The Growing Old-Tech Revival
The new-world tech is over-saturated, overstimulating, and a garden for discontent. Younger people who grew up with tech in their hands are feeling the digital world become stale. But if the sun sets, it’s bound to rise again.
This blog is dedicated to seeing how the new-tech and old-tech are merging to create a renaissance of older forms of communication styles given new life in the world of the digital.
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≻: Hello World!
Gen Z Media Fatigue – Why the platform is changing
If we’re going to talk about why and how generation Z is forging a movement to find new outlets of online communication, away from the standard social media practices, then we have to first understand why such a movement would be so pertinent in the first place. Why would a generation, like Lucifer himself, disown the god that made them, and willingly walk into the Hell of radio silence? Why would the generation that built their cultural communication on social media suddenly crave a new face?
If it isn’t broken, don’t fix it, right? Well, if you ask many people of generation Z, social media is broken, and has been broken for a very long time. It feels like it started when many of our beloved platforms became far more “corporate”. The term “corporate” is often used flippantly, without much meaning, But if you look at what attributes are being ascribed to this idea of a “corporate” social media platform, it is often attributing the actions that can be described solely as “Best for the company and its shareholders”. When YouTube began to censor work for advertisement purposes, that was a “corporate” move. When Elon Musk bought Twitter, “corporate” move. AI being shoved places where it doesn’t belong to the point where opting out of the function is basically unavoidable, massive “corporate” move.
When genZ was growing up, social media often read as “We are indifferent to you”; shady behavior can happen on a platform, but the platform is only responsible in a legal sense. However, what has been described above reads less like indifference, and more like an active display of dislike or degradation that reads as “We only care about you as cogs in a machine; we don’t mind making your experience worse because the people that pay us matter more than you”.
Because of the current state of social media, the immediate functions of social media have primarily left the average user’s experience. Connecting with friends doesn’t happen, viewing entertainment only partially happens, and many people are starting to realize that the most important aspects of an individual’s life is, more often than not, happening offline.
Social media has ultimately become a business, and it is stupid to think that young people are stupid enough to not see it. As a result, a massive movement towards shaking up the nature of communication methods used has become a movement in itself. From going analog to finding indie websites, younger generations are forging a new means of communication in order to take back the digital space.
Dumbphones – What Are They?
What is a dumbphone? Why are we being so mean to this phone by calling it dumb? And most importantly, is this the new face of phones?
No, it’s actually the old one!
“Dumbphone” has become the colloquial term for phones that are the opposite of smartphones in the most basic sense, they lack connection to the almighty internet!
This may seem like it would be harder to get one’s hands on, but in reality, it is incredibly easy. Not only are they still available with many modern retailers, but they are also still being made by old brands like Nokia, and new brands like Sunbeam Wireless.
Sunbeam Wireless is a small, independent company that is making new models of dumbphones that have varying features depending on the model, but the ultimate feature of all of them is no internet. The move that Sunbeam is making here makes their product far more functional, and by nature, holds a statement in their design. Many people feel scared to not have a smartphone out of fear of losing several functions, such as email, group text, music and other features. Sunbeam is creating models of phones that can still hold all of the functionality and minimal to none of the distractions.
But why? Why would people not only be making new dumbphones in 2026, but have a market for people to sell to?
This is a part of a larger consumer trend on the whole related to “going analog” that is being carried by younger people. Younger people are feeling a recorded discontent with their relationships with their phones, and, as a result, think it’s time to break up.
Many generation Z individuals in adulthood feel like a large amount of their childhood was taken by social media, or just simply believe that social media no longer holds the same function that it once did in their lives. As social media becomes far more of a business, people are opting out of being a consumer in their daily lives.
There have been many critiques of the analog trend, in the sense that it is being perceived as that, simply a trend, one that will fade as tech continues to be a necessity, but what is being seen here with dumbphones, is that innovation is still happening in analog. If there is a desire for a more convenient product, someone will come forth and produce that product. In the case of Sunbeam Wireless, or the very popular “Light Phone”, companies actively developed dumbphones meant to make the dumbphone experience more accessible. This can give analog fans hope that more merging of tech and analog will come through to make getting offline daily a more functional feat.
Neocities – The Future of the Web
Do you remember the very specific look of websites in the early 2000s? The way they looked was built on an older system of programming that has since become obsolete. But what if I told you there was a website bringing this old style back?
Neocities is a website hosting platform that was designed with old website coding in mind, giving an updated approach to a bygone system for a new age audience.
This is built on a growing trend based around indie, or independent web design. Many people have noticed that the internet has become heavily bought out by major companies and shareholders, making many websites obsolete or hard to find, inherently snipping the stems of connection.
Neocities is a platform in which that connection is building back up, as many people are using this platform to create websites that feel personal, and akin to a place that is less of a nostalgic exploration of the past, and more of an expansion and revamp of old practices that can bring us into the future.
One of my favorite sites is Monastery of St. Blamensir, a point and click adventure website that is just absolutely fun and based on middle ages artwork. But I also could just spend hours exploring the personal websites made online.
