It’s a bright sunny day, and you’re riding your bicycle down the street, you turn a corner and bang! You just ran into the back of a car. Unable to walk, an ambulance takes you to the hospital, where you spend the next two weeks recovering.
This is the first time anything like this has happened to you, so from a legal standpoint, you’re unsure what to do. You immediately remember your friend Jackie was in a minor car crash and posted something about a lawyer on Facebook. So, you pull out your phone to see exactly what it was. She said, ‘totally recommend The Accident Lawyers, they are so technologically advanced”. Below the post was other people confirming this, liking and sharing her comment. They must be good, you thought! You go to their website, only to find they are located over a 1000 km’s away, but you send them an inquiry email anyway.
The response is instant, and you receive a basic game where you input information. You play the game which basically explains what happened to you in your accident and send it back. They are happy to take on your case, but you are still unsure as they are so far away. To reassure you, they organise someone to drop a virtual reality headset off at the hospital. You plug it in and you’re immediately in a virtual office having a meeting with the lawyer taking your case. They answer all your questions on a personal level and assure everything will be taken care of.
This may seem like the future, however, in this blog I will explain how this is law in digital media today.
Participatory Culture
We now live in a world where people do not just watch the news, but they look to the internet and sharing platforms to get their information. People can use their phone to access sites like Facebook, look at a company’s review, check the comments, ask questions, gather information and finally write their own review.
According to Jenkins, Ito & Boyd (2016), with the emergence of new digital and mobile technologies, a higher level of participatory culture has emerged. This has resulted in a boundless network of information, with the potential to reach further than any news site or advertisement. In conjunction with interactivity, which is a back and forth interaction between users through technology (Bucy & Tao, 2007), the internet has evolved into a highly collaborative intelligence.
This has both positive and negative effects when related to law. It opens an area of uneducated citizen journalists de-professionalising the law due to their insufficient background and knowledge. Alternatively, when used correctly, the interconnectivity and intercreativity of digital media allows users to converge on an area of law, leading them to a credible source.
Networks & Collective Intelligence
As technologies progress, the ability to share information faster and with more people becomes possible, ultimately breaking down barriers. According to McLuhan (2013), the evolution of electronic communication will result in a boundless global village, an idea he first published in 1964. A similar idea is, electronic communication will converge human experience everywhere, binding the world into a new form of community (Boorstin, 1978). With current digital technology, we are now well on track with these theories.
According to Castells (2000), the new social society is made up of many networks within the internet. These networks can start off small, constantly gaining users through the “bandwagon effect” and ultimately become very large and powerful like Facebook or Wikipedia. By being part of these networks, people are adding to the collective intelligence within them. According to Levy (1997), collective intelligence will enhance human knowledge, facilitating interaction, promoting participation and ultimately allow large databases.
With time and distance no longer an issue on platforms like Facebook, new communities are being formed. They give the user a sense of membership, influence, fulfilment and shared emotional connection. According to Oldenburg, and Brissett (1982), this can be defined as a “third place’, somewhere outside home or work, that gives the user wholeness.
It is very common for people to look at Facebook to gain information, as they look to their ‘friends’ for advice or help. This can be extremely helpful if you are a law firm trying to gain traction in an already established market. High advertising costs can be avoided by using networks to share your information far and wide. Additionally, a network of legal information is available to everyone with access to the internet. It can be shared within and between networks to help educate people that would not normally be exposed to such material.
Gamification & Virtuality
Many subjects, including law, can be complex, hard to understand and just plain boring. Gamification, augmented reality and virtual reality within these subjects is becoming increasingly prevalent. According to Interaction Design Foundation (2019), gamification incorporates game-like features into a non-game application to make them more engaging. If done correctly, it can make the most mundane task volunteer worthy. By incorporating this into law, people might want to learn the law and find it interesting and fun. Additionally, when incorporated into tasks like filling out multiple page forms, clients can complete the process feeling like they achieved something, ‘not just another form’.
