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The Clash of Two Kingdoms: The Virtual World and God's Kingdom

  • Writer: mmihpedit
    mmihpedit
  • 4 days ago
  • 18 min read

Updated: 3 days ago


Gospel Moon(Co-Director of MMI)


Media Is Like Air


Over 5.5 billion people around the world use smartphones (DataM Intelligence, 2023), and 67.4% of the global population is connected to the internet (International Telecommunication Union, 2023). In Korea, 95% of the population uses smartphones, spending an average of 5 hours a day on them (Korea Communications Commission, 2023). The number of devices capable of consuming media content is increasing exponentially.


Global Internet Device Penetration Rate (Figure = Busniess Insider)
Global Internet Device Penetration Rate (Figure = Busniess Insider)

Media Is the Message


Let us first ask: what is media? The word "media" derives from the Latin word "medium," meaning "middle." Media stands between the speaker and the listener and always contains the speaker's intent—its message. Thus, every medium inevitably delivers a message to its audience, consciously or unconsciously (McLuhan, 1964). Media, like air surrounding us, constantly conveys messages.


Development of Media


Media has continually evolved and will continue to do so. Every technology advances with a clear direction. Just as modes of transportation have progressed to carry more people and move faster, media evolves to deliver messages more effectively.

The invention of writing and the printing press dramatically improved the accumulation and distribution of knowledge. The development of the radio, which could transmit sound via electromagnetic waves, not only increased the speed of information dissemination but also allowed for the communication of emotion that text alone could not convey. Television combined all of these capabilities visually, and the rise of the internet made it possible to access information anytime, anywhere.

In short, media is the message. And media continues to develop in a direction that better delivers that message—faster, to more people, and with greater realism.

Media has progressed from text → audio → video → multimedia → metaverse. This technological advancement has radically transformed how we live. A comparison between life before the launch of smartphones in 2007 and today reveals just how much things have changed. With the spread of smartphones, people can now connect to the internet anytime, anywhere, consuming vast amounts of content at will.


Clash of Values


With the explosion of media content comes an explosion of messages—each influencing our values. Values, the standards by which we judge right and wrong, are shaped by messages we receive.

God created the world through His Word and gave us guidelines to live by. But Satan presented a different message through the serpent, shaking Adam and Eve's values and leading them to disobey. Since then, the order of the created world has been disrupted by falsehood.

In a world created by God’s Word, that Word is the ultimate truth. Satan challenges that truth with lies. This is by no means a coincidence. The sinful nature of humanity, which desires what is pleasing to the eyes and desirable for gaining wisdom, leads us to follow the lust of the flesh and the pride of life.


Omnipresence and Media


God’s Word became flesh and dwelled among us. Believers have received the indwelling Holy Spirit who guides them. But Satan cannot dwell within us. To exert influence, he needs a tool that is omnipresent.

Unlike God, Satan and his angels are not omnipresent. Therefore, he must rely on omnipresent tools—like ubiquitous media devices—to spread his messages.

How then does Satan deliver messages in opposition to God's Word? God is the Word, and the Word became flesh and dwelled among us. For those who believe in that Word and are saved, the indwelling Word—namely the Holy Spirit—has come. God gives the Holy Spirit to all who believe in Him, and the Spirit dwells within them, guiding them on the right path.

But Satan cannot dwell within us. Therefore, in order to deliver his messages and exert influence, Satan needs a tool that can be present everywhere.

When Daniel prayed, his prayer was answered immediately. However, the angel Gabriel, who was bringing the answer, was delayed for 21 days because he was blocked by opposition. Gabriel, like all angels, is not omnipresent. If he is there, he cannot be here. The same is true for Satan, a fallen angel. Unlike the omnipresent God, Satan is not omnipresent. Thus, to fulfill his will on earth, Satan needs a tool that can be everywhere and effectively convey his message.

The concept of the “Internet of Things” (IoT), which aims to connect everything to the internet, stems from the idea of “ubiquitous computing”—being connected to the internet anytime, anywhere. The word “ubiquitous” comes from Latin and means “omnipresent.”


