The document discusses the presentation of a group coursework assignment. It includes an embedded video link and explores possible topics for the group's research, including questions about the impact of the internet on freedom and control, and how the internet has become ubiquitous through developments like Web 3.0. It also shares potential topics examining whether today's media landscape is democratic or hegemonic.
Facebook users check messages and updates before daily tasks like brushing teeth. Over 20% of users wake at night to check for new Facebook activity. The majority of frequent Facebook users are over 35 and prefer messages and posts to real conversations. More than 100 million access Facebook from phones, being twice as active as computer users.
The majority of users’ time online is spent with content; a great deal is also spent on email and social networks – two platforms where content can be shared. This study from AOL and Nielsen investigates the overlap between content and sharing to answer the question: Does content fuel the social web?
In a word, yes. 23% of all social media messages contain links to content. Plus, this doesn't account for downstream activity – responses to these messages such as comments and “likes.” What's more, it turns out sharing is a cross-platform activity, with the same people utilizing multiple means for distributing their favorite content.
So how can marketers, agencies, buyers and planners take advantage of content sharing? The study looks at the following key areas:
The amount of social media conversations that include content & brand mentions
The user’s motivations: What makes people want to share content?
Two main strategies for using content sharing to spread your brand’s message
Industry-specific information for autos, entertainment, finance and tech
Micah Allen: Zombies or Cyborgs: Is Facebook eating your brain?Seismonaut
Micah Allen er hjerneforsker og PhD studerende på Århus Universitet. Her fortæller han om sociale mediers indflydelse på hjernen til Headstart Morgenseminar d. 17. marts 2010.
Americans have drastically expanded their active communities online and offline. Their world is expanding and narrowing at the same time because of social media’s hyperlocalization quotient. And “cyberdisinhibition”—being more willing to behave online in ways they wouldn’t in person—has both emboldened users and led them to inappropriate behavior. These are among the findings from a nationwide study on social media conducted by Euro RSCG Worldwide. Despite buzz to the contrary, online social networking is having the effect of enhancing, not deteriorating, relationships among Americans. This new study, of 1,228 American social media users, found that by interacting through online media, consumers are more connected than ever.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making finding and capturing Pokémon dependent on physical location. It spread through word of mouth and social sharing of gaming experiences, with the hashtag #PokémonGo going viral. The mobile game succeeded in energizing and supporting its community through social objectives and strategic use of technology that facilitated real-world exploration and online discussion.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making capturing Pokémon a social experience and promoting sharing gameplay online, which spread excitement about discoveries and led many more people to start playing through word-of-mouth recommendations. Technology like geolocation and integration with platforms like YouTube helped enable these community-building strategies.
This document discusses how Pokémon Go successfully built its online community. It outlines that Pokémon Go is a free-to-play, location-based augmented reality game created by Niantic that uses GPS and encourages players to explore the real world. It was able to build its community by getting people connected through exploring together in the real world. Its objectives included getting people to encourage word-of-mouth advertising and stream on platforms like YouTube to inspire others. It employed a strategy of energizing, supporting and embracing its player base through in-game communities and encouraging them to share on social media using hashtags like #PokémonGo.
Facebook users check messages and updates before daily tasks like brushing teeth. Over 20% of users wake at night to check for new Facebook activity. The majority of frequent Facebook users are over 35 and prefer messages and posts to real conversations. More than 100 million access Facebook from phones, being twice as active as computer users.
The majority of users’ time online is spent with content; a great deal is also spent on email and social networks – two platforms where content can be shared. This study from AOL and Nielsen investigates the overlap between content and sharing to answer the question: Does content fuel the social web?
In a word, yes. 23% of all social media messages contain links to content. Plus, this doesn't account for downstream activity – responses to these messages such as comments and “likes.” What's more, it turns out sharing is a cross-platform activity, with the same people utilizing multiple means for distributing their favorite content.
So how can marketers, agencies, buyers and planners take advantage of content sharing? The study looks at the following key areas:
The amount of social media conversations that include content & brand mentions
The user’s motivations: What makes people want to share content?
Two main strategies for using content sharing to spread your brand’s message
Industry-specific information for autos, entertainment, finance and tech
Micah Allen: Zombies or Cyborgs: Is Facebook eating your brain?Seismonaut
Micah Allen er hjerneforsker og PhD studerende på Århus Universitet. Her fortæller han om sociale mediers indflydelse på hjernen til Headstart Morgenseminar d. 17. marts 2010.
Americans have drastically expanded their active communities online and offline. Their world is expanding and narrowing at the same time because of social media’s hyperlocalization quotient. And “cyberdisinhibition”—being more willing to behave online in ways they wouldn’t in person—has both emboldened users and led them to inappropriate behavior. These are among the findings from a nationwide study on social media conducted by Euro RSCG Worldwide. Despite buzz to the contrary, online social networking is having the effect of enhancing, not deteriorating, relationships among Americans. This new study, of 1,228 American social media users, found that by interacting through online media, consumers are more connected than ever.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making finding and capturing Pokémon dependent on physical location. It spread through word of mouth and social sharing of gaming experiences, with the hashtag #PokémonGo going viral. The mobile game succeeded in energizing and supporting its community through social objectives and strategic use of technology that facilitated real-world exploration and online discussion.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making capturing Pokémon a social experience and promoting sharing gameplay online, which spread excitement about discoveries and led many more people to start playing through word-of-mouth recommendations. Technology like geolocation and integration with platforms like YouTube helped enable these community-building strategies.
This document discusses how Pokémon Go successfully built its online community. It outlines that Pokémon Go is a free-to-play, location-based augmented reality game created by Niantic that uses GPS and encourages players to explore the real world. It was able to build its community by getting people connected through exploring together in the real world. Its objectives included getting people to encourage word-of-mouth advertising and stream on platforms like YouTube to inspire others. It employed a strategy of energizing, supporting and embracing its player base through in-game communities and encouraging them to share on social media using hashtags like #PokémonGo.
Generation V refers to today's digital natives - those born in the late 20th/early 21st century who have grown up with the internet and social media. They are always connected online through various devices and participate heavily in user-generated online communities and content creation. While technology may seem intuitive to them, they don't necessarily understand the underlying workings. Their online identities and interactions emphasize collaboration over solely individual recognition or achievement.
The document discusses quantifying influence on social media. It summarizes a roundtable discussion on developing metrics to measure an individual's online influence across multiple platforms like blogs, Facebook, Twitter, etc. Key points discussed include: defining influence, identifying different types of influential users like "meme starters" and "spreaders", and whether marketers should target influencers or the easily influenced masses to maximize impact. The document aims to further the conversation on measuring online influence rather than propose a single solution.
Noise about nothingness - the Disconnected consumerDr Mariann Hardey
This document summarizes an exploratory study on "disconnected consumers" and their reactions to eMarketing content. [1] It describes interviews with 50 consumers who identified as disconnected from some marketing messages. [2] The study found that disconnection is a nuanced concept, as consumers aim to manage their connections and exposure to marketing while still maintaining social relationships. [3] Some consumers deliberately isolate themselves from marketing messages to avoid intrusions into personal spaces, though they do not disconnect socially.
The document provides an overview of a webinar on social media tips, success stories, and strategy for the automotive industry. It includes the following sections: industry stats on social media use and campaigns; industry news such as Google's response to fake reviews and changes to Facebook profiles; upcoming industry events like the NADA convention; examples of client success stories using social media; and tips for automotive companies on using social media platforms like Twitter and video. The webinar aims to help automotive businesses better utilize social media.
From Grassroots to Grasstops: Social Media for Advocacy and Public AffairsRyan Cohn
The document discusses the history and growth of social media and its use for advocacy and public affairs. It provides examples of successful social media case studies and outlines a social campaign model. Additionally, it offers advice on creating engaging content through the use of images, short text posts between 9-10pm, and spreading ideas like memes from person to person.
This webinar provided an overview of social media strategies and success stories for the automotive industry. It discussed key industry statistics showing growth in social media and provided examples of how automotive companies are using social platforms. The webinar outlined several success stories of automotive brands that saw increases in website traffic and sales by engaging customers on social media. It concluded with tips for automotive marketers, emphasizing the importance of listening to customers and committing ongoing resources to see results from social media strategies.
