Lately I find myself talking a lot about contemporary "misuses" of computer media. That is, about trends that make partial use of the properties of such media, or that (in my view) mistake some less interesting, less promising, or less relevant set of properties as primary. For example: treating the microcomputer as a mere network appliance rather than as a computational (information processing) apparatus, or treating games as motivational apparatuses rather than as models with role-play and context.
Of course, there's nothing about the McLuhan-style media analysis that suggests that one set of media properties (or the "best" set, even if we could agree upon it) automatically "wins out" over others... just that the properties of a medium influence and change or perception of and response to the world. We have to do the work of culturing and tuning the media ecology to bring about desirable ends—and we may disagree on the matter of which ends are desirable. This is one of many reasons why its wrong to call McLuhan a technological determinist. People do indeed have an influence on their future, although that influence does not suggest perfect control.
All of which leads me to a question for you, a media archaeology thought experiment: what precedents for media "misuse" can we find from the past? That is, what are other examples of moments in media history which, in hindsight, resulted in inopportune, secondary, or undesirable properties of a particular medium winning out over more appealing or promising ones? And can we imagine a hypothetical, alternate future in which things went differently?