The Chatter of Media


Media doesn’t just communicate efficiently; it increases the volume of information at an explosive rate.


Trends in Global Data Volume Growth (Figure = IDC, 2018)
Trends in Global Data Volume Growth (Figure = IDC, 2018)

It is said that 90% of the world's data was created within just the past two years. Platforms like YouTube, Facebook, Twitter, and Instagram generate astronomical amounts of content every minute (Visual Capitalist, 2020). The explosion of content means an explosion of messages. But these are not neutral or harmless.

Research shows that teens exposed to sexual content on TV were more likely to experience teenage pregnancy (Collins et al., 2008). Another study showed that students who watched positively framed media portrayals of homosexuality became more accepting compared to those who watched neutral or negative portrayals (Jo et al., 2021). The American National Election Study (ANES, 2025) reported that support for homosexuality in the U.S. rose from under 30% in 1988 to nearly 48% by 2012. This is by no means a coincidence. The sinful nature of humanity, which desires what is pleasing to the eyes and desirable for gaining wisdom, leads us to follow the lust of the flesh and the pride of life.



Public Perception on Same-Sex Marriage in the U.S. Blue represents support for homosexuality, and red represents opposition. (Figure = FIVETTHIRTYEIGHT)
Public Perception on Same-Sex Marriage in the U.S. Blue represents support for homosexuality, and red represents opposition. (Figure = FIVETTHIRTYEIGHT)


Digital Migration


The development of media has laid the foundation for a more realistic form of media known as the metaverse. The term "metaverse" is a compound of "meta" (meaning "beyond") and "universe," and can be defined as a virtual world constructed to replicate reality. This virtual space is characterized by real-time interactivity, unlike platforms like YouTube that offer pre-recorded content. In the metaverse, users—represented by avatars—engage in communication, meetings, and even economic activities.

This real-time interaction creates a form of social pressure, making it difficult not to participate. It's like how nearly everyone in Korea uses KakaoTalk. To engage in conversation, one must use the app. Likewise, if meetings take place within the metaverse, people must join in to participate socially.

Second Life, a prototype of the metaverse launched in 2003, envisioned an ideal world where anyone could be anything and do anything—offering equality and freedom. It attracted those dissatisfied with reality and longing for liberation into a new life.

The digital transformation was further accelerated by the Fourth Industrial Revolution (announced at the 2016 Davos Forum), ultrafast internet infrastructure, cloud technology led by big tech, artificial intelligence (AI), and the shift to remote life brought on by the COVID-19 pandemic.

Zepeto attracted over 250 million users. Roblox has an average of 43.2 million daily users. Fortnite, with 350 million users, saw 12.3 million attend a virtual concert by Travis Scott, while 50 million gathered in Zepeto for a Blackpink fan signing. BTS earned 50 billion KRW from an online concert. On Roblox, 8 million developers have created over 50 million games—some earning tens of thousands of dollars monthly.

This new digital continent is sparking a mass migration—a digital gold rush.





The Metaverse


Since the outbreak of COVID-19 and the shift to a contactless society, the metaverse has been one of the fastest growing and most heavily invested sectors. According to global management consulting firm McKinsey, the metaverse is projected to become a $1.5 trillion market by 2030.

Of course, the metaverse market, once overheated, has seen a cooling of expectations. Meta's stock, for example, dropped by $200 billion in a single day, contributing to widespread skepticism. However, this is not unlike the dot-com bubble of the late 1990s. Back then, vast sums were invested in internet-based companies amid optimistic forecasts about a digital future. When that future didn’t materialize quickly enough, the inflated hopes burst like a bubble.

But now, we live in that very internet-driven world—made possible by the expansion of broadband infrastructure and the spread of smartphones. What was once considered a speculative bubble is now our everyday reality.

