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@thesocialsocietyx
Nosedive, an episode of 'Black Mirror' paints a world where a person's place in society is dictated by a number. People are rated based on their interactions...
Wooaahhh. Okay. Just watch this
Is the Chinese government protecting their culture or protecting themselves?
Want to head to China and ‘gram your whole holiday? Think again.
China is heavily governed by censorship policies which prohibit content against the Chinese culture, political debates and corruption from “evil” cultures to be published or accessible online. In China, eight of the world’s top 25 most popular websites are blocked, in addition to thousands of websites in total. 50 000 people are employed to govern internet usage, and over 300 000 citizens assist in the process. Surprisingly, regardless of these restrictions China has more internet users than the US sitting at over 600 million users in 2018 (Statista 2018). Further, China has a greater percentage of the population utilising social media than in many Western countries. A study conducted by Chiu et al. (2012) revealed that 91% of people in China have accessed a social media platform, compared to 67% of people in the US. These statistics reveal how integral the online world is in the life of Chinese citizens, with millions of people accessing entertainment content, social media or daily practices online.
When contrasting these statistics to countries like the US, it is unavoidable to consider how and why the Chinese have such a substantially higher internet usage than their Western counterparts. Perhaps the censorship laws make citizens feel safe online? Or possibly the internet is an unavoidable activity being integrated into daily activities like dining out? Or do Chinese citizens feel the need to venture into the online world to view entertainment and pleasurable material?
Regardless of these possibilities, it is evident the people of China heavily value the internet and see it as a useful tool moving further into the 21stcentury. This makes me question, if the Chinese adopt the internet so rapidly, why does the government prohibit its citizens from accessing many of social media’s greatest affordances? Whilst I do not wish to undermine the cultural differences between China and countries such as Australia, I believe the Chinese government is able to be respectful of their culture whilst enabling greater access to the global internet platforms to greater harness the internet’s affordances.
Around the globe, the internet acts as a connection tool, a public sphere, a platform to share a message instantaneously with millions of people regardless of location. The internet has the ability to challenge authority and initiate necessary progression in society. Stating this, it is evident why Chinese government would want to restrict these abilities. Whilst China has introduced social media platforms which have empowered citizens to a certain extent, the Chinese government still uses the internet to its own advantage and is able to monitor citizen engagement (Yang Wang 2015, p. 29).
There have been many instances in Western countries when social media has initiated global change, and sparked protests and revolutions to create political change. Whilst these movements have challenged government, they are an element which allow society to progress and promote opinion in the eyes of government and policy makers. Recent revolutions sparked and enabled by the online community include the Women’s March in 2017 and the marriage equality debate in Australia. The ability for citizens to publish their political views online and create communities willing to fight for their rights and challenge government allowed for necessary recognition and even policy changes.
China faces many issues in relation to equality laws and the diminishment of minority parties. Only recently was the discussion of gay couples allowed on the internet in China. Whilst this is a step in the right direction in allowing individuals to have freedom of speech in an online community, the government still prohibits a range of topics from being discussed, limiting the ability for Chinese society to progress and build the fundamental human rights for its citizens.
Overall, internet usage in China is dramatically different to the rest of the world. Whilst there are platforms in place which conform to the Chinese culture, the government is in essence protecting themselves and limiting the ability of its citizens to fight for their right and create necessary political movements to progress society.
REFERENCE LIST:
Chiu, C, Davis, L, Silverman, A 2012, China’s social-media boom, McKinsey & Company.
Statista 2018, Number of social network users in China from 2015 to 2012 (in millions), The Statistics Portal, viewed 18 May 2018, < https://www.statista.com/statistics/277586/number-of-social-network-users-in-china/>.
Yang Wang, W 2015, ‘Remaking Guangzhou: Geo-Identity and Place-Making on Sina Weibo’, Media International Australia, no. 156, pp. 29.
As soon as online got ‘social’ we got meaner, trolls were trolling, online abuse and conflict made headlines and people got serious about a serious issue. The bullies had more access to invade your life.
letsgetconnecteddigi
charity gamification
Games can join peoples love for play with the need to change the world. Check out some of the best gamified charities: http://www.gamification.co/2014/07/31/top-5-gamified-charity-apps/
GAMES FOR THE GIRLS
Play is a critical part of development for all animal species and humans. Simple childhood play equips children with the skills to grow and teaches rules which are adapted to daily practices later in life. Childhood play develops to more skilful games as you grow; a basic game of catch transforms into an intricate game of football. Games have transpired into the technological landscape in the 21st century, with people now having the ability to participate in games from the palm of their hands.