Many of these websites are personal ones, centered around sharing hobbies, interests, and personal works. As I explore these websites, I have noticed some massive differences between these blogs, as opposed to other blogs.
Firstly, the content is secondary to the orchestrator of the blog. As opposed to a platform like Tumblr, where you primarily engage with a user for their content, the blogs on Neocities are about sharing oneself, we are the content, or more appropriately, we are the art.
Secondly, there is a strong lack of fandom, but a large amount of community. Hypothetically, I can find websites based on tags, and some shows, games or movies might be searchable tags, but the primary use of tags is not to show you what the blog will be about, but rather the interests of the person making the blog. This de-centering of fandom feels innovative, and potentially progressive. While we all love our interests, the desire for more fandom, more spaces for official or fan work, and more of a desire to wrap ourselves up in content for our interests has cut out the connection we can have with someone based off of those interests. Also, that love for content has been a key reason why we have welcomed more corporate involvement in social media to begin with, because fandom became priority over community.
Lastly, these sites have such love woven into their code. They have such dedicated features, backdrops and content. These websites are proof that the digital space can hold room for art.
These websites hold such potential to be a new space for deeper communication in an impactful way. If you have a love for art, community or web design, I urge you to check out Neocities.
Internet Horror – Changing Fear and Technology’s Role
How do you talk to evil?
In the days before the 90s, you’d probably think of Ouija boards, staring at mirrors, or even, if you’re more of a realist, in the interviews of our most infamous iterations of human cruelty that once roamed this earth. But with the invention of the internet, not only did humans get a faster, vast and speedy form of communication, evil also got a new vessel.
It is important that “evil” in the world of online horror does not inherently hold a religious context, not yet, anyway. The early days of internet online horror stories were written in a way that reflected the ambiguity of the internet: You don’t inherently know where it comes from, what exactly it is, or how to reconcile with it, you just know that something about the image, or the video, or the text that you’re seeing on your screen is very, very wrong.
A great example of this is Smile.jpg, an internet story that talks about a jpeg image of a smiling dog that will curse you if you don’t spread it to other people, a chain mail story made into a horrifying reality. This story is an urban legend that has since fallen under the label “Creepypasta”, originally based on the term “Copypasta”, which was a proto-label for memes that someone will spam on a chat or comment section, creepypastas were the same, but they were short, online horror stories that were often under the posts of creepy images. These stories began to take on a life of their own, and started to develop into stories that went beyond the digital page.
One of the biggest examples of early analog horror was the online web series Marble Hornets, a franchise that took the online Creepypasta of Slenderman to an actual narrative story. The story is set more akin to a Blair Witch style horror, but with a major twist. While not the only way in which entities communicate with the audience, a huge visual factor that is designed to showcase to the audience that a supernatural force is being manipulated is through visual or auditorial editing that makes it seem like the footage is being warped in some unnatural way, using art to create a type of computer error that never should have naturally existed in the first place. This idea presents to an audience the idea that, beyond the inherent presence of a monster, something is naturally very wrong.
So, I reiterate, how do you talk to evil?
Analog horror, or the use of conveying horror through a perceived analog device seems to change that question, opting instead for the question: How does evil talk to you?
A lot of analog horror relies on the idea of research, of searching through old footage, files or other mediums, designed to present the idea of finding something hidden, an old evil that is being displayed safely through the screen. Newer analog horror, however, decides to take this a step further and showcases forms of media that are often warped forms of very commonplace communication: Public service announcements, emergency broadcasts, videos that were clearly meant to be seen by a series of people, that are telling you information that you, the viewer, know can’t be true, but make you wonder, why was evil lurking there in the first place?
Older forms of analog horror tend to focus on a type of fear of technology, asking us as the audience what horrors could be hidden in an abstract space like the internet, a place that has the potential to be as big as the mind itself. Newer forms of analog horror seem to hold more of a fear of the past, using older footage to convey to an audience that something from your memory isn’t fully correct, it’s warped. The fear presented in newer analog horror is more determined than anything by the 2020 Pandemic, a cultural shift that made and encouraged a lot of people to retreat inward, and feel the deep effects of isolation. These fears and these ideas are ultimately more reflective of the younger generation that spent a large amount of their early years on the internet, using that place less as a vast space they don’t know the rules to, and more of a dark reflection they know all too well. Many people say that a large chunk of horror comes from a fear of the unknown, and when it comes to the world of online, or analog horror, that is a half truth. We, as the audience don’t fully understand the eerie visuals upon first watch or engagement with a particular material, and that inherently creates a space of the unknown, but as we watch the material, it becomes clearer to us what that horror really is, and the more we understand it, the more a part of us slowly begins to dread it.
Horror is a genre that has existed practically as long as we have had cognizant thought to comprehend it, but the horror stories we see online are a special brand of horror that can only exist through the media sharing techniques of modern mechanisms and technologies. A lot of these stories are explicitly told through the medium of media, working to convey the sentiment that the media you are seeing is real. With this in mind, online horror is a feat that could only be achieved in this modern age of the internet.
