Your SlideShare is downloading. ×
What's So Scary About Social Software?
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

What's So Scary About Social Software?


Published on

  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide
  • Methods: Generation M 2 : Media in the Lives of 8- to 18-Year-Olds is the third in a series of large-scale, nationally representative surveys by the Foundation about young people’s media use.  The report is based on a survey conducted between October 2008 and May 2009 among a nationally representative sample of 2,002 3rd-12th grade students ages 8-18, including a self-selected subsample of 702 respondents who completed seven-day media use diaries, which were used to calculate multitasking proportions. Kaiser Family Foundation has conducted a study that found entertainment media use by children and teens has risen considerably when compared to usage five years ago. The study found that kids aged between 8 and18 years spend almost eight hours a day using entertainment media which is the same amount of time adults spent at work. The time recorded is 1 hour 17 minutes higher from time recorded in 2004. "Anything that children spend that much time doing is something that needs to be studied," warns Victoria Rideout who is the author of the study and a Kaiser official. She said that media usage cannot be branded well or bad however, from the view point of health the usage is high. The survey was conducted between October 2008 and May 2009 and included more than 2,000 American children aged between 8-18. Key findings of the report titled "Generation M2: Media in the Lives of 8- to 18-Year-Olds," are that more than half of the children use media while doing homework and female children spend more time on social networking sites, listening to music and reading. Boys on the other hand, spend more time playing video and computer games, or visiting YouTube. When the kids reach 11 their media usage goes up dramatically. Teens are found to spend about an hour and a half texting each day. About 70% of the children said that their families did not restrict the time on watching TV. Black and Hispanic youth were found to spend much more time with media than white youth. They spend 4½ hours more when compared to the white youth. As for TV, Black children spend nearly 6 hours and Hispanics just under 5½ hours while white youths spend 3½ hours a day. Showing the importance of diet and exercise , about one-fifth of U. S. teenagers was identified through tests of lipids in the blood for heart diseases. The Centers for Disease Control and Prevention published report which found that 43% of the obese children tested outside the recommended ranges. The results were on the basis of blood tests taken from 3,125 children ages 12-19 from 1999 to 2006.
  • 4% of cell-owning teens ages 12-17 say they have sent sexually suggestive nude or nearly nude images of themselves to someone else via text messaging 15% of cell-owning teens ages 12-17 say they have received sexually suggestive nude or nearly nude images of someone they know via text messaging on their cell phone. Older teens are much more likely to send and receive these images; 8% of 17-year-olds with cell phones have sent a sexually provocative image by text and 30% have received a nude or nearly nude image on their phone. The teens who pay their own phone bills are more likely to send “sexts”: 17% of teens who pay for all of the costs associated with their cell phones send sexually suggestive images via text; just 3% of teens who do not pay for, or only pay for a portion of the cost of the cell phone send these images. Our focus groups revealed that there are three main scenarios for sexting: 1) exchange of images solely between two romantic partners; 2) exchanges between partners that are shared with others outside the relationship and 3) exchanges between people who are not yet in a relationship, but where at least one person hopes to be.
  • Any website where you create a username, password and PROFILE Sites that allow you to contribute by uploading or posting your own content for rating review and remixing
  • Another example
  • Another example
  • Facebook 7.5 million
  • Transcript