The document discusses some of the negative impacts of social media, including cyberbullying and catfishing. It provides statistics showing that cyberbullying is common, with 43% of children reporting being bullied online and 1 in 4 saying it happened more than once. Catfishing, where people pretend to be someone else online, is also discussed. The document suggests that both cyberbullying and catfishing stem from issues like loneliness, low self-esteem, and a desire to harm others. While social media allows people to connect, it can also encourage people to create fake personas and identities online.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Assignment #12 (iiiii) (p1)planning for documentaryAbc Abc
This document outlines the structure for a documentary series and individual episodes examining social media and its influence. The series introduction would discuss how social media controls information and different media platforms. Individual episodes would focus on topics like censorship, the evolution of the internet, and algorithms tailoring search results. Each episode follows a similar structure of introduction, beginning, middle, and end sections. Public interviews, animations, and expert analysis are incorporated throughout to explore how social media both promotes democracy and acts as a tool of control.
This webinar discusses social media strategies and success stories for the automotive industry. It includes the following sections: industry statistics on social media usage; industry news such as award winners and creative campaigns by companies like Mini, Southwest Airlines, and the NFL; and client success stories such as those of the New York Jets. The webinar provides tips and strategies for automotive companies to effectively use social media.
What makes content go viral, Virality of contenHisham Idrees
1. The document discusses why some online content goes viral and others do not. It examines both content-based reasons, such as evoking strong emotions, and method-based reasons, like using viral marketing techniques.
2. Key factors that make content viral include arousing positive or negative emotions, being distinctive, involving celebrities, and having potential to be passed along. Effective viral marketing strategies use social media sharing and create a "buzz".
3. The medium of video is particularly conducive to going viral since it is easily shared and participatory, allowing people to comment and interact with the content.
Multitasking in the Digital World and Its Effects B_Haslam
The document discusses the effects of multitasking in the digital world. It notes that with various forms of media being integrated together, there are cognitive effects on people from taking in multiple forms of information at once. Some research has found that high media multitaskers performed better when working with distractions compared to focusing on one task. However, prolonged media use without breaks can lead to withdrawal-like symptoms, and heavy social media use has been linked to poor mental health in teens. In conclusion, while multimedia platforms allow for enhanced information sharing and interaction, they also come with disadvantages regarding addiction.
Thinking in networks: what it means for policy makers – PDF 2014Alberto Cottica
Network thinking is increasingly being adopted by policy makers, even at senior level. We explore what is driving this change, and what its long-term consequences might be in a society where "smart swarms" are becoming important, and public policy is being enacted by agents other than the state. Keynote given to Personal Democracy Forum Italy in Rome, September2014.
Pokémon Go successfully built an online community by getting people connected in the real world. It used a location-based augmented reality mobile game that encouraged exploration to achieve its objectives. Players were inspired to get outside and socialize around finding Pokémon and gyms in real locations, spreading the game through word of mouth. The free-to-play game leveraged GPS, social media hashtags, and its viral nature to easily connect people and fuel participation.
In this session, we talk about the mobile and social web, and how it shapes economy, individual behavior and well-being, political events, and society as a whole.
This document discusses how social media affects personal life and the brain. It outlines both positive and negative impacts, such as how social media can improve memory but also disrupt sleep. While connecting with others online can be beneficial, heavy use may lead to distraction, loss of independent thought, and hypersensitivity from phone notifications. The key risks are overreliance on social comparisons, disruption of real-life socializing, and activation of brain's reward system in addictive ways from receiving likes online. Moderation of social media use is advised.
This document discusses how social media and technology have changed personal privacy and information security. It explores how businesses and governments now collect vast amounts of personal data from social media sites and online activities. This data collection often happens without users' knowledge or authorization. The document also examines how social media has changed communication behaviors. It recommends that privacy organizations educate the public on online privacy risks and lobby for laws to better protect individuals' information privacy.
The document discusses the issue of measuring influence on social media and some of the potential negative consequences. It provides examples of social media campaigns that backfired or had unintended consequences, such as discouraging genuine engagement and risk-taking in favor of superficial metrics. The document also discusses how social media can negatively impact children by increasing cyberbullying, narcissism, and risky behaviors.
The document discusses how technology has changed human behavior and development. It explores how increased technology usage has impacted childhood development, causing issues like reduced physical activity and increased psychological/behavioral disorders. However, more research is still needed to understand the relationships between technology and these impacts. The document also examines how constant connectivity through technology can reduce social skills and "social capital" by limiting meaningful interactions and connections with others.
This document summarizes and discusses several perspectives on the impact and implications of WikiLeaks and increased transparency enabled by technologies. It discusses how WikiLeaks has changed expectations around privacy and accountability for both public and private communications. Commenters note that it will become increasingly important for organizations and individuals to ensure their private communications and actions are consistent with their public statements and values. The document also references how increased transparency might impact management practices and force outdated institutions to change.
Generation V refers to today's digital natives - those born in the late 20th/early 21st century who have grown up with the internet and social media. They are always connected online through various devices and participate heavily in user-generated online communities and content creation. While technology may seem intuitive to them, they don't necessarily understand the underlying workings. Their online identities and interactions emphasize collaboration over solely individual recognition or achievement.
The document discusses quantifying influence on social media. It summarizes a roundtable discussion on developing metrics to measure an individual's online influence across multiple platforms like blogs, Facebook, Twitter, etc. Key points discussed include: defining influence, identifying different types of influential users like "meme starters" and "spreaders", and whether marketers should target influencers or the easily influenced masses to maximize impact. The document aims to further the conversation on measuring online influence rather than propose a single solution.
Noise about nothingness - the Disconnected consumerDr Mariann Hardey
This document summarizes an exploratory study on "disconnected consumers" and their reactions to eMarketing content. [1] It describes interviews with 50 consumers who identified as disconnected from some marketing messages. [2] The study found that disconnection is a nuanced concept, as consumers aim to manage their connections and exposure to marketing while still maintaining social relationships. [3] Some consumers deliberately isolate themselves from marketing messages to avoid intrusions into personal spaces, though they do not disconnect socially.
The document provides an overview of a webinar on social media tips, success stories, and strategy for the automotive industry. It includes the following sections: industry stats on social media use and campaigns; industry news such as Google's response to fake reviews and changes to Facebook profiles; upcoming industry events like the NADA convention; examples of client success stories using social media; and tips for automotive companies on using social media platforms like Twitter and video. The webinar aims to help automotive businesses better utilize social media.
From Grassroots to Grasstops: Social Media for Advocacy and Public AffairsRyan Cohn
The document discusses the history and growth of social media and its use for advocacy and public affairs. It provides examples of successful social media case studies and outlines a social campaign model. Additionally, it offers advice on creating engaging content through the use of images, short text posts between 9-10pm, and spreading ideas like memes from person to person.
This webinar provided an overview of social media strategies and success stories for the automotive industry. It discussed key industry statistics showing growth in social media and provided examples of how automotive companies are using social platforms. The webinar outlined several success stories of automotive brands that saw increases in website traffic and sales by engaging customers on social media. It concluded with tips for automotive marketers, emphasizing the importance of listening to customers and committing ongoing resources to see results from social media strategies.
The document discusses some of the negative impacts of social media, including cyberbullying and catfishing. It provides statistics showing that cyberbullying is common, with 43% of children reporting being bullied online and 1 in 4 saying it happened more than once. Catfishing, where people pretend to be someone else online, is also discussed. The document suggests that both cyberbullying and catfishing stem from issues like loneliness, low self-esteem, and a desire to harm others. While social media allows people to connect, it can also encourage people to create fake personas and identities online.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Assignment #12 (iiiii) (p1)planning for documentaryAbc Abc
This document outlines the structure for a documentary series and individual episodes examining social media and its influence. The series introduction would discuss how social media controls information and different media platforms. Individual episodes would focus on topics like censorship, the evolution of the internet, and algorithms tailoring search results. Each episode follows a similar structure of introduction, beginning, middle, and end sections. Public interviews, animations, and expert analysis are incorporated throughout to explore how social media both promotes democracy and acts as a tool of control.
