TecHedonism as metaverse in the future of Nigerian netizens’ sociopolitics

Main Article Content

Philip Ademola Olayoku https://orcid.org/0000-0003-0117-8778

Keywords

Philosophical hedonism, TecHedonism, Metaverse

Abstract

The hedonistic claim that the ultimate human motivation is the quest for pleasure and the avoidance of pain has been fundamental to philosophical discourses on human actions through different epochs. This reflects the fact that both pleasure and pain are central to existential realities. However, the contrasting nature of these phenomena reflects the need for coping mechanisms to overcome pain in order to attain pleasure. Therefore, this study applies the analytical method of critical discourse to explore Nigerian netizenship by creating a historical sociopolitical engagement through the comedy genre of entertainment. The study thus traces the transitions through different technological evolutions in the entertainment industry while positing that the Metaverse is the future of the sociopolitics of Nigerian netizens as a safer option for digital activism and for engaging in socioeconomic interactions.

Abstract 199 | PDF Downloads 500

References

Adesomoju, A. 2021. #EndSARS Protesters’ Accounts Remain Frozen Despite Expiration of Court Order. Premium Times, Sunday February 7. https://www.premiumtimesng.com/news/headlines/441158-endsars-protesters-accounts-remain-frozen-despite-expiration-of-court-order.html Accessed on April 16, 2022
Adetona, M. 2020. Nigerian Women at the Forefront of Protests over Police Brutality. AlJa Zeera, Saturday October 17. https://www.aljazeera.com/news/2020/10/17/nigeria-women-protesting-against-police-brutality Accessed on April 16, 2022
Adetunji, A. 2013. The Interactional Context of Humor in Nigerian Stand-Up Comedy. Pragmatics, 23(1): 1-22. https://doi.org/10.1075/prag.23.1.01ade
Andam, K. et al. 2020. Estimating the Economic Costs of COVID-19 in Nigeria. NSSP Working Paper 63. Washington, DC: International Food Policy Research Institute (IFPRI). https://doi.org/10.2499/p15738coll2.133846
Anton, C., C. Camarero and J. Rodriguez. 2017. Pleasure in the Use of New Technologies: The Case of E-book Readers. Online Information Review, 41(2): 219-234. https://doi.org/10.1108/OIR-10-2015-0331
Apeh, C. 2016. Values of Modern Technology to Electronic Media Management in Nigeria. LWATI: A Journal of Contemporary Research, 14(1): 167-178
Aristotle. 1893. Nicomachean Ethics. FH Peters Trans. 5th Edition. London: Kegan Paul, Trench, Truebner & Co.
Ayakoroma, B. 2013. The Rise of Stand-Up Comedy Genre in Nigeria. Abuja: Nico
Carmigniani, J. et al. 2011. Augmented Reality Technologies, Systems and Applications. Multimedia Tools and Applications, 51: 341-377. https://doi.org/10.1007/s11042-010-0660-6
Crisp, R. 2006. Hedonism Reconsidered. Philosophy and Phenomenological Research, 73 (3): 619-645. https://doi.org/10.1111/j.1933-1592.2006.tb00551.x
Dietz, A. 2021. How to Use the Paradox of Hedonism. Journal of Moral Philosophy, 18: 387-411. https://doi.org/10.1163/17455243-20213458
Ebelebe, B. 2017. The Impact of Digital Technology on Emerging Film Industries (Lessons from Nigeria). Doctoral Thesis submitted to the School of Humanities, Languages & Social Science, Griffith University
Eberendu, A. 2015. Negative Impacts of Technology in Nigerian Society. International Journal of Business and Management Review, 3(2): 23-29
Filho, E.J. and R. Dholakia. 2013. Hedonism as a Decision Factor and Technologic Usage. Revista Brasileira de Gestao de Negocios, 15(48): 343-361
Goodell, T. 1921. Plato’s Hedonism. The American Journal of Philology, 42 (1): 25-39. https://doi.org/10.2307/289396
Gottschalk, F. 2019. Impacts of Technology Use on Children: Exploring Literature on the Brain, Cognition and Well-Being. OECD Education Working Paper No. 195. Paris: OECD
Grider, D. 2021. The Metaverse. Stamford: Grayscale Investments
Heidegger, M. 1977. The Question Concerning Technology and Other Essays. (W. Lovitt, Trans.). New York: Harper & Row.
Ihua, B. 2021. Broda Shaggi, Mark Angel Comedy, Mr. Marcaroni & Taaooma Identified as Nigeria’s Top Digital Content Creators – New API Study. Press Release dated January8, 2021.
International Trade Administration (ITA). 2021. Nigeria – Country Commercial Guide. Washington: ITA. https://www.trade.gov/country-commercial-guides/nigeria-media-and-entertainment Accessed April 7, 2022.