Camdrome – My Favorite Marketing Campaign
On writing my last blog post, I was reminded of one of my favorite online horrors that was actually a marketing campaign that I haven’t seen before or since. How good was the campaign? Thirteen years later, I’m still talking about it! This is the story of Camdrome.
Back at the convention Pax Prime 2013, a gaming convention where new games were being presented, there stood something vile, not a booth, but a computer with a web cam, on top of trash cans, covered in blood.
The computer seemed to be running a software called Camdrome, a live chat website that showed glitching, gore and death at the hands of a mysterious masked figure. Fun for the whole family!
What later got people’s attention, however, was the fact that Camdrome seemed to have a website, and on top of that, a live Twitter, where it seemed like our masked figure was sending out messages and codes.
What would follow for the next 3-4 years would be an engaged game on Camdrome’s social platform of coding (language), coding (computers), and seemingly talking with something that may or may not be a human murderer run by a cult that is seeking to establish a new world order through Omegle with a Spirit Halloween rebrand.
In truth, this was something called an Alternate Reality Game, or ARG, a type of online engaged story or game that blurs the lines between reality and fiction. On the internet, this is so much more achievable than something in, say, a book or television. In some way, everyone is a character or “persona” of themselves online, so why is it so hard to believe that a video chat cult is posting their daily happenings on Instagram?
This practice has been done as a marketing campaign as early as this year, with the ad campaign for the movie Obsession, where it seemed like the warped version of the character Nikki was bleeding into reality. One of the most effective, and fully realized ARGs, was the ARG for the 2008 film The Dark Knight, where people were following Gotham’s “dark web” paper trail to get early images of the Joker, and go to local “Gotham” websites.
In reality, Camdrome was planned to be a video game, originally planned to be made by Edmund McMillan, the man behind games like Super Meat Boy. The game was planned to be akin to the game Night Trap, a game that was predominantly made with live footage. This explains why the footage was live action back at Pax.
How effective was the Camdrome marketing really? In my opinion, highly successful. I think people were talking about it all the way into 2020, and we still talk about it today. The only reason people lost interest was the fact that Camdrome’s twitter stopped posting. The momentum was there, and it is sad that we’ll never see it in full, but Edmund McMillan said he hoped to make Camdrome a reality, and it would make my kid self so happy to see all of that childhood anticipation realized, if not, I can always look to Camdrome for my own artistic inspiration for how to make an effective and engaging ARG platform.
If Edmund McMillan or the YouTubers that got me into Camdrome, like Night Mind, ever see this I hope they know…
llI’m watching you, tooll
How Can Modern Tech Be A Help Over A Hindrance With Mental Health?
It is very common to see people talk about mental health and talk about the negative aspects of how it influences our mental health for the worse rather than for the better, and it honestly has far more cited harm than help:
Phones are known to be addictive, social media fosters artificial and unhealthy attachments, and algorithms care about profit over the safety of the users, what else is new?
But, in my experience, the internet and technology on the whole has fundamentally helpful facets that can actually help one’s mental health.
First and foremost, access to resources. We are living in a time where people can access anything at any time and anywhere, so by doing so intentionally, we have more access to ever before than mental health resources. There has been a drastic shift in culture with the internet to make mental health resources a fundamental and free access point, and that has made mental health such a more obvious priority now more than ever.
People can access papers, lectures and studies on mental health that can help them to better understand themselves. Throughout history, people did not have access to knowledge relating to understanding mental health, but the growing access of information has made the ability to understand your situation has made self-awareness more possible, which is the start of any journey.
Though, it is important to recognize the difference between resources, the validity, accuracy and context of information, and studying papers is not the equivalent of getting trained help. But in a world where mental health resources have varying rates of affordability, building up a relative understanding of mental health, specifically your own speculative mental health, is a key factor.
Along with information, general connection is also much easier with technology. Instead of just hotlines, now there are online support groups, servers, and supplementary resources that can serve as a platform and way to foster healthy support groups. Support is always touted as a huge factor in mental health and even physical health, but real life can have varying degrees of success when dealing with people in a healthy environment to foster connection. For example, if you are gay in a very homophobic environment, and that is putting stress on your mental health, forming a connection in real life can not only be a struggle, but in some cases life-threatening.
The internet has given people so much social mobility, and has given spaces for people who have historically had very little access to community in smaller areas. By fostering connections with real, human people online, while not a fix-all, it is a form of mental health, just as long as those connections are mutual, and not one-sided.
Lastly, one of the most ironic ways technology has fostered techniques to improve mental health, is the apps and mechanics they have developed to combat their own problems.
Screen-time apps, meditation apps, therapy apps. There are so many new applications designed to encourage a more healthy lifestyle, and many of them have proven to be effective, but you have to admit, it is kind of funny that they created a problem to sell the solution. Though, I can’t argue with what works.
I have a tendency to have struggling mental health that often manifests in physical symptoms, so maintaining my mental health is more than just something I’d like to prioritize, not doing so has historically caused what I often mistake for illnesses. With that in mind, technology is a paradox: In many ways, it has helped me process so many of my struggles, in other ways, it has been the cause of it. But if we focus on the aspects of technology that can genuinely help us, we can work to build on those areas and grow them into something more impactful than before.