This webinar discusses social media strategies and success stories for the automotive industry. It includes the following sections: industry statistics on social media usage; industry news such as award winners and creative campaigns by companies like Mini, Southwest Airlines, and the NFL; and client success stories such as those of the New York Jets. The webinar provides tips and strategies for automotive companies to effectively use social media.
What makes content go viral, Virality of contenHisham Idrees
1. The document discusses why some online content goes viral and others do not. It examines both content-based reasons, such as evoking strong emotions, and method-based reasons, like using viral marketing techniques.
2. Key factors that make content viral include arousing positive or negative emotions, being distinctive, involving celebrities, and having potential to be passed along. Effective viral marketing strategies use social media sharing and create a "buzz".
3. The medium of video is particularly conducive to going viral since it is easily shared and participatory, allowing people to comment and interact with the content.
Multitasking in the Digital World and Its Effects B_Haslam
The document discusses the effects of multitasking in the digital world. It notes that with various forms of media being integrated together, there are cognitive effects on people from taking in multiple forms of information at once. Some research has found that high media multitaskers performed better when working with distractions compared to focusing on one task. However, prolonged media use without breaks can lead to withdrawal-like symptoms, and heavy social media use has been linked to poor mental health in teens. In conclusion, while multimedia platforms allow for enhanced information sharing and interaction, they also come with disadvantages regarding addiction.
Thinking in networks: what it means for policy makers – PDF 2014Alberto Cottica
Network thinking is increasingly being adopted by policy makers, even at senior level. We explore what is driving this change, and what its long-term consequences might be in a society where "smart swarms" are becoming important, and public policy is being enacted by agents other than the state. Keynote given to Personal Democracy Forum Italy in Rome, September2014.
Pokémon Go successfully built an online community by getting people connected in the real world. It used a location-based augmented reality mobile game that encouraged exploration to achieve its objectives. Players were inspired to get outside and socialize around finding Pokémon and gyms in real locations, spreading the game through word of mouth. The free-to-play game leveraged GPS, social media hashtags, and its viral nature to easily connect people and fuel participation.
In this session, we talk about the mobile and social web, and how it shapes economy, individual behavior and well-being, political events, and society as a whole.
This document discusses how social media affects personal life and the brain. It outlines both positive and negative impacts, such as how social media can improve memory but also disrupt sleep. While connecting with others online can be beneficial, heavy use may lead to distraction, loss of independent thought, and hypersensitivity from phone notifications. The key risks are overreliance on social comparisons, disruption of real-life socializing, and activation of brain's reward system in addictive ways from receiving likes online. Moderation of social media use is advised.
This document discusses how social media and technology have changed personal privacy and information security. It explores how businesses and governments now collect vast amounts of personal data from social media sites and online activities. This data collection often happens without users' knowledge or authorization. The document also examines how social media has changed communication behaviors. It recommends that privacy organizations educate the public on online privacy risks and lobby for laws to better protect individuals' information privacy.
The document discusses the issue of measuring influence on social media and some of the potential negative consequences. It provides examples of social media campaigns that backfired or had unintended consequences, such as discouraging genuine engagement and risk-taking in favor of superficial metrics. The document also discusses how social media can negatively impact children by increasing cyberbullying, narcissism, and risky behaviors.
The document discusses how technology has changed human behavior and development. It explores how increased technology usage has impacted childhood development, causing issues like reduced physical activity and increased psychological/behavioral disorders. However, more research is still needed to understand the relationships between technology and these impacts. The document also examines how constant connectivity through technology can reduce social skills and "social capital" by limiting meaningful interactions and connections with others.
This document summarizes and discusses several perspectives on the impact and implications of WikiLeaks and increased transparency enabled by technologies. It discusses how WikiLeaks has changed expectations around privacy and accountability for both public and private communications. Commenters note that it will become increasingly important for organizations and individuals to ensure their private communications and actions are consistent with their public statements and values. The document also references how increased transparency might impact management practices and force outdated institutions to change.
The document discusses how the Internet is decreasing individuality in society. It argues that large tech companies act as information gatekeepers and influence society through convenience and promoting popular ideas over individual thought. This shifts society away from high culture towards popular culture and decreases critical thinking. As a result, individuals are producing and consuming information instead of developing their own views. The document agrees with Siegel and Carr's perspectives that the Internet hinders individual thinking and promotes distraction, which delays deciphering important information and forming independent opinions. If not addressed, this loss of individuality could negatively impact the prosperity of society.
This was the second lunch presentation of DSVP's Social Innovation Series. The presentation "Social Media for a Cause" was given by Kim Young, the forest and the trees.
Social media has become a powerful tool for communication and building communities. It allows information to be shared among vast networks of connections, rather than just being pushed out to passive audiences, as was the case with traditional mass media. Key points:
- Social media gives control of information and communities to their members, who decide who and what is let in.
- Popular social platforms like Facebook and YouTube have hundreds of millions of active users and are growing rapidly.
- Financial institutions previously saw social media as a time-waster or security risk for employees, but it is now recognized that customers and employees are already using it, so institutions should consider how to join the conversation in a regulated way that protects customers and integrates with
Social media addiction is a growing issue, as people spend increasing amounts of time engaged with social media platforms. The document proposes a software solution that limits users' access to social media and posts their time spent offline on social media profiles, to encourage others toward de-addiction in a competitive manner. The solution aims to help users utilize their time more efficiently rather than wasting it on excessive social media use. It could help address issues like decreased focus on important tasks from overuse of social platforms.
Presentation a BGIedu (Bainbridge Graduate Institute) alumni workshop "Introduction to the Social Web". Topics included Shared Language, Definitions of Social Web, Social Networking, Social Media, Web 2.0, Blogs, etc.
The Social Life of the Internet of ThingsStephen Cox
What can social sciences tell us about designing for the internet of things (IOT)?
Imagine if you will that you have just discovered that some of your devices responsible for maintaining your health and wellbeing have been lying to you… They did it with good intentions; your scales were faking your weight loss and were in cahoots with your blood pressure monitor and step counter. They saw how happy you were when you felt like you were making progress so they decided to “help you” get to your goals faster.
Your phone let you in on their little secret. What would you do? Ditch your phone? Reward your phone for dobbing them in? Get them all out of your life and start again, with dumb objects?
Worse still, as a UX designer how are you going to deal with having to design for a world in which your products, objects and services will collaborate, communicate and share with each other. How can you create systems that not only react to human needs, but also potentially shape the behaviours of the people who are using them?
This document discusses Gen, a 28-year-old Singaporean woman who is highly engaged with social media and digital technologies. It summarizes how Gen lives her life primarily through social networking apps and does not engage with traditional media like newspapers or radio. The document then discusses some of the key trends and concepts related to digital media, social networks, and their influence on society, including how information and behaviors spread through social networks, the benefits and risks of social media, and emerging trends like mobility and big data.
The document discusses three theories related to predicting future trends: media systems dependency theory, social learning theory/social cognitive theory, and social information processing theory. Examples from 2012 are provided to illustrate these theories, including statistics on internet usage and social media growth. Possible futures are then presented that could emerge from continued trends related to these theories, such as a future with a single all-powerful computing device and a society divided into two distinct classes.
The document discusses how social interaction may change within the next 10 years due to technological advances like social media. It notes that social media has already revolutionized communication by allowing real-time connections anywhere and shared experiences through photos and posts. However, experts are split on whether future innovations will further improve social interaction or exacerbate existing issues like isolation, distraction, and cyberbullying. While social media allows greater sociability and community through easy sharing, concerns remain about its potential negative impacts, especially on children and teenagers, which may lead to increased regulation of social media platforms. The future effects of social media and new technologies on social interaction are difficult to predict fully.