Today, while skepticism surrounding the metaverse persists, what truly matters is the direction of progress. NVIDIA has declared the metaverse as its corporate vision. Facebook rebranded as Meta, signaling its shift in corporate identity. Microsoft acquired a game company for 68.7 billion USD (KRW 92 trillion) to accelerate its metaverse development. Apple is developing augmented reality (AR) glasses to offer immersive experiences. The metaverse has become a battlefield among big tech giants.

This massive movement cannot be stopped by temporary doubts or isolated setbacks.

Big Tech Companies' Expansion into the Metaverse (Chart = Beautiynury, 2021)
Big Tech Companies' Expansion into the Metaverse (Chart = Beautiynury, 2021)

Empire of Platforms


As seen in the companies mentioned earlier, creating a metaverse platform is not something just anyone can do. It requires technological prowess, financial power, and most importantly, a pre-existing user base to drive participation. The only entities that meet these requirements are the so-called Big Tech companies of the United States.

Facebook, for instance, boasts the largest user base in the world—2.7 billion people. YouTube follows closely with 2.3 billion users, far surpassing even the population of the largest country, China, which has about 1.4 billion people. When Facebook CEO Mark Zuckerberg visits a country, the president of that country comes out to meet him. The number of users on a platform translates directly to influence—and influence correlates with power and wealth.

This influence is equally true within the platform. While platforms may appear to be free marketplaces where users share content openly, they are actually governed by invisible, powerful systems of control. On YouTube, for example, this system is called the algorithm. If your content is not selected by the algorithm, it won't be exposed to others and won't generate income. Content that the algorithm disfavors is either deleted or restricted. As a result, users are constantly striving to shape their content to meet the algorithm’s preferences.

A platform is not a free market—it is a space ruled by algorithms. And this power is both strong and absolute. When the metaverse era arrives in full, people will flock to a few platforms led by Big Tech. Just as everyone in Korea uses KakaoTalk because it dominates the messenger market, people who wish to socialize online will be absorbed into those dominant metaverse platforms.

Platforms that attract such large user bases will hold immense power. User activities—including economic transactions—will generate big data and grant vast control to platform owners. The virtual world is, by definition, not real. Yet it is amassing power, wealth, and population that surpass the real world. As users seek to be chosen by these platforms in hopes of sharing in their wealth and power, their loyalty may surpass patriotism and even religious devotion.

The virtual world is approaching in the form of an empire that dominates all spheres of life.


Illusion Surpassing Reality


Though the development of the virtual world may seem to offer a better life, the unfortunate reality is that 1 in 2 South Koreans report feeling a disconnect between their social media personas and their real selves. Furthermore, 37.4% say they’ve felt a sense of relative deprivation after seeing photos or posts from acquaintances on SNS (Seoul Shinmun et al., 2019).

People feel a gap between the polished images on SNS—dining at luxury restaurants, traveling to famous destinations, buying luxury handbags—and their own reality. Not only do they feel deprived, but also a sense of emptiness between their ideals and actual lives. The person they present on SNS is not their real self, but a manufactured illusion. And that illusion ends up replacing reality (Baudrillard, 1981).

Women who buy luxury bags often do so not for their quality but for the brand image. We’ve become all too familiar with investing in images rather than reality. This phenomenon is exemplified in NFTs (non-fungible tokens), where digital images that can be easily copied are assigned enormous monetary value and traded.

The most expensive NFT ever sold fetched $91.8 million USD (approx. 108 billion KRW).



The most expensive NFT ever sold fetched $91.8 million USD (approximately 108 billion KRW)
The most expensive NFT ever sold fetched $91.8 million USD (approximately 108 billion KRW)

We buy and sell illusions (NFTs), let illusions replace our identities (SNS), become illusions (metaverse avatars), and converse with illusions. This illusion-driven world is now so familiar that it dares to rule over the real world created by God.


Media Addiction


1) The Experiment of James Olds and Peter Milner




In 1954, psychologists Olds and Milner discovered something remarkable through an experiment with rats (Olds & Milner, 1954).