Irenen, R. 2021. Nigeria: Exploring Incentives for the Nigerian Creative and Entertainment Industry. At https://www.mondaq.com/nigeria/music-and-the-arts/1134654/exploring-incentives-for-the-nigerian-creative-and-entertainment-industry- Posted November 24, 2021
Iyoboyi, M. and A. Na-Allah. 2014. ICT-Driven Growth and Diversification: The Case of Nigeria’s Entertainment Industry. Journal of Economics and Development Studies. 2(4): 255-268. https://doi.org/10.15640/jeds.v2n4a18
Javornik, A. 2016. Augmented Reality: Research Agenda for Studying the Impact of Its Media Characteristics on Consumer Behavior. Journal of Retailing and Consumer Services, 30: 252-261. https://doi.org/10.1016/j.jretconser.2016.02.004
Javornik, A. et al. 2021. Strategic Approaches to Augmented Reality Deployment by Luxury Brands. Journal of Business Research, 136: 284-292. https://doi.org/10.1016/j.jbusres.2021.07.040
Kool, V.K. and R. Agrawal. 2016. Technology and Hedonism. In: The Psychology of Technology, Kool VK and Rita Agrawal (Eds). New York: Springer, Cham, 253-304. https://doi.org/10.1007/978-3-319-45333-0_6
Laeeq, K. 2022. Metaverse: Why, How and What. Unpublished presentation dated February 10, 2022
Lawal, T. 2021. Nigeria: Media and Entertainment to hit $15bn by 2025. The Africa Report, Friday October 1 www.theafricareport.com/126644/nigeria-media-players-are-creative-and-cash-rich/ Accessed April 4, 2022
Luo, J., C. Lam and H. Wang. 2021. Exploring the Relationship Between Hedonism, Tourist Experience, and Revisit Intention in Entertainment Destination. Sage Open, 11(4): 1-11. https://doi.org/10.1177/21582440211050390
Makarov, A. 2022. 10 Augmented Reality Trends of 2022: A Vision of Immersion. Georgia: Mobidev
Maton, Y. 2018. The Nigerian Entertainment Industry (Nollywood) Culture and Society Being. Sociology and Anthropology, 6(8): 657 -664. https://doi.org/10.13189/sa.2018.060804
Mitali, T. 2021. Capture is Pleasure. In: Your Computer is on Fire, Thomas S. Mullaney, Benjamin Peters, Mar Hicks, Kavita Philip (Eds). Cambridge Massachusetts: MIT Press, 117-132
Moy, C and A. Gadgil. 2022. Opportunities in the Metaverse: How Businesses can Explore the Metaverse and Navigate the Hype vs. Reality. New York: JP Morgan Onyx
Mystakidis, S. 2022. Metaverse. In Azar, Ahmad and Raffaele Barretta (eds). E Encyclopedia. Basel: MPDI 486-497. https://doi.org/10.3390/encyclopedia2010031
National Bureau of Statistics (NBS). 2021. Nigerian Gross Domestic Product Report Q3 2021. Abuja: NBS
Nwankwo, I. 2015. From Court Jesting to Microphone Comedy: Towards a History of Nigeria’s Stand-up Comedy. ANSU Journal of Theatre and Humanities, 1(1): 48-67
Ojomo, O. and O. Sodeinde. 2021. Social Media Skits. Reshaping the Entertainment Experience of Broadcast Audience. Sage Open, 1-13. https://doi.org/10.1177/21582440211032176
Olorunyomi, S. 2003. Afrobeat!: Fela and the Imagined Continent. New Jersey: Africa World Press
Omoko, P. 2019. Orality, Humour and the Rhetorical Discourse of Stand-up Comedy in Nigeria. Tropical Journal of Arts and Humanities, 1(2): 1-16
Onuzulike, U. 2009. Nollywood: Nigerian Videofilms as a Cultural and Technological Hybridity. Intercultural Communication Studies 18(1): 176 – 187
Oza, P. 2015. Visual Media: Young Readers’ Pleasure Shift from Page to Screen. Media Research and Communication Journal, ISSN 2394-7594
Plato. 2004. Protagoras. Ithaca: Cornell University Press. https://doi.org/10.1017/S2753906700000917
Soukup, C. 2009. Techno-Scopophilia: The Semiotics of Technological Pleasure in Film. Critical Studies in Media Communication, 26 (1): 19-35. https://doi.org/10.1080/15295030802684026
Tanenbaum, J. et al. 2013. Democratizing Technology: Pleasure, Utility and Expressiveness in DIY and Maker Practice. Paper Presented at the CHI 2013 Conference on Human Factors in Computing Systems, April 27-May 2, 2013 in Paris, France. https://doi.org/10.1145/2470654.2481360
Taquet, M. et al. 2016. Hedonism and the Choice of Everyday Activities. PNAS, 113 (35): 9769-9773. https://doi.org/10.1073/pnas.1519998113
UNCTAD. 2021. Digital Economy Report 2021. Cross-border Data Flows and Development: For Whom the Data Flow. New York: United Nations Publications
Veenhoven, R. 2003. Hedonism and Happiness. Journal of Happiness Studies, 4: 437-457. https://doi.org/10.1023/B:JOHS.0000005719.56211.fd
Virilio, P. 1989. War and cinema: The logistics of perception (P. Camiller, Trans.). London: Verso.
Xu, L., X. Yan and Z. Zhang. 2019. Research on the Causes of the “Tik Tok” App Becoming Popular and the Existing Problems. Journal of Advanced Management Science, 7(2): 59-63. https://doi.org/10.18178/joams.7.2.59-63