The document discusses how social interaction may change within the next 10 years due to technological advances like social media. It notes that social media has already revolutionized communication by allowing real-time connections anywhere and shared experiences through photos and posts. However, experts are split on whether future innovations will further improve social interaction or exacerbate existing issues like isolation, distraction, and cyberbullying. While social media currently increases sociability and community through greater networking and information sharing, concerns remain about its potential negative impacts, especially on children and teenagers, which may lead to increased regulation of social media platforms. The future effects of social media and new technologies on social interaction are difficult to predict fully.
The document discusses social networking and its impact on society and culture. It provides background on the history of social networking sites and their increasing popularity among youth. It examines how social networks influence behaviors and attitudes, and both the positive and negative impacts on society, such as increased social interaction but also privacy and addiction concerns.
Collective intelligence refers to the ability of groups of people to solve problems smarter than any individual alone. Examples like Wikipedia show that large groups of people can work together to create and share knowledge without centralized control. As technology enables more connection and collaboration, collective problem solving will play a larger role in shaping decisions and progress in the 21st century compared to the 20th century model of top-down control and competition.
Gunalan Ranganahan is presenting a final year project on the negative impacts of social networking. The project will use projection mapping to demonstrate how social networking can negatively impact individuals and society through teasing. Research found that while users are aware of potential downsides, many underestimate the risks or become addicted. The presentation will last 2-5 minutes and use text, images, video, animation and sound effects to metaphorically portray social networking's downsides like privacy issues, stress on families, and addiction. The goal is to educate viewers on social media's realities beyond communication.
Similar to Assignment 10 group coursework presentation of research draft 2 (19)
The document discusses planning and trials for a school project featuring photos of students with logos of social media platforms on their shirts. It describes choosing checkered shirts and colors to appeal to youth fashion. Photos were taken of students holding a "Pick Me" sign in front of a brick wall. The photos were edited in Photoshop, including adjusting colors and removing background elements. Various drafts of a double page spread advertisement were created laying out the designed photos and text.
This document contains a list of 116 shots for a television segment. It describes the shots including the angle, movement, location, characters, and subject matter. Many of the shots are of a presenter discussing viral videos, social media, and how content spreads online. Found footage and video clips are also included from popular internet memes and videos. The purpose is to show how viral videos and online content gain popularity and spread across different online platforms.
The document appears to be a production code or shot list for a television program or film. It includes 71 scenes with descriptions of the shots, locations, characters, and any notes. The shots include things like the presenter at a computer, YouTube cubes, interviews, viral videos being discussed, and social media profiles. Costumes, props, and departments are also specified for some shots.
The document contains a shot list for a television program or film, including descriptions of each shot, the location, characters, and any notes. The shots cover a range of scenes from interviews to footage of viral videos. The list documents over 100 shots ranging from establishing shots, close-ups, and footage taking place in various locations with some characters and without.
This document provides information on the target and secondary audiences for a documentary about whether the social media landscape is hegemonic or democratic.
The target audience is defined as 16-24 year old female British working class individuals interested in internet and technology. The secondary audience is 30 year old males and females of any ethnicity from middle class backgrounds worldwide interested in society, modernity and technology. Statistics are provided to support that females and younger people are more engaged in social media.
This document discusses an assignment involving group work and includes three parts. It then discusses edits made to a photograph, including cropping parts of the image, adding darker and brighter effects in certain areas, and changing the overall color and effect to give the image a more eerie and serious connotation. The edits are intended to emphasize vulnerability and danger in the photo. The final product shows the photo before and after editing.
This document outlines the planning and production process for a photo shoot. It discusses choosing costumes and props representing social media platforms. It documents multiple trials with actors, taking photos, and editing the images. The goal was to create imagery showing the manipulative nature of social media and how it limits free expression online.
This document discusses draft plans for ancillary activities and props. It mentions an actor from the Department of Public Safety who will use an iPad on Facebook as part of the activities. The document provides draft details for ancillary plans but does not give full context or explanation.
The document discusses several draft plans and photos related to ancillary items. It mentions ancillary plan drafts, an actor from the DPS department, props including an Apple mouse and broken USB cable, an Apple Mac computer, and photo drafts including an alternative layout for a double page spread that was edited using PicMonkey.
Este documento parece ser um rascunho de introdução de 1 minuto. Ele não fornece informações detalhadas sobre o tópico ou propósito da introdução, apenas indica que é um rascunho da terceira versão de uma introdução de 1 minuto.
This document outlines plans for a documentary presentation, including details on the actor/presenter and locations.
The presenter will wear casual yet sophisticated clothing to appear approachable but maintain a formal speaking style. Locations in Camden Town and Shepherd's Bush Library were chosen to seem socially integrated and provide an ideal computer area to discuss viral videos. Photos were taken of both locations for the production. A risk assessment was also mentioned.
The document outlines plans for a documentary presentation, including details on the presenter's costume and appearance aimed to seem casual yet sophisticated and relatable to target audiences. It discusses using a computer prop to make the presenter seem more interactive by being able to view and discuss viral videos. Locations in Camden Town and Shepherd's Bush Library are selected for parts of the presentation for their relevance to topics being covered.
The document discusses planning the presentation of a documentary filmmaker. It outlines choosing a casual yet sophisticated outfit for the presenter to relate to different age groups in the audience without being distracting. It also describes using a computer and camera as props to make the presenter seem interactive and to indicate she is filming a viral video. Lastly, it mentions filming at a park and library to allow interaction with videos without excessive background noise.
The document provides costume and location details for a documentary presentation. It specifies that the presenter should wear a green coat, black scarf, and checkered skirt to look casual but still formal. The filming location of Westfield/Shepards Bush was chosen as it is near media organizations and attracts many potential audience members.
This document discusses draft plans and props for a puppet show, including cutting out cardboard pieces to make a thick rope and using rope to create a puppet cross with strings. Photos were also taken of the draft plans and props as part of documenting the puppet show preparation.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
The document is a shot list for a film or video project. It includes 116 shots with descriptions of the camera angle, movement, location, characters and notes for each shot. The shots include scenes at an Apple store, YouTube searches, footage of historical figures and events, screenshots of old and new versions of websites like eBay and Amazon, and clips from viral videos.
Kaya Sumbland tweeted a video on the Bang Radio Twitter page about dogs swimming. She said to check out the funny video and included the hashtag #Dogswimminginth.
The document describes a video posted on the Bang Radio Twitter page that was tweeted by Kaya Sumbland. The video is described as being very funny and viewers are encouraged to check it out.
This very short document appears to be about scripts but provides no other context or information beyond the word "Script" repeated multiple times. It is not possible to provide an informative summary in 3 sentences or less given the lack of substantive content in the source material.
13. Statistics
About a third of women between the ages of 18 and 34 go online to check their Facebook
messages and updates before brushing their teeth.
About 21% people from a group of 1605 that were questioned for the research admitted that
they woke up in the middle of the night to see if something new had happened on
Facebook.
Majority of Facebook-generation is older than 35, and it seems they prefer instant messages
and posts above real conversations.
More than 100 million people have Facebook on their cell phones, and they are twice as
active as those that use computers to visit Facebook.
14. How?
‘Edge Rank’ is the name of the algorithm which Facebook uses to determine what appears in
their users’ news feeds.
Determines which of your connections is the most important to you and thus appears most
frequently, and which kinds of content should appear higher than others.
Commenting on something or liking something automatically increases the likelihood of it
appearing on your news feed.
Campaign marketers use this to promote their products or ideologies.
Almost like a chain reaction, one thing will lead to another eventually creating what is
referred to as a filter bubble of all similar products.
15. Why?
With more people becoming addicted to Facebook it has become the perfect tool
used to subtlety control society.
This obsession comes from the constant improvements to the site to tailor to each
individual.
It is by controlling what appears on our news feed that higher powers can
manipulate the way we think and install certain ideologies.
This creates a very hegemonic form of social networking.
16. ‘Google’
When processing a search ‘Google’ looks at 57 signals to determine your results.
This means each person receives different search results according to certain criteria based
on them.
With everything becoming so personalised it has become harder to break free from our
typical ideologies and explore everything out there.
17. ‘Google’
What makes a multinational company as big as Google intervene in the security and social
policies of another sovereign state?
Obviously, the case is not as simple as corporate decision-making of a business, but an act
driven by other hidden factors.