They implanted electrodes in the nucleus accumbens—a pleasure center of the rat brain—and administered a small electric current. The rats experienced pleasure and began pressing a lever to self-administer the stimulation.

One rat pressed the lever 600 times per hour, neglecting food and sleep, and died after pressing it 48,000 times in a single day. This experiment revealed the existence of a reward center in the brain.

When experiencing pleasure, dopamine is secreted in the brain's ventral tegmental area (VTA), stimulating the nucleus accumbens and prefrontal cortex. Dopamine in the nucleus accumbens creates a sense of pleasure, while the prefrontal cortex assesses whether the reward was adequate.

If the reward is deemed appropriate, the behavior is reinforced. Humans all have desires, and we take actions to fulfill them.



The Brain’s Reward Circuit – Dopamine
The Brain’s Reward Circuit – Dopamine

For example, hunger triggers the desire to eat. This desire involves cooking and preparing food. When we eat a delicious meal, the VTA releases dopamine, the nucleus accumbens experiences pleasure, and the prefrontal cortex evaluates whether the reward justifies the effort of cooking and setting the table.

If the result is satisfying, the person is motivated to cook again. If not, they may simply use a food delivery app the next time they’re hungry. This natural reward cycle—driven by basic needs and reinforced by appropriate dopamine release—is healthy and non-problematic.

However, artificial rewards from drugs, games, and media can hijack this system, leading to obsession and addiction.

Eating satisfies hunger and removes the motivation to eat until the next meal. But games deliver instant gratification without physical effort. There is no “fullness” limit—only continuous, amplified stimulation.

Game rewards are quicker, more intense, and guaranteed. Unlike cooking, which can succeed or fail based on skill, games guarantee rewards. These consistent rewards convince the prefrontal cortex to keep playing.

Addiction is defined as a compulsive desire to repeat a harmful behavior, even with awareness of the damage.

How does this compulsion form? Repeated dopamine stimulation reduces dopamine receptor function. We become desensitized to mild stimulation and crave stronger ones. Eventually, the brain’s reward system malfunctions, and individuals lose control—addiction becomes a brain disorder, not a mere matter of willpower. Experts agree: this is not simply about habit or self-control—it’s a neurological condition.

The Bible offers insight into breaking such cycles.

"If your hand causes you to sin, cut it off. It is better for you to enter life maimed than with two hands to go into hell, where the fire never goes out."(Mark 9:43)

Does this mean we should cut off our hands to prevent gaming addiction? In a film, a gambling addict cuts off his wrist and still gambles with hooks. Clearly, removing the hand is not the answer.

The Bible teaches us to cut off the source of the problem. This is not a matter of will. If willpower alone could solve it, addiction wouldn’t exist. No addict wants to be addicted. They want to stop—but they can’t. That’s the point.

Drug addicts often enter rehab to quit. In an environment where they cannot access drugs, recovery becomes possible.

To break media addiction, we must create an environment where media use is impossible.

A prime example is the student missionary. These young missionaries take a year off school to spread the gospel across the world. They surrender their smartphones and receive basic phones that allow only calls and texts. They cannot access media even if they want to.

Moreover, they share time and space 24/7 with their team, making it impossible to borrow others' devices.

They are physically removed from the environments that once encouraged media consumption. Their day begins with dawn prayer, followed by worship, Bible study, language learning, and evangelism. Their packed schedule leaves no time for media.

Time once spent on media is now cut off. After a year of living this way, it becomes almost inevitable to break free from media addiction.


2) Rat Park


In 1977, psychologist Bruce K. Alexander at Simon Fraser University conducted a study to examine how environment affects addiction (Alexander et al., 1978).



Group A (photo = McGill University, 1954)
Group A (photo = McGill University, 1954)

In one experiment, eight white rats (Group A) were placed in a comfortable, enriched environment dubbed the “rat park.” Another eight rats (Group B) were kept in cramped, isolated cages. Both groups were given access to two types of water: one containing morphine (an addictive opiate) and one without.

