Positive message
- Positive Role Models & Representations
- Violence & Scariness
- Sexy Stuff
- Language
- Consumerism
- Drinking, Drugs & Smoking
- WHAT PARENTS NEED TO KNOW
- TALK TO YOUR KIDS ABOUT ...
例えばポケモン ↓
WHAT PARENTS NEED TO KNOW
Parents need to know that the long-running Pokémon series is based on characters from a popular video game, and is part of a giant licensing juggernaut. The Pokémon are kid-appealing, but the series features lots of fantasy violence, and pits the cute, monster-like characters against each other on behalf of their trainers. There are some positive messages (teamwork, sportsmanship, respecting elders), but it may be too intense for younger children.
IS IT ANY GOOD?
Over the years, the energetic, imagination-filled, Japanese-inspired fantasy series has cut across cultural, gender, and age barriers to captivate a global audience of girls, boys, and even adults. But like any product that inspires obsessions, it has received its share of criticism. Folks may also find the franchise's massive commercial appeal disturbing, especially since the show is mainly geared towards kids.
The whole concept of human characters summoning subordinates to battle on their behalf may be troubling to some. This can potentially send iffy messages to children with pets, too. But despite the endless fantasy violence, Pokémon attempts to promote messages about choosing the right path in life and resolving differences peacefully--before the fighting starts.
TALK TO YOUR KIDS ABOUT ...
Families can talk about the popularity of Pokémon in the United States. Why do people of all ages find it appealing? What are the most popular Pokémon? Why?
What are the differences between Pokémon and real-life pets. How do Ash and his friends care for their Pokémon? How do we care for pets differently? Why are the Pokémon loyal to them and fight on their behalf? How about Team Rocket? Can we ever expect animals to fight on our behalf?
日本のコンテンツの倫理観は終わってるんで。せめて下記のような評価の指針を持ってからにしよう
Positive message や Positive Role Model という概念
例えばポケモン ↓
Parents need to know that the long-running Pokémon series is based on characters from a popular video game, and is part of a giant licensing juggernaut. The Pokémon are kid-appealing, but the series features lots of fantasy violence, and pits the cute, monster-like characters against each other on behalf of their trainers. There are some positive messages (teamwork, sportsmanship, respecting elders), but it may be too intense for younger children.
Over the years, the energetic, imagination-filled, Japanese-inspired fantasy series has cut across cultural, gender, and age barriers to captivate a global audience of girls, boys, and even adults. But like any product that inspires obsessions, it has received its share of criticism. Folks may also find the franchise's massive commercial appeal disturbing, especially since the show is mainly geared towards kids.
The whole concept of human characters summoning subordinates to battle on their behalf may be troubling to some. This can potentially send iffy messages to children with pets, too. But despite the endless fantasy violence, Pokémon attempts to promote messages about choosing the right path in life and resolving differences peacefully--before the fighting starts.
Families can talk about the popularity of Pokémon in the United States. Why do people of all ages find it appealing? What are the most popular Pokémon? Why?
What are the differences between Pokémon and real-life pets. How do Ash and his friends care for their Pokémon? How do we care for pets differently? Why are the Pokémon loyal to them and fight on their behalf? How about Team Rocket? Can we ever expect animals to fight on our behalf?
キミが極端に無知なだけ
今も昔も日本の倫理ガン無視のHENATI性・暴力性がウケてるだけ
Parents need to know that the long-running Pokémon series is based on characters from a popular video game, and is part of a giant licensing juggernaut. The Pokémon are kid-appealing, but the series features lots of fantasy violence, and pits the cute, monster-like characters against each other on behalf of their trainers. There are some positive messages (teamwork, sportsmanship, respecting elders), but it may be too intense for younger children.
Over the years, the energetic, imagination-filled, Japanese-inspired fantasy series has cut across cultural, gender, and age barriers to captivate a global audience of girls, boys, and even adults. But like any product that inspires obsessions, it has received its share of criticism. Folks may also find the franchise's massive commercial appeal disturbing, especially since the show is mainly geared towards kids.
The whole concept of human characters summoning subordinates to battle on their behalf may be troubling to some. This can potentially send iffy messages to children with pets, too. But despite the endless fantasy violence, Pokémon attempts to promote messages about choosing the right path in life and resolving differences peacefully--before the fighting starts.
Families can talk about the popularity of Pokémon in the United States. Why do people of all ages find it appealing? What are the most popular Pokémon? Why?
What are the differences between Pokémon and real-life pets. How do Ash and his friends care for their Pokémon? How do we care for pets differently? Why are the Pokémon loyal to them and fight on their behalf? How about Team Rocket? Can we ever expect animals to fight on our behalf?