The online games industry has a huge presence worldwide, with 575 million people accessing games online in 2017 (Statista 2018). With the large participation in games comes a large revenue. The US has the highest global revenue from online games in the world, having a market volume of $3477 million dollars in 2018 (Statista 2018). Some of the best-selling games of 2017 were Call of Duty, NBA 2k18 and The Legend of Zelda: Breath of the Wild (Kain 2017).
Whilst games are often made to fulfil entertainment needs, they also have the potential to have a positive impact on society. The game Give Girls Power was launched by Save the Children in 2012 (Natematias 2012). Give Girls Power presents players with a choose-your-own-adventure story which focuses on the disempowerment of girls, and their lack of options in relation to marriage, childbirth and family planning (Natematias 2012) in disadvantaged countries. Players are immersed into the mimicry (simulation) form of play, by imaging themselves in the position of illusory characters; disadvantaged girls in third world countries. The developers of Give Girls Power have embedded cultural norms from third world countries into the context of the play, which shows an intersect between the digital world and real life (Humphreys & Zwart 2014, p. 77).
Following the course of questions, players are prompted to sign a sign a petition to be presented to the world leaders at the summit. The creators of Give Girls Power, Save the Children, aimed to encourage world leaders to make financial and political commitments to family planning and to educate about teenage pregnancy and its high mortality rates.
Give Girls Power goes against the belief that the purpose of gaming communities is to merely “play”, by showing a games ability to draw attention to real world issues. The campaign was successful and exceeded the target number of signatures by 18%, drawing 40% more new audiences to the charity (Marrins 2014). Whilst the resolution of disputes and world issues in an online environment is a complex issue (Suzor & Woodford 2013, p. 1), Give Girls Power shows there are “limitless, exciting possibilities for gaming topics in recent and current history” (Thrower 2015), and that the use of games can have a greater impact than for pure play.
REFERENCE LIST:
Humphreys, S and Zwart, M 2014, ‘The Lawless Frontier of Deep Space’, Cultural Studies Review, vol. 20, no. 1, pp. 77.
Kain, E 2017, The Best-Selling Video Games of 2017 (So Far), Forbes, viewed 13 May 2018, <https://www.forbes.com/sites/erikkain/2017/12/16/the-best-selling-video-games-of-2017-so-far/#605ab813ab2b>.
Marrins, K 2014, Five ways charities use gamification, The Guardian, viewed 13 May 2018, < https://www.theguardian.com/voluntary-sector-network/2014/apr/17/gamification-charity-gaming>.
Natematias 2012, Choose Your Own Advocacy: Reviewing Give Girls Power, Civic Media, viewed 13 May 2018, < https://civic.mit.edu/2012/7/5/choose-your-own-advocacy-reviewing-give-girls-power/>.
Statista 2018, Online Games, The Statistics Portal, viewed 13 May 2018, < https://www.statista.com/outlook/212/100/online-games/worldwide#>.
Suzor, N and Woodford, D 2013, ‘Evaluating Consent and Legitimacy amongst Shifting Community Norms: an EVE Online Case Study’, Journal of Virtual Worlds Research, vol. 6, no. 3, p. 1.
Thrower, M 2015, Why political board games have the power to change our view of the world; Tabletop games offer a face-to-face opportunity to convey a message that the impersonal world of online gaming misses, The Guardian, viewed 13 May 2017, < http://go.galegroup.com.ezproxy.lib.swin.edu.au/ps/i.do?&id=GALE%7CA411525088&v=2.1&u=swinburne1&it=r&p=AONE&sw=w&authCount=1>.
American’s from all walks of life taking part in the challenge
Week 9 Presentation
https://prezi.com/view/9QV4yoty8PNW6i9PP3ct/
helloooooo, crowdsourcing
One of my personal fav online public health campaigns and communities
An extreme, but equally saddening, example of when the mergence between public health and social media turned for the worst :(
To write love with a story
“Social media brings a new dimension to health care as it offers a medium to be used by the public, patients, and health professionals to communicate about health issues with the possibility of potentially improving health outcomes” (Carroll, et al. 2013).