The rats in the enriched “rat park” consumed very little morphine. In contrast, the isolated rats consumed 16 times more morphine than those in the rat park.

This finding is echoed in human experience. During the Vietnam War, approximately 20% of U.S. soldiers used heroin extensively. Experts feared a wave of drug addiction would overwhelm America when the soldiers returned home.

But to their surprise, 95% of returning soldiers quit drug use upon returning to the comfort of their families. This shows just how critical environment is in overcoming addiction.


“Flee the evil desires of youth and pursue righteousness, faith, love and peace, along with those who call on the Lord out of a pure heart” (2 Timothy 2:22).


If you surround yourself with gaming addicts, your gaming skills will likely improve. If you stay close to those addicted to media, you’ll likely consume more media. But if you walk with those who call on the Lord, you’ll be empowered to flee worldly desires and follow Christ.


Two Kingdoms


There are two kingdoms. One is the Kingdom of God, where God reigns as King. The Kingdom of God means God (King) exercises His dominion. Wherever God’s will is carried out, there is His kingdom.


“Your kingdom come, your will be done, on earth as it is in heaven” (Matthew 6:10).


The other kingdom is the domain of Satan. While God's kingdom expands like a living organism, Satan’s kingdom opposes and seeks to thwart it. Just as the Kingdom of God is where God's Word is fulfilled, the kingdom of Satan is where his will is executed. Satan also desires to expand his kingdom and spread his message.


Media Shift


Trump’s spokesperson, Caroline Leavitt, announced that independent journalists, podcasters, social media influencers, and content creators would be granted press access to the White House (Hankyoreh, 2025). A Pew Research Center report (2024) shows that Republicans and young adults in the U.S. now trust information from social media nearly as much as from traditional media. Trump’s campaign appearances on influencer platforms exemplify this media shift.


Spiritual Warfare


We live in a media-saturated world where messages flood in like a torrent—indeed, media has become the very air we breathe. It’s in this context that the clash between the two kingdoms is most intense.


“Therefore put on the full armor of God, so that when the day of evil comes, you may be able to stand your ground… Take the helmet of salvation and the sword of the Spirit, which is the word of God” (Ephesians 6:13, 17).


Lies cannot overcome truth. The best way to resist deception is to know what is true. God’s Word is truth. It transcends time and circumstance and is always right. That’s why it is called truth. Truth pierces and exposes lies. We have this truth. Through it, we have been set free and made whole. And by the power of God’s Word, we must now engage in spiritual warfare against deception in the digital empire.

Living in a media environment that is a battleground, we must respond both defensively and offensively. Just like in war, strategy requires both shielding and striking.


A Shift in Parental Awareness Among the MZ Generation


The MZ generation—those most vulnerable to media exposure during their value-forming years—urgently needs an environment conducive to developing sound values. But due to a lack of awareness among parents, many children are left exposed to an unregulated media environment.

53.1% of infants and toddlers in Korea use smartphones, and their average first-time use is at 2.27 years of age (Korea Institute of Child Care and Education, 2013).

Korean children aged 3 to 9 spend an average of 4 hours and 45 minutes per day consuming media (Korea Press Foundation, 2020).

Among teenagers, 61.5% use smartphones for more than 3 hours a day, and 22.8% use them for over 5 hours daily (National Youth Policy Institute, 2022).

These numbers speak volumes about the lack of recognition and intervention by older generations. We would never give sedatives to a child just to keep them quiet. But in truth, unregulated media is more harmful than sedatives. If an elementary school student were smoking, adults would step in immediately. Yet we often ignore children who play games as addictive and damaging as tobacco.

Creating a healthy media environment for children requires more self-restraint from parents than from the children themselves. A parent who spends hours on TV, smartphones, or games cannot expect a child to show restraint. Nor is simply banning media use an effective solution. Kids will always find ways to access it behind our backs.

Instead, parents must encourage children to set their own media usage guidelines and help them develop alternatives—wholesome leisure activities, family participation, and ongoing conversations. Real change begins with parents first transforming their mindset about media.


