Social media and Globalisation
Social media and Globalisation ♡
uses and gratifications theory - Blumler and Kats
P personal identity
I information
E entertainment/escapism
S social interaction
web 1.0
- developed by Tim Berners-Lee 1991
- information space where consumers could access information
web 2.0
- Tim O'Reilly and Dale Dougherty 2004
- theory that websites increasingly offered potential for audience participation and collaboration
- 2004 David Gauntlett suggested that traditional media gatekeeping were being eroded and consumers given a voice - became prosumers
- allows users to interact and collaborate with eachother in social media dialogue as creators - prosumer - of user generated content
web 3.0
- 2006 semantic web
- allowing machines to understand the meaning of hyperlinked information to personalise content to audiences
- web becomes intelligent - tracks habits and provides personalised ads
semantic search
- search engine looks for literal matches of words inputted (without understanding actual meaning)
social media channels
- used by individual members of the public, media producers, celebrities, businesses, activists, agencies, charities - communicate and reach out to audiences
- the channels are the different types of products used in order to do this
prosumers
- create user generated content
- primarily refers to non-professionals generating content
- 2004, allowed Harvard students to communicate to one another, expanded to other schools in America
- 2006, launched globally to allow individuals to communicate
- 2015, facebook statistics, 1.1billion global users and commercial revenue of over 10 billion
- can: upload status, upload photos, stories, groups, events, messangers
- 2010, online social network to share pictures and videos
- one of the first cross platforms
- 2012, acquired by facebook
- can upload videos, stories, dm's (tag location, tag users, create polls to get stories, link products and urls, q&a, lives, call people, reels, shop)
YouTube
- VoD - video on demand
- launched in 2005, considered one of the first web 2.0 that gave users a voice and ability to share user generated content
- subsidiary of google (smaller company owned by a conglomerate) - post 2007, grew increasingly commercialised
- often first place to access streaming content such as music videos, trailers - form of advertising and marketing
- aside from prosumer and ugc, companies have their own accounts such as disney, bbc
streaming vs downloading
- streaming: playing a video live or on demand online, whilst it's being shown
- downloading: saving a video to a device, able to watch without being online
soundcloud
- global online collaborative distribution channel
- audio
- founded in 2007
- enabled users to upload, record, promote and download material
- an online social networking and microblogging service
- founded in 2006
- mainly used as a smartphone app
- hashtags used so users tweet can be viewed and accessed easier
- launched in 2010
- image sharing and social media service
- enables saving and discovering information on the internet using images
- users can save images to pinboards
other
- spotify
- tiktok
AGAINST social media/technology
- people can see what other people doing - FOMO
- social media means people present best version of themselves (could be fake) - means viewers have unrealistic expectations irl - young target audience. TikTok: largest proportion of its users - 26% - belonging to the 18-24 age group. 69% of 1,149 respondents were shown to have seen the biggest decrease in satisfaction with how their body looks due to the pandemic
- macrotrends - due to ability to post INSTANTLY, things are coming in style and out as fast, can never keep up
- lacks social interaction
- new form of bullying - cyber bullying, allows people to be harassed online whereas in the past, when they get home, could be a safe space
- new space for predators - can groom children - The National Center for Missing & Exploited Children (NCMEC) has said reports to their CyberTipline increased by 106% during the first months of the pandemic
- online deception (catfishing)
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