Generally speaking, the major methods of Internet management include monitoring, filtering
and deleting unwanted content.
For instance, Google has filtered a lot of online posts on the ground that they are of racial
discrimination and anti-American rhetoric.
18. Algorithmic gate-keepers
The internet shows us what it thinks we want to see.
But is this what we need to see?
A ‘Filter Bubble’ is created.
This is basically your personal universe of information online, tailored specifically to you.
These algorithmic filters show up everywhere now, from our social networks to our Netflix
cue, and even the online newspapers we read.
19. The ethics of social media
Social media has been almost universally adopted by organizations as part of their marketing
activities.
It is vital that the ethics of controlling what people do and don't see is considered.
Ethical: Not Ethical:
To censor certain search results which could be Blocking certain search results because they
inappropriate for certain ages. don’t match previous searches.
Catering to certain individual results so that
Determining the difference between what
people don’t waste time searching for what
people want and what they need.
they want.
Making internet search results easier to Influencing or manipulating society through
navigate by tailoring them to specific specific search results, thus stopping people
individuals. from exploring a wider range of ideas and
enforcing certain ideologies.
20.
21. The Influence
of films
Movies and television are very much part of our daily life and so they have a tremendous
influence on our behaviour.
The reason is that we try to associate with what we see and search for similarities between
these characters and ourselves.
We come across many stories in movies which are influenced by real life situations. However,
the latest phenomenon that has been observed is that of life being influenced by Movies
or television.
There have been incidents in the last few years, of kids in some U.S. schools who opened fire
within their school campus, while trying to imitate some action movie stunts.
Also, research shows that violent behaviour among kids is increasing because of movies and
television.
22. The Influence
of films
"Excess of everything is bad." Thus, too much of television and movies is also bad for us, this
is specially in reference to "couch-potatoes" and "movie-buffs."
That's because the aim of a movie is to complete a story within a short span of 2 hours.
Because of this constraint, it is packed with lots of exaggerated emotion, drama, action and
comedy.
However, such sudden change in emotions has an adverse effect on human mind leading to
depression and related disorders.
23. The Influence
of films
Films that deal with socio-political questions, for instance, certainly have an impact upon
society.
When it comes to style and music, the film industry virtually dictates what the people in real
life will follow.
Certain phrases uttered by famous actors or interesting characters in film become buzz words
and catch phrases in American culture.
E.g. Such phrases as "Here's Looking at You Kid" from 1942's Casablanca is yet known today.
24. Control through films
Conspiracy Theory In A Nutshell…
World recession. Government want to fix How? – Make people
economy. spend their money.
Without knowing it Increase subconscious
Make people panic.
people will spend fear of 2012. (The end of
more money. the world)
World out of
recession.
25. The Influence
of films
Through films higher powers in society are able to influence the world.
This influence can be interpreted as a form of control.
People in society are manipulated into following certain ideologies.
This is a subtle form of control.
However it is control nonetheless.
Therefore films, which play a major part in the current media landscape, are a tool
used to the shape of ideas within society.
Thus films contribute to a hegemonic media landscape.
26.
27. The evolution of the web
Web 1.0 Web 2.0 Web 3.0
Could be considered the "read-only The social web consists of a number of A web service is a software
web." Basically, the early web allowed online tools and platforms where system designed to support
us to search for information and read people share their perspectives, computer-to-computer
it. opinions, thoughts and experiences. interaction over the Internet.
There was very little in the way of Web services are not new and
Web 2.0 applications tend to interact
user interaction or content usually take the form of an
much more with the end user.
contribution. Application Programming
Interface (API).
This is exactly what most websites We are no longer satisfied with just
wanted: Their goal was to establish watching or listening to media products Broader searches for information
an online presence and make their but actually want to voice our own through simpler interfaces.
information available to anyone. opinion.
29. The evolution of the web
Fundamental discoveries in optical networking that allowed more bandwidth to be obtained from
deployed fibre-optic cables.
New standards for wired and wireless link technologies (such as 100 gigabit Ethernet and LTE).
New congestion control algorithms, improved security infrastructures: these are all examples of
the kind of evolution that most users don’t see.
30. Hegemony through the internet
The more the internet develops the stronger the grip on society.
With Web 3.0 culture the internet is becoming omnipresent.
It will be all around us.
This means whoever controls how its works ultimately controls society.
Thus the Internet strongly contributes to a very hegemonic overall
media landscape.
31. democratic or hegemonic?
Democratic: Hegemonic:
We can post whatever we want including videos on The content of our search results is controlled by
topics of our choice. internet algorithms.
We are able to view the work of others and share our Algorithms form a ‘Filter Bubble’ which stops us
opinions as well as hearing the opinions of others. seeing all that is available.
Sites such as ‘Wikipedia’ which are extremely popular If we aren't being shown everything available we
can be edited by members of the public. cannot make clear judgments thus we are be subtly
manipulated.
Web 2.0 culture has increased audience participation Films are used as a tool to send out certain
and made us more active rather than passive. messages to the public, therefore enforcing certain
ideologies in a sly way.
32.
33.
34. Topic Research - Sociology
Development
90’s 2012
There has been an upsurge in
progressive activism (basically Web
2.0)
since the 90’s within democratize
of the content, practices and
structures in dominant media
(basically we all now have equal freedom
throughout media in comparison before)
35. Topic Research - Sociology
Mass
Media
Sociologists believe that the Mass Media is one of the
main factors that reinforce modern culture – and most
significant at that.
They find that we are bombarded with messages to
either promote, reflect and create a culture that
society should follow.
Some call this ‘medicated media’
36. Topic Research - Sociology
Web 2.0
Keen 2007
Web 2.0 has been ushered in by rhetoric of ‘democratization’
Keen defined this by stories and images of ‘the people’ reclaiming the internet and
taking control of its content’ a kind of ‘people’s internet’ or less positively, the
emergence of the cult of the amateur.
O’Reilly 2005
He notes that operating software and applications move above the level of single
devices, which further Lash 2000 states technology moved from the desktop to
WebTop
Led to…
• New collaborative
• Participatory
• Open culture
Anyone can get involved -> potential to be seen and heard
37. Topic Research - Sociology
Web 2.0 Balnaves, Donald and ShoeSmith 2009
“4 Distinct revolutions in the history of media”
Mosoco 2004
Cautions about the significance and effects of current media and public
communication – noting the warning of “digital sublime”,
Woolgar 2002 even discusses the “cyberbole”, and the five-stage technology
‘Hype Cycle’ described by Gartner Research 2008. Therefore not agreeing that …
Battelle 2005 states Web 2.0 shapes public communication.
However the development of Web 3.0 is well advanced and is predicted to
accelerate changes, as well as lead to a range of new functions and dysfunctions
38. Topic Research - Sociology
Reform
Activism
Media reform and activism can be politically conservative or
reactionary, in the sense of reinforcing patterns of hierarchy
and exclusion.
An example are campaigns by fundamentalists religious
groups against gay-positive representations or policies
(e.g Disney corporation was the target of a campaign against
same-sex partner employee benefits)
This concerns media activism that is democratic and
progressive – in the sense of seeking a more equality
sharing of political, economic, social, cultural and
informational resources and status.
39. Topic Research - Sociology
Mobilisation to
Collective Action Charles and Tilly -
1978
Mobilisation to Collective Action 1978
They note the emerging shape and form of social activism – changing the
repertoire of collective action. This grasps democratic media activism. Therefore
they point our four predominant forms of action to democratize communication
– which ultimately makes media equal and fair.
#1 #2 #3 #4
influencing content advocating reform building hanging the
and practices of of government independent, relationship
mainstream media policy/regulation of democratic and between audiences
media in order to participatory media. and media, chiefly
e.g. finding openings change the structure by
for oppositional and policies of e.g. skills training, empowering
voices, media media themselves distribution services audiences to be
monitoring, more critical of
campaigns to change e.g. media reform hegemonic media
specific aspects of coalitions
representation e.g. media education
and culture jamming.