Smartphone Overdependence Risk Group Status (Chart = Ministry of Science and ICT, 2020)
Smartphone Overdependence Risk Group Status (Chart = Ministry of Science and ICT, 2020)

Media Literacy


But even this is not a complete solution. Just as we cannot stop breathing air, we cannot completely avoid media, which surrounds us like air. Whether at school, a friend’s house, on the street, or even at church, children are inevitably exposed to media—perhaps by glancing over the shoulder of a peer playing a smartphone game.

Unknowingly, the toxicity of media seeps in from those around us. Complete disconnection is impossible. That is why the most essential skill today is media discernment. In an age overwhelmed by information, this discernment is vital for everyone—but absolutely essential for the MZ generation, digital natives born into a world of smartphones.

How do we instill the ability to discern right from wrong in this generation? The core of discernment is having a standard—a value system. Thankfully, we have an absolute value that transcends time and culture: the Word of God. But the challenge is that even Christians sometimes treat the Bible as mere myth or metaphor.

Jesus told us to seek first the Kingdom of God. But if someone reads that command and still prays like the pagans—“what shall we eat, drink, or wear”—out of worry; or if someone hears that “man shall not live on bread alone” but dismisses it as unrealistic; or if one hears the command to “go and make disciples of all nations” and thinks it doesn’t apply to them or their children—then for that person, the Bible is neither truth nor life, but just myth and symbolism.

We cannot entrust our lives to myths. Saying “Amen” without obedience, claiming belief without action—this is falling into deception. If such deceived people are the ones teaching children in churches or parenting at home, the children will have no chance to encounter the true Word of God. The disconnect between hearing and doing turns faith into empty religion. Children who never encounter the truth will not be equipped to resist lies. Children grow up the way they are raised. If they go astray, whose fault is it?


Media Army


Simply retreating from or defending against harmful media is not enough to win this war. The best defense is a good offense. Media and IT have long been used as tools for missions—through YouTube, blogs, SNS, and IT businesses supporting mission work.

To date, the audio Bible has been recorded in 780 languages, and the Jesus Film has been dubbed into 1,500 languages, reportedly leading 500 million people to Christ (Jesus Film Project, n.d.).

SeekFindJesus.org (SFJ), an online evangelism platform, has had nearly 90 million visitors over the past 10 years, with over 16 million reported decisions for Christ. Even in Islamic nations where gospel outreach is restricted, media-based evangelism has proven effective.

In Iran, an Islamic republic, many gospel channels exist via satellite and YouTube. These channels display phone numbers and Telegram IDs during broadcasts, allowing viewers to engage in real-time faith counseling. One such channel, Shabake7, reported that in 2021 alone, 70,000 people came to faith through phone counseling.

In today’s world, where the internet reaches nearly every corner of the globe, media is undoubtedly the fastest tool for gospel transmission. Yet, gospel content remains a small fraction compared to other types of content.


YouTube Category Share (Chart = Nielsen Buzzword, 2018)
YouTube Category Share (Chart = Nielsen Buzzword, 2018)

Views in the People & Blogs Category on YouTube (Chart = Nielsen Buzzword, 2018)
Views in the People & Blogs Category on YouTube (Chart = Nielsen Buzzword, 2018)


When Joshua and Caleb brought back a truthful report after scouting the land, the majority of spies brought false reports that terrified the Israelites. Though Joshua and Caleb were the minority, we now know their words were the ones aligned with God’s truth.

Truth wins. Even though we may feel like David standing before Goliath in a media world filled with worldly values, David did win—and so did Joshua’s army. Even a small light will eventually drive out darkness.

That’s why we need a united front of media warriors. Just as YouTubers often affiliate with Multi-Channel Networks (MCNs) for support, Christian media creators must unite to fight this spiritual battle. MCNs are organizations that manage and support individual creators across multiple platforms.