With the constant rise of social media and internet use, people going online for health information was inevitable. The Pew Research Center (2013) states that…
- 83% of internet users seek health information online.
- 35% of people have diagnosed their health condition online.
- 26% internet users have seen others health experiences online in the past year.
People feel safe in an online landscape. They feel anonymous; able to ask google their most embarrassing health concerns, or read blogs of people with similar conditions to know they are not alone.
There are many positive aspects of the public accessing health information from the online world. The internet can be seen as a stepping stone to accessing your doctor. Within a 12-month period, 53% of US adults who had diagnosed their symptoms online went to a health professional to discuss the concern, with 41% of conditions being confirmed (Pew Research Center 2013).
Delving further from the education and diagnosis aspects, public health merging with social media enables “increased interactions with others” (Carroll, et al. 2013), bringing support and tailored information to the individual’s needs (Burgess et al. 2014, p. 2).
Social media brings communities to those who are most vulnerable, allowing more interactivity and engagement than ever before (Burgess et al. 2014, p. 1). It connects people to likeminded people, providing peer, social and emotional support.
A key online social-justice community, tackling issues including suicide and depression, is To Write Love on Her Arms (Milner 2012, p. 421). TWLOHA believes in the power of communities and the importance of sharing your story.
“We believe that community is essential, that people need other people, that we were never meant to do life alone” (Milner 2012, p. 432).
The community is based on the story of a struggling youth battling self-harm and depression. TWLOHA shares her story, and engages with the community about their personal stories, and constantly reiterates that every story matters (Milner 2012, p. 428).
Internet users, in particular American youth, invest in the community and pay homage to TWLOHA for their message, empowerment of stories, and online support.
“I was saved by one word, and that word was ‘love’. If it wasn’t for this my bet is I would still be lost or long gone. So thank you.” (Milner 2012, p. 429).
The ability of an online community and social media to assist individuals suffering with mental health highlights the importance of positive messages across social media and the influence the online world can have on public health.
A key aspect of TWLOHA is the promotion of, and connection to, the personal story. Stories are a key theme when people interact with online health blogs and communities. Whether the story is inspiring, heart-warming or saddening, people are continuously intrigued and emotionally invested in the health journey of others. This perhaps lends to the human instinct to feel connected to others; and creates a supportive community accessible to people even when they are feel alone.
To show the prevalence of stories, think of health blogs and information you access online. For me, the biggest health communities I am involved in are on Instagram. Whilst on the surface these accounts appear to be a perfect presentation of workouts, wellness advice and whole foods, invested followers have a much deeper connection. These accounts show their story, discuss their personal struggles and connect you to their life. Whilst this may seem a superficial teenage perception of Instagram, accounts like these encapsulate the audience with their story. They reflect the true impact public health campaigns and communities can have on people.
REFERENCE LIST:
Burgess, J, Cassidy, E, Light, B, 2014, ‘Deeply Superficial Digital Media Engagement? The Case Of Twitter And Movember 2013’, Internet Research 15: The 15thAnnual Meeting of the Association of Internet Researches, Daegu, Korea, pp. 1 - 2.
Carroll, J, Hazlett, D, Harrison, L, Hoving, C, Irwin, A, Moorhead, A, 2013, ‘A New Dimension of Health Care: Systematic Review of the Uses, Benefits, and Limitations of Social Media for Health Communication’, Medicine 2.0, vol. 15, no. 4.
Milner, R 2012, ‘To Write Love through the indie imaginary: The narrative argument of a mediated movement’, Journal of Media & Cultural Studies, vol. 26, no. 3, pp. 421 – 432.
Pew Research Center 2013, Health Online 2013,Pew Research Center, viewed 27 April 2018, < http://www.pewinternet.org/2013/01/15/health-online-2013/>.