40. Topic Research - Sociology
Effects
McChesney 1993 & Star 2000
He found encouraging recent surge of work on alternative media
as a site of potentially counter-hegemonic cultural and political
practice . Therefore media is developing back to its manipulated
and influential state
Curran 2003 & Downing 2001
Whereas this study has been relatively few effects on resistance,
hereby modern societies aren't as democratic as it seems.
The debate on society being democratic or hegemonic is
therefore very hard to define and state
41. Topic Research - Sociology
Class
Dominance
Theory
Class dominant theory argues that media reflects and
projects the view of a minority elite, which controls it.
• Those who control, produce media
• Limits competition of big businesses – especially new media
• Few people have change to manipulate what people hear and
see
• Can avoid stories
42. Topic Research - Sociology
Culturist
Theory
The culturist Theory sees audiences as playing an
active rather than passive role in mass media – how
they interact and produce.
• Emphasise amount of options
• Interpretations, developing knowledge and experience
Claim few elite in large corporations exert significant control over
what information media produces and distributes and audience
play more powerful role
43. Topic Research - Sociology
Primary I asked…
Research Do you think society is being indirectly
controlled or is democracy increased in media?
My respondents generally think…
• Society hegemonic-ally controlled – i.e indirectly being
told how to act
• Media is a big controlling factor emphasising
ideology to society
• Democracy is a smokescreen to keep us all dumb
from how they are indirectly controlling us
44. Topic Research - Sociology
Democratic or
Hegemonic
Democratic Hegemonic
Web 2.0 and 3.0 has allowed the The elite still take control over the
audience to have greater media as they are the ones who own
participation the industries
45.
46. Topic Research – Social Media
Networking
Use of Twitter’s hash tag is used to unite people
opinions from all around the world,
- Enforcing democracy -
this is also used throughout media including
TV and Magazines
E.G documentary
‘one born every minute’
This allows the audience to participate with the programmes –
significantly those who ‘shout-out’ the tweets between intervals to share
with viewers, which would have not been done before Web 2.0
However tweets are chosen – presenting a small sensation of
hegemony in Networking
47. Topic Research – Social Media
Networking
Followed Facebook is largely democratic as everyone has the equal
freedom to create pages and groups on something they like, they
think or they do
However, other users could be manipulated by these domineering
groups and feel pressure to like what they do, ultimately they feel
they have to conform the ‘Facebook ideals’
48. Topic Research – Social Media
Social News Thankfully to Web 2.0 we can all interact and post our
own stories on social news sites! However Hegemony
and Democracy exists within
Although Slashdot emphasises their
qualities of allowing their audience
participation generate their whole site
• Users can post their own stories
• However, the stories they get from page
are decided by a more powerful figure
49. Topic Research – Social Media
Social News Where as Digg is largely a democratic website
– fully in control by the audience
Digg has a voting system put on every user
generated story where any user is allowed
to vote ‘Digg’ or ‘Bury’
• The story with most votes get from page
• The story with too many burys is deleted
from the website
50. Topic Research – Social Media
Blogs Blogs have practically no rules, you can post
what ever you want based on your interests
This promotes audience freedom, further an equal and
fair system
i.e – on Tumblr, nothing is censored
Celebrity / Idol blog Culture blog
Fashion blog
51. Topic Research – Social Media
Blogs However these systems are tailored to
your likes and dislikes –
E.G if you type in ‘Fashion blogs’ in Google, only a
certain type will come up that you like
They rest is not shown to you
This almost forms your likes, as the ones your not
shown could be something you would like but you
cant see it do you don’t have the opportunity.
This may come up for
me
But this would come up
to someone else
52. Topic Research – Social Media
Online Dating Since the internet started online dating has been slowly
developing. To now, people can tick boxes and find a
partner who is similar to them while being on a website
that caters there need whether it be
• Age
• Sexuality
• Culture
• Religion
• Fetishes
Though this system that picks our your match could not be
presenting you will all compatibilities – taking control to who you
will speak to and who you won’t – you are not in-control and as
widespread as you think you are to find love online. However, it
depends as a user how much you trust the sites.
53. Topic Research – Social Media
Wiki’s
But who does actually edit the information – Those with the resources and
knowledge
These faceless ‘professionals’ are the ones who dominate industries and
manipulate people below or in less authority than them.
Therefore how does anyone know this information is not
hegemonic?
People always take it how it is – because they think someone more
knowledgeable is always right, to which the audience conforms
54. Topic Research – Social Media
Video sites are again all audience
E.G…
Video Sites participatory which
48 hours of footage is uploaded every hour!
An example of audience
participation is
- Nam cat -
people start posting
cats watching the
This enforced the things what video
people like get popular and allow
other to post their own video’s of
it – connecting people across the
world because of Web 2.0
the creativity that inspires others in
technological culture making many
so many different versions
entire remix community, something
we all became a part of.
to posting a cat
watching a cat watch
the video.
55. Topic Research – Social Media
TED Kevin Allocca
Talks Why video’s go viral
A part of this video highlights the reason for
some video’s popularity is because of the
‘Tastemakers’ who publish it to the world.
This means on domineering figure influences
others to like a video, that otherwise
someone else who is not, it would not have
gone viral – presenting some type of Jimmy Kimmel tweeted on the video
hegemony
56. Topic Research – Social Media
Primary I asked…
Research Do you think social media is fair or
manipulated by the faceless business behind?
My respondents generally think…
• Being on twitter and Facebook is not beneficial as it
leads to bullying and manipulative way to be
• Allows us to express opinions, enforces democracy
• Some sites have a face behind it, so therefore by
knowing who would be manipulating you, allows
audience to think and be comfortable with the
owner and therefore the website
57. Topic Research – Social Media
Democratic or
Hegemonic
Democratic Hegemonic
Web 2.0 has dramatically increased Those who own sites generate your
our freedom to comment and post results
whatever we want
58.
59. Topic Research - News
Bias The elite control the news, they show what the want
History to show and what they don’t
Have you ever noticed pieces of history don’t quite add up? Or that it seems
as though parts have been deleted or hidden from us?
Well the elite have authority to do this.
There are plenty if things the News hide from us. It's not hard
since most of us blindly follow.
• you are told what certain people want you to hear
• ever wondered who the groups and names of their people (monsters) behind
wars are?
• ever wondered why globalisation exists?
• ever wondered if history is exactly the way it is or is it only the author's
perspective?
• do you really think global warming is entirely created by man?
No, because News is completely hegemonic, the audience have
no say in what we know and what we don’t
60. Topic Research - News
Corrupt
Elite
Theoretically the corrupt elite can only be brought down if there is an
'awakening of the people', if people just stop accepting things the way they are,
they can actually progress and advance.
If there is enough information, technology, freedom to move forwards and
invest in rights for humanity, animals, plants and the world, in good food,
health, education and shelter for everyone.
But why doesn't society do this?
The news supress audience knowledge with ‘smokescreen’ information
61. Topic Research - News
Current
Debate
The current debate across the UK is whether
the News tell us everything we should know?
Some think that the news bombards society
with a big story e.g ‘Bin Laden's Death’ to
cover up a story on the elite, government –
and something their doing An example is Hitler who banned
smoking in Germany because it
caused cancer. However the
government kept it a secret &
flooded Germany with free cigarettes
to increase the death rate. Which was
Therefore making it extremely hard for
society to become anti-establishment and kept a complete secret to Americans!
react to what they show, as there is very little
evidence of this – but their dominance and
manipulation to the public is greatly evident
62. Topic Research - News
Dominance
Local TV news is
the most
popular that
audiences watch
and listen to
However, it only cover 12% of international news
• Because its cheap
• Easy to access
• international news is highly corruptive to show because of audience distrust with
governments – trying to hide something?
However audiences have no control to see this news as they don’t have the resources,
therefore we are inevitably manipulated by the news.
Most people believe what they are told – if its on TV News its almost officially the truth
63. Topic Research - News
TED Alisa Miller
Talks The news about news
The video stated shocking facts such as..