As consumers move from traditional media like TV and radio to platforms like YouTube, even mainstream broadcasters and entertainment companies are establishing MCNs. A spiritual army must be formed to carry out mission work in the media world. We must train media warriors who can produce gospel content, unite under a shared vision, and pray together.

One person cannot do it alone. Even secular YouTubers collaborate to gain more subscribers. Likewise, we need front-line creators (content makers), strategists (planners), instructors (media educators), and support teams (prayer warriors). We also need distributors (messengers) and logistical support.

A Media Army must rise to reclaim the digital high places with truth and proclaim the gospel in a world overrun with lies.

And beyond just producing content, this Media Army must lead an “Exodus Metaverse” movement—delivering people living as slaves in a false, Satanic virtual world, just as Moses led the Israelites out of Egypt.

It’s no longer time to merely lament the fallen media landscape. We must unite and engage the battle. Seize and sanctify the digital realm for the Lord. Truth will prevail. The Word of our Lord will be fulfilled. In this spiritual battlefield of the end times—our digital media world—let us take up the fight.


References


International Telecommunication Union. (2023). Facts and Figures 2023.

McLuhan, M. (2001). Understanding Media: The Extensions of Man (K. Jeong-hyeon, Trans.). Communication Books. (Original work published 1964)

Korea Communications Commission. (2023). 2023 Media Usage Behavior Survey.

Seoul Shinmun, Gonggong’s Window, & Sejong Research. (2019). National Perception of the Digital World. https://www.seoul.co.kr/news/newsView.php?id=20190807010001

Korea Institute of Child Care and Education. (2013). 2013 Survey on the Use of Smart Devices by Infants and Toddlers and Parental Awareness.

Jo, R., Lee, Y., & Lee, H. (2021). Media Use Related to Homosexuality and Its Effects on Attitudes Toward Homosexuality: Targeting Chinese Youth Aged 18-22. Journal of the Korea Contents Association, 21(4), e123–136. https://doi.org/10.5392/JKCA.2021.21.04.123

Hankyoreh. (2025, January 31). Trump opens the White House to TikTokers and podcasters. https://www.hani.co.kr/arti/society/media/1180228.html

Korea Press Foundation. (2020). 2020 Children and Youth Media Usage Survey. https://www.kpf.or.kr/

National Youth Policy Institute. (2022). 2022 Youth Media Use and Harmful Environment Survey. https://www.nypi.re.kr/

Alexander, B. K., Beyerstein, B. L., Hadaway, P. F., & Coambs, R. B. (1978). Effect of housing and gender on morphine self-administration in rats. Psychopharmacology, 58(2), 175–179. https://doi.org/10.1007/BF00426903

American National Election Studies (ANES). (2025). The Guide to Public Opinion and Electoral Behavior. https://electionstudies.org/data-tools/anes-guide/anes-guide.html?chart=avg_ft_gender_groups

Baudrillard, J. (1994). Simulacra and Simulation (S. F. Glaser, Trans.). University of Michigan Press. (Original work published 1981)

Collins, R. L., Elliott, M. N., Berry, S. H., Kanouse, D. E., Kunkel, D., Hunter, S. B., & Miu, A. (2004). Watching sex on television predicts adolescent initiation of sexual behavior. Pediatrics, 114(3), e280–e289. https://doi.org/10.1542/peds.2003-1065-L

DataM Intelligence. (2023). Global Smartphone Market (2023–2030).

Jesus Film Project. (n.d.). About the Jesus Film. https://www.jesusfilm.org/about/

Olds, J., & Milner, P. (1954). Positive reinforcement produced by electrical stimulation of septal area and other regions of rat brain. Journal of Comparative and Physiological Psychology, 47(6), 419–427. https://doi.org/10.1037/h0058775

Pew Research Center. (2024, October 10). Republicans, young adults now nearly as likely to trust info from social media as from national news outlets. https://www.pewresearch.org/short-reads/2024/10/10/republicans-young-adults-now-nearly-as-likely-to-trust-info-from-social-media-as-from-national-news-outlets/

Visual Capitalist. (2020). Data Never Sleeps.





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