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The potential effects of deepfakes on news media and entertainment
Mid Sweden University, Faculty of Science, Technology and Media, Department of Communication, Quality Management, and Information Systems (2023-).
Mid Sweden University, Faculty of Human Sciences, Department of Education. (CER)ORCID iD: 0000-0003-1984-7917
2025 (English)In: AI & Society: Knowledge, Culture and Communication, ISSN 0951-5666, E-ISSN 1435-5655, Vol. 40, no 4, p. 2159-2170Article in journal (Refereed) Published
Abstract [en]

Deepfakes are synthetic media, such as pictures, music and videos, created with generative artificial intelligence (GenAI) tools, a technique that builds upon machine learning and multi-layered neural networks trained on large datasets. Today, anyone can create deepfakes online, without any knowledge about the underpinning technology. This fact opens up creative opportunities at the same time as it creates individual and societal challenges. Some identified challenges are fake news, bullying, defamation, media manipulation and democracy damage. The aim of this study was to analyse and discuss how deepfakes could affect entertainment, education and digital news media in positive and negative ways. The chosen research strategy was a qualitative cross-sectional study to create a snapshot of current attitudes in blogs, online discussion fora and from a selected expert panel. Firstly, blogs and internet discussion fora on deepfakes and AI were analysed inductively. Secondly, results from the previous step were used to create a question scheme for semi-structured interviews with some selected experts that have relevant knowledge in the field of AI and deepfakes. Finally, interviews answered were analysed thematically using the Technology Affordances and Constraints Theory as an analytical lens. Findings show that deepfakes at the same time have a wide variety of affordances, but also some critical constraints to consider. In the affordance part, there are the potential use of deepfakes for speculative and provoking concepts, not only as entertainment, but also to illustrate educational scenarios that are hard or impossible to capture in traditional videos, images or sound recordings. Furthermore, there are many affordances for entertainment and the creation of environments where realism is not an important condition. Some examples are video game graphics, animated film background music in games and music videos. However, the conclusion is that the findings comprise more of constraints than of affordances, where the serious negative aspect of deepfakes can lead to psychological, financial and social harm. Many images and videos in news media have already been manipulated during the last decades, but deepfakes can take this to a new and more problematic level where the overall trust might disappear. The author’s recommendation is to further increase the focus on source criticism and that discussions on which sources to trust should be an early introduced part of educational programmes.

Place, publisher, year, edition, pages
Springer, 2025. Vol. 40, no 4, p. 2159-2170
Keywords [en]
Deepfakes, Artificial intelligence, AI, Education, News media, Entertainment
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:miun:diva-52939DOI: 10.1007/s00146-024-02072-1ISI: 001340556100002Scopus ID: 2-s2.0-85207235036OAI: oai:DiVA.org:miun-52939DiVA, id: diva2:1908421
Available from: 2024-10-26 Created: 2024-10-26 Last updated: 2025-05-21Bibliographically approved

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Mozelius, Peter

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