• Death of Anna Nicole Smith covered news on all countries
and had 10x more coverage than the IPCC report
• News networks have decreased by 50% of foreign bureaus
because covering people like Britney Is cheaper
• Global news is recycled and does not put their context
across in a away the audience could understand it-
leading to a decrease in knowledge around the world
• All down to dominance as 52% follow global news, but
they don’t even know that much about it
• And this is all out of our hands -> they are hegemonic
64. Topic Research - News
Primary I asked…
Research -
Do you think the news is showing us all
that we have the right to see? Or are they hiding stories?
My respondents generally think…
• Doesn't cover complete stories
• Depends on the opinions of the controller
• Depends on ownership
• Mainstream news is no longer trustworthy
• They show the cheaper stories so we aren't shown the
more important stories
• If we want the truth, we need to do our own research and
become more democratic
65. Topic Research - News
Democratic or
Hegemonic
Democratic Hegemonic
In the future the News could become The news is hegemonic controlled by
democratic if people have the the elite, they have the power.
resources and come together to They manipulate audiences to
become anti-establishment believe what they tell us
66. Record of Resources used…
Wikipedia Examples of wikis
Articles online To see which type of news is more dominant
Newspaper articles Too see a general stories the news post compared with others
YouTube videos Statistics
Textbooks Sociologist research
Periodicals -
Books -
Vimeo videos -
TED videos Social media and News search
Slide Share Sociologist research
Blogs Blogs research
Social Media Networking research on twitter and online dating
Phone interview, expert -
In-person interview public -
In-person interview expert -
Yahoo! Primary research
67.
68.
69. Hegemony
• Their are 3 types:
1. Cultural Hegemony: The Idea that the western culture (represented
through our films, TV shows, Fast food restaurants & Brands) is
overwhelming other countries cultures
2. Institution Hegemony: Is the way and strategy to consolidate existing
hegemonic structures by designing, maintain and reinforcing
international institutions
3. Strength Hegemony: Traditional hegemony, it emphasizes the
importance if force i.e. WWI & WWII
70. Hegemony & Democracy Through TV Ads
• Ads are a fast way of getting a message across to the view
• Its 2-3 minis
• Usually to show a product or type of life style
• Examples...
Apple - IPods Mc Donald's
•They advertise their brand and food
•They advertise products such as potable •They tend to use their own jingles or
mp3 player popular music to catch attention
•Through individuality, emphasised by •They show different kinds of people,
different colours of their iPods the identified my clothing, age, gender and
popular music for the backing track ethnicity to include everyone
•In buying the product it implies your •Doing this sends a message to the views
quality of listening to music will be more that everyone any age can buy into their
joyful and exciting (buying into a lifestyle) brand regardless of status
71. Hegemony & Democracy Through TV Ads
Apple - IPod Mc Donald's
• Hegemony was used to sell • Like Apple, Mc Donald’s sell
the audience a kind of lifestyle the audience a kind of lifestyle
• The ad is used to convince the • The ad uses a popular theme
viewer your musical (being food) to entice hungry
experience will be exciting
implying if you don't your not and lifestyle hungry viewers
current (popular) • Implying that if you buy into
• This form of control makes the their products you will have a
viewer believe they need joyous experience, which is
something they don't and more expensive then cooking
making them adapt and cheaper and better food in
unwanted kind of lifestyle your own home
72. Hegemony & Democracy Through TV Ads
• Millions of people a day watch TV
making it a marketing playground
• As a society we are lead to believe
we have democracy, free speech
• Ads form our interests through
desires for popularity and longing to
fit in
• By buying into the brands we
conform to hegemonic power as we
We have become slaves
lose sight of what we really want and to brands unknowingly
need
73. Hegemony Through TV shows
• Many if not all shows portray a kind of hegemonic ideology, playing on
stereotypes i.e. status and class, gender, face etc. Some other shows have
a fine line where democracy is present but have a hegemonic foundation
The Big Band Theory
•This show plays on stereotypes implying this is how all people with
these characteristics act in the same manor...
•Penny - ‘young female’ – ‘Blond’: Her character is a failed aspiring
actress who lacks on the academic knowledge but is socially popular
•Leonard - ‘Young male’- ‘Geeky scientist’: His character is a scientist
who does not have much if not any luck with girls
•Rajesh – ‘Young male’ – ‘Indian’: The only non Caucasian
character, also a scientist, who has wealthy parents and cannot talk
to women unless under the influence
74. Hegemony Through TV shows
Eastenders
•Also plays on stereotypes and always seems to focus on
the lower class and a small portion on the middle class
•Focuses on families and friendships in a rural area who
struggle with ends meat
•In some episodes focuses on topics such as ... Teen
pregnancy's, homosexuality, drugs
•The show covering these topics either reinforced out
actions towards them or allows viewers to analyse from a
different stand point (controlling us by forcing us to
address these topics through observation)
Downton Abby
•Historic period Drama that is all out status and class
reflecting out society today i.e.
•The servants: Represent the lower class and their struggle
to be acknowledged living in the shadows
•The young adults: Represent the middle class and their
trying to work to make something of themselves
•Owners/Elders: Represent the upper class the wealthy who
control everyone's income
75. Democracy Through TV shows
• Shows such as ‘The X Factor’ and ‘The Voice’ help the viewers excursive
their democratic rights
The X Factor I’m A Celebrity Get Me Out Of Here!
• For the pure entertainment to put
•Allows democracy through their voting celebrity's through disgusting challenges
system •The audience exercise their democracy
•Giving the public the choice to keep their to chose who does the challenges and
favourites how many times
•Allowing the audience to vote no longer •Allowing the audience to vote no longer
makes us passive makes us passive
76. Hegemony Through TV shows
The X Factor I’m A Celebrity Get Me Out Of Here!
•Where is becomes hegemonic is through
the beginning stages of the show
•Through the extensive audition process •Celebrity's are chosen for us to humiliate
you must go through 3 sets of pre judging •Producers predict who may be the most
before being judged but the celebrity popular and base the challenges on that
panel •We call in to vote when the celebs fate
•So what we chose is from what they has been partially decided
have already determined
•They pick for 80% for entertainment and
20% for talent
77. TV In The 50’s
• Women's places were believed to be in
the house
• During this period ads like this would be
targeted at them
• These sorts of ads would reinforce how
society believes women should live in
hand making them believe no
otherwise
78. Hegemony & Propaganda
• Hegemony is like propaganda
• The difference is one is done under
the radar and the other can be
visibly seen
• Propaganda has been used
constantly through generations
• It can be seen through WWI & WWII
• Dictators and world domination
hungry leaders have used this to
control and manipulate their people
• Men like, Hitler, Stalin, Gadhafi
79. Hegemony & Democracy Through TV shows
Hegemony Democracy
• Through shows, subliminal • We are able to vote for who
messages are sent to a mass we want and what we want
audience • We ultimately have a choice
• We are made to believe we to buy into a lifestyle its not
have democracy through forced upon us
voting shows except we are
just buying into a fix
82. Hegemony & Democracy Through Technological
Convergence
Franchise
• They are an example of hegemony at its finest
• They are a collaboration of different company's to make a
product / products
• It feeds the public a movie or product (or anything) and
branch out (to keep its fan base alive) giving them ...
Magazines Cartoon series
Movie, Product, Game...
Comics Accessories
Costumes Games
Sequels Toys
83. Hegemony & Democracy Through Technological
Convergence - Examples
Star Wars The Dark Knight
• The first film was ‘IV: A New Hope (1977)’ •This ‘Batman’ saga is a remake
•The budget was $11 million but gross was •The first film was ‘Batman Begins (2005)
$480 million •Originated from ‘DC Comics’
•After this gained a cult following •The budget was $150,000,000 and grossed
•After the 2nd film their franchise had $374,218,673
spread from, action figures to light sabres •With DC Comics die hard fans all they had to
go was gain new followers through
How its hegemonic.. marketing
•It becomes part of the generations
childhood holding good memories How its hegemonic..
•Companies know kids will want to mask •It already has a set fan base as it is a remake
themselves with items associated with the bring their childhood hero to the big screen
film •Audiences would have already gained an
• Us buying the goods keeps capitalism emotional lie through the comics
•Us buying the goods keeps capitalism
84. Hegemony & Democracy Through Technological
Convergence
The Dark Knight - Marketing
•They started with an official website
with mazes and question
•Next they took over ‘MySpace’ for a day
which allowed the public to advertise by
sending friends screen grabs
•The website would be updated regularly
with campaigns for ‘Harvey Dent’ and
smear campaigns for ‘The Joker’
•Finally they set but a treasure hunt to
find phones and get a call from ‘The
Joker’
85. Hegemony & Democracy Through Technological
Convergence
Star Wars
•They tend to now make their money from..
•Cartoon series
•Collectables
•Toys
•Video Games
•Watching the films on TV catching new and
old audience to buy once again into the
franchise
86. Hegemony & Democracy Through Technological
Convergence
Star Wars The Dark Knight
•Today their franchise is worth
$2,967,173,108
• Today their franchise is worth
$27,000,000,000
•Through feeding off of the comic book
franchise ‘DC Comics’ and their emotional
•Through playing on childhood memories to
attachments to the hero characters
fuel their income
•Comics are timeless which can always catch
•The public buy into the franchise to feed
new generations keeping their franchise
their inner child
moving
•With constant sequels they can catch new
•With constant sequels they can catch new
and old generations encouraging a never-
and old generations encouraging a never-
ending cycle
ending cycle
90. Democracy in Magazines
• Magazine focuses on real life stories of ordinary people
• Readers can submit their own real life story to be displayed in the
magazine
• Readers can participate in small competitions after completing tasks like
wordsearches
91. Democracy in Magazines
Polls, Competitions etc
• Readers can submit their details by post, telephone, online
• Winners are selected nationwide, everybody has equal chance of
winning
92. Democracy in Magazines
Elle Style Awards hosted by Elle Magazine
• Readers can vote online for each award
• After voting a lucky winner gets gift vouchers from the company sponsoring
the ceremony
• They also get tickets to attend the ceremony
94. Democracy in Magazines
Glamour Women Of The Year Awards
• A year event held by Glamour Magazine
• One award named ‘Readers Choice Award’ is chosen by readers
only
• Readers are given a selection of inspirational stories, from there
they must choose which philanthropist they want to vote for
• Glamour magazine features the Reader’s Choice Award winner on
the magazine
95. Democracy in Magazines
Seventeen Magazine:
Readers get a chance to test out beauty
products and give their verdict!
This gives readers a chance
for their opinion to be
heard for other people to
read
96. Hegemony in Magazines
Idea of the ‘perfect body’
• Fashion is thought of as a method of hegemonic domination putting forth a duty to
conform on the female population
• Magazine photographs provide unrealistic expectation of the ideal female appearance
which many cant meet
• Women respond to fashion resources in different ways..
97. Hegemony in Magazines
• Every page of Vogue magazine is authorised by senior representatives
• There are no reader related columns, product testing etc
• Readers have no input into what goes into the magazine
• There is no competition section just pages relating to design, fashion, lifestyle etc
98. Hegemony in Magazines
Elle Style Awards Voting Process..
• Readers are only allowed to vote for a selection of awards
• Elle magazine still have a lot of control as to who the award
winners are
• Readers are invited to vote for each award but their vote doesn’t
really count
99. Hegemony in Magazines
Hegemonic femininity and sexuality
• In male and female magazines there are
images shape our ideas of gender and
sexuality.
• Advertisements, articles, and every other
page in each magazine is gendered
100. Hegemony in Magazines
• Magazines show these female cultural ideals through images
• Socially assembling what a woman should look like
• All front cover models on women magazines like Elle and Cosmopolitan.
• Like the picture above, the woman has the perfect body structure and
appearance
• This is the problem because in reality all women do not look like this
• The “perfect woman” isn’t natural because our perception of what looks
beautiful is socially constructed through mass media
103. Audience Feedback
She Said… 20
• It appeals to her because she's very interesting in Female
media and feels strongly about democratic rights in
Working
media
Art, Film, Beauty,
Dance
• Interested in hearing how hegemonic the news
is, and why its still that way
• The revolution of Web 2.0 is almost blinding people
from how they control media and manipulate
audience
• Would be for people in 20s and 30s
• Should interview sociologists and people in the
government
• Worrying because some parts its hard to gain
evidence of it
104.
105. Purpose and Style
• What's the purpose of the documentary ?
• Is to Inform and educate the audience on hegemony
and if today’s democracy is just the puppet master
behind it
• Also if we are controlled, in what way and form
• And ultimately if we can control it and escape it?
106. Purpose and Style
• What would people learn about this topic from
your documentary?
• The audience will learn what hegemony and how it
lives undetected in our society and how it effects
our perception of reality
• The will discover its effects during history and its
forms through social media, films, TV and
magazines
• They will also learn what Algorithms are and if they
are really necessary
• The truth will be uncovered to if we are really free
107. Purpose and Style
• What style of documentary is it?
• There are 6 types of modes to Bill Nichol’s Theory
1. Poetic Mode: More towards subjectivism, leaves
things to be interpreted, for an artistic feel.
2. Expository Mode: Unlike poetic moves more for a
story telling stance, through informing in order to
persuade
3. Observation Mode: Simply just observing in order
to allow audiences to shape their own opinion on
the issue, people/person
4. Reflexive Mode:
5. Per formative Mode: Its participatory though
having a presenter or just having a person going
along
108. Purpose and Style
• What style of documentary is it?
• According to Bill Nichols theory our documentary is
Expository
• We believe It’s more informative as we are just trying to
feed our audience with information
• In the attempt for them to form their own opinions
about “Is the current media landscape democratic or
hegemonic”
109.
110. Audience
30’s
Secondary
Audience
Whole
Target audience
Audience is 20s to
40s years
20’s
111. Audience
Target Audience -
People in their 20’s because they are largely involved in participating in most forms
Age of media – also they are strongly concerned with having equal and fair rights
Due to modern society being quite patriarchal - I think women would be inclined to
Gender see if media is democratic and it is interpreted women are manipulated by media
Media is a huge part of working class leisure activities and pop culture so we think
Class they are going to be hugely interested to see whether it is democratic or hegemonic
British people because our research is based on their culture, their use of the media
Ethnicity mainly, though all ethnic groups throughout the UK as they’re all part of media
Secondary Audience -
People in their 30’s because have seen the evolution from Web 1.0 to knowledge
Age in Web 3.0. Also they would be largely involved in media more professionally
Women and Men because society has evolved from reinforcing those ideal forms
Gender of gender – however they would want to see if that is actually exercised in media
Middle class because they are the ones who work for media industries and have
Class great knowledge of the debates
British people because our research is based on their culture, their use of the media
Ethnicity mainly, though all ethnic groups throughout the UK as they’re all part of media
112. Audience
Our audience is MASS because…
• Everyone is somehow connected into media
• Generally people are conscious of their equal rights
• People would want to see if they are being
manipulated – or how far they have been
unconsciously manipulated
• It would relate to so many people
• Some things brought up, people throughout the UK
will be able to relate a story or relate how their
searches have been tailored – and noticed
113. Audience
It is important that people learn about this topic
because…
• It is essentially manipulating audience to thinking
they’re in control of what the see and search
• The audience should be aware they possibly don’t
have as much democracy throughout all media as
they though Web 2.0 would have
• People will be more wary of their democratic right in
media – or possibly realise they increased control
their do have since the web 2.0 revolution
• Their authenticity is being compromised and
reinforced to shape a different or more dominant
ideology
114. Audience
Our connect purpose to the audience is…
• The fact that social media is such a broad topic
that the interests of so many different people
can be compared and contrasted throughout.
• To enforce a debate
• Also because its becoming a huge important
part of society as it is somewhat controlling
our world being used public sectors such as
education emphasising the newly great
importance and need to be knowledgeable
within our topic.
115. Audience
The style of our documentary is…
• Informative because…
We present both sides of the debate in our topic, we
don’t necessarily enforce our personal bias views.
• Participatory because…
Our presenter will participate in interviews and
certain events taken place in our documentary to
make the documentary seem more natural and
comfortable
116.
117. Planning: Structure
Episode: Introduction: Beginning: Middle: End:
(First 2 