Augmented reality is not very common within law. However, virtual reality is becoming more common within the business side of law. According to Jackson (2019), virtual reality is an immersive computer-controlled environment, where augmented reality is like VR with one foot out the door.
So why would law firms use VR? With distance and time restricting the information we share, VR holds the answer to interactive experiences. Law firms can conduct meetings within VR, giving both users a fully immersive experience and a strong sense of presence. According to Lombard, and Ditton (1997), there are six concepts of presence. Social richness, realism, transportation, immersion, a social actor with a medium and a medium as a social actor. VR can achieve many of these concepts very easily.
Security
There is more content on the internet now, than ever before. This opens up many security issues as personal information is now a commodity. According to The Economist (2014), engines like google have been tailoring ads to users for years. These tailored ads come from personal information that is left behind in your digital footprint or stolen from platforms like Facebook. According to the Economist (2014), data breaches stealing personal details are becoming more common.
For law firms to operate fully digital, it leaves them vulnerable to hacking personal and sensitive big data. However, the risk can be mitigated through educating employees, monitoring networks, and only running approved software (The Economist, 2014).
Digital Divide
Internet access is now an essential part of human life. The digital divide is often thought of as the inequalities and divisions of information within a networked society (Norris, 2001).
Australia and specifically Queensland rank high regarding digital inclusion. According to Telstra (2019), the capital to country gap is the lowest of all Australian states. This is important, as it allows users in remote areas the opportunity to be part of the growing network of communities we have on the internet. Ultimately allowing users to access information, lawyers and legal help. As Australia moves into the future, hopefully, the digital gap can be narrowed, and policy can be created to help users to share information that everyone has a right to use.
References
- Bardi, J. (July 3, 2019). What is Virtual Reality? Retrieved November 26, 2019, Retrieved from https://www.marxentlabs.com/what-is-virtual-reality/#:~:targetText=Virtual%20Reality%20(VR)%20is%20the%20use%20of%20computer%20technology%20to,to%20interact%20with%203D%20worlds.
- Boorstin, D. (1978). Republic of technology: reflections on our future community. United States: Harper and Row Publishers Inc. (New York, NY)
- Bucy, E., & Tao, C. (2007, May). The Mediated Moderation Model of Interactivity. Media Psychology, 9(3), 647–672.
- Castells, M. (2000, September). Toward a Sociology of the Network Society. Contemporary Sociology, 29(5), 693–699.
- Interaction Design Foundation. (2019). Gamification. Retrieved November 26, 2019, from https://www.interaction-design.org/literature/topics/gamification
- Jenkins, H., Itō, M., & Boyd, D. (2016). Participatory culture in a networked era: a conversation on youth, learning, commerce, and politics. Cambridge, UK: Polity Press.
- Lévy, P. (1997). Collective intelligence: Mankind’s emerging world in cyberspace. Cambridge: Perseus Books. (Cambridge, MA)
- Little brother. (2014, Sep 13). The Economist, 412, 3-S.4. Retrieved from https://search-proquest-com.ezproxy.bond.edu.au/docview/1561998765?accountid=26503
- Lombard, M., & Ditton, T. (1997, September). At the Heart of It All: The Concept of Presence. Journal of Computer‐Mediated Communication, 3(2).
- McLuhan, M. (2013). Understanding media the extensions of man. New York: Gingko Press. (New York, NY)
- Norris, P. (2001). Digital divide: Civic engagement, information poverty, and the Internet worldwide. Cambridge,UK: Cambridge University Press.
- Oldenburg, R., & Brissett, D. (1982). The third place. Qualitative Sociology, 5(4), 265–284.
- Telstra. (27 August 2019). Measuring Australia’s Digital Divide: The Australian Digital Inclusion Index 2019. Retrieved November 26, 2019, from https://digitalinclusionindex.org.au/wp-content/uploads/2019/10/TLS_ADII_Report-2019_Final_web_.pdf
- The Economist. (2014, July 12). Defending the digital frontier. Retrieved November 26, 2019, from http://www.economist.com/sites/default/files/20140712_cyber-security.pdf