    • 1.  
    • 2. "Generation M2: Media in the Lives of 8- to 18-Year-Olds”
    • 3. Teens & Sexting
    • 4.
    • 5. What is Web 2.0?
      • Web as platform (Face Your Manga)
      • Collective intelligence (YouTube)
      • Data driven (Online Summer Reading)
      • Everything is in beta (meebo)
      • Simple programming (Facebook)
      • Cross platform (Twitter)
      • Rich user experience (Club Penguin, Cartoon Network Game Creator)
    • 6. What is Social Software?
    • 7. Social Software Assumptions
      • Everything is meant to be shared (“public” is the default)‏
      • Everything is meant to be critiqued (commenting “ON” is the default)‏
      • Everything is meant to be remixed (Creative Commons licensing is the default)‏
    • 8. How do you feel about Social Networking sites? “ Libraries cannot afford to ignore the social networking potential to attract new, younger and more technologically interested customers.” "It's where the patrons are so we need to be visible to them-marketing, information and building community online. Not all patrons have to walk through the door. We can make connections with and serve online those patrons who, for whatever reason, won't be physically in the library." “ At this time we feel the drawbacks outweigh the benefits." “ not sure--need more info"
    • 9. Why are Social Networks so popular?
      • It’s all about ME!
      • Customizable
      • Social
      • Developmental Assets
    • 10. Developmental Assets
      • Support
      • Empowerment
      • Boundaries & Expectations
      • Constructive Use of Time
      • Commitment to L e arn
      • P ositive Values
      • Social Competencies
      • Positive Identity
      The Search Institute. 40 Developmental Assets of Adolescents/Middle Childhood/Early Childhood.
    • 11. Teen Brain Development
      • Risk Takers
      • Consequences
      • Impulse
    • 12. Gamers
      • Risk-takers
      • Social
      • Competitive
      • Global
      • Technical
      Beck, John & Mitchell Wade. The Kids are Alright. Harvard Business School Press, 2007.
    • 13. P E A C E F I R E
    • 14. Tips for Parents & Guardians
      • Begin a dialogue with your kids about safe Internet use and supervise their online activities
      • Consider rating, blocking, monitoring, and filtering applications for your computer
      • Make Internet use a family activity
      • Encourage your kids’ critical-thinking skills
      • Set reasonable rules for going online
      • Encourage your kids to tell you when they encounter problems online
      • If they come across lewd, obscene, or illegal material or if they are contacted by someone who attempts to engage them in sexual conversation, make a report to NCMEC’s CyberTipline at or 1-800-843-5678
    • 15. When Creating a Username, DO Use…
      • Something original and creative
      • A nickname
      • A character's name
      • A name that references a favorite band, animal, food, hobby...
    • 16. When Creating a Username, DON’T use
      • Your real first or last name
      • Your age
      • Your phone number
      • Your zip code or location
      • A suggestive name or word
      • Pornographic or obscene words
      • Derogatory terms
    • 17. Password Tips
      • Choose passwords that are:
        • At least 6 to 8 characters
        • Combi nations of letters and numbers
        • Personally meaningful for easy remembering
        • Not obvious to the rest of the world
        • F ormer address is a good one to try!
      • Use a password generator for help
      • Write the password down and store in a safe place
    • 18. Web As Platform: Face Your Manga
      • Create a digital representation of yourself
      • Use in a variety of applications
      Face Your Manga
    • 19. Face Your Manga: Uses
      • Contest: create a personal
      • Contest: create a celebrity, author, character…
      • Internet safety session
      Face Your Manga
    • 20. Face Your Manga Face Your Manga
    • 21. Collective Intelligence: YouTube
      • Home for archiving, rating, & commenting on video oceanking97
    • 22. Comments on Re: Cry of the Dolphins oceanking97
    • 23. Data Driven: Online Summer Reading
      • Online registration
      • Online book logs
      • Online book reviewing/rating
      MA 2008 Statewide Summer Reading Program: Wild Reads
    • 24. Online Summer Reading screenshot MA 2008 Statewide Summer Reading Program: Wild Reads
    • 25. Everything’s in Beta: Meebo
      • Meebo
    • 26. Light Programming Facebook
      • Status Updates
      • Instant Messaging
      • Email
      • Social Networking
      • Affinity Groups
      • Applications
      “ Facebook gives people the power to share and makes the world more open and connected.”
    • 27. My Facebook Facebook
    • 28. Millis Teen Loft
      • Millis Teen Loft
    • 29. Hennepin County Library
      • HCLIB
    • 30. Thunder Bay YAC
      • Thunder Bay Youth Advisory Council
    • 31. The Bard of Avon on Facebook
      • Schmelling, Sarah. “Hamlet.” The Bard of Avon on Facebook.
    • 32. Cross Platform: Twitter
      • Record what you are reading, viewing, doing, thinking
      • Connect with friends and colleagues to share information
    • 33. Twitter Uses
      • Record reading
      • Log reference questions
      • Take notes
      • Update location
      • Converse
      • De-stress
    • 34. Twitter screenshot
    • 35. Rich User Experience: Club Penguin
      • Avatar creation
      • Games
      • Chat
      Club Penguin
    • 36. Library Relevant Uses for Club Penguin
      • Library program: LAN party!
      • Parent program about social networks
      • Internet safety program
      Club Penguin
    • 37. Club Penguin Club Penguin
    • 38. Game Design
      • Ben 10 Alien Force Game Creator
    • 39. Contact
      • Beth Gallaway
      • 603-247-3196
      • [email_address]
      • Slides: Slideshare
      • Links: SocialSoftware