While there was no means of social media to share the event, ABC and BBC were the biggest broadcast players for distribution around the globe and believed they reached 95% of people who owned a television set.
lifeinadigitalage helping to prove that crowdsourcing is not a new theory, regardless of its links to social media
Sourced from the MTV broadcast. I do NOT own ANY of this material. No copyright infringement intended. ***FULL CREDIT TO BOOMER16***
Crowdsourcing for the greater good
Crowdsourcing is the collaboration of a group of people through social media to achieve a common goal, which is often, but not exclusively, connected with crowdsourcing.
Crowdfunding is defined as “the practice of funding a project or venture by raising money from a large number of people, typically via the Internet” (Prive 2012). There are many start-ups for crowdfunding, one prominent website being ‘Go Fund Me’.
The concept of crowdsourcing is not a new activity. Whilst the behaviour has been given a definition in regard to its mergence to social media, the premises of crowdsourcing (to work with others to achieve a goal) has been around for hundreds of years.
Crowdsourcing on social media, has in many instances, played a vital role in crisis communication through connecting the world, sharing important messages and promoting support (Bruns et. al. 2012, p. 7). Social media allows two-way communication with emergency services and for relevant bodies to be coordinated with ease (Bruns et. al. 2012, p. 9). Instances such as the Black Friday bushfire of 2008, which occurred in a relatively new time for social media, set a precedent for social medias ability to become a routine work practice with a prominent impact in an emergency situation (Posetti 2012, p. 34).
There are many platforms or specific elements of social networking sites which can help with crowdsourcing in a time of crisis. Ushahidi, a mapping website, has “[changed] the velocity and nature of political events” (Ford 2012, p. 33), allowing people to organise and find locations of people in a disaster area (Ford 2012, p. 33).
Whilst crowdsourcing is prominent and effective in times of crisis, it is also a beneficial remedy to help relieve circumstances aftertimes of crisis.
For example, the song ‘Do they know it’s Christmas?’, recorded in 1984 to raise funds to cure famine in Ethiopia is a reactive form of crowdsourcing where celebrities joined forces to reach a common goal. The song has been covered three times, most recently in 2014 to fight Ebola (Tobitt 2017).
The original ‘Do they know it’s Christmas?’ by Band Aid, sold 3.7 million copies and raised 8 million pounds for famine relief in Ethiopia (McVeigh 2014) The success of the single lead to the 16-hour “super concert”, Live Aid, in 1985. Live Aid was held in Wembley Stadium (London), aired to over a billion viewers, and raised over $125 million for famine relief (History 2018), showing the link between crowdsourcing and crowdfunding.
The concept of the Live Aid concert, and the recreation of ‘Do they know it’s Christmas?’ across recent years shows crowdsourcing is not a new concept; and highlights the positive impact crowdsourcing can have in regard to humanitarian aid on a global scale.
REFERENCE LIST:
Bruns, A, Burgess, J, Crawford, K & Shaw, F, 2012, #qldfloods and @QPSMedia: Crisis Communicatio on Twitter in the 2011 South East Queensland Floods, Brisbane: ARC Centre of Excellence for Creative Industries and Innovation.
Ford, H 2012, ‘Crowd Wisdom’, Index on Censorship, vol. 41, no. 33, pp. 33.
History 2018, This Day In History, History, viewed 27 April 2017, < https://www.history.com/this-day-in-history/live-aid-concert>.
McVeigh, T 2014, Stars of 2014 recreate Band Aid spirit as musicians unite to help Ebola victims, The Guardian, viewed 27 April 2018, < https://www.theguardian.com/music/2014/nov/15/-sp-band-aid-30-do-they-know-its-christmas>.
Posetti, J 2012, ‘The Twitterisation of ABC’s Emergency And Disaster Communication’, The Australian Journal of Emergency Management, vol. 27, no. 1, pp. 34.
Prive, T 2012, What Is Crowdfunding And How Does It Benefit The Economy, Forbes, viewed 27 April 2017, < https://www.forbes.com/sites/tanyaprive/2012/11/27/what-is-crowdfunding-and-how-does-it-benefit-the-economy/#573ff5f9be63>.
Tobitt, C 2017, Is Band Aid's Do They Know It's Christmas? a problematic song?, International Business Times, viewed 27 April 2018 < https://www.ibtimes.co.uk/band-aids-do-they-know-its-christmas-problematic-song-1652452>.
in a world of cyberbullies be a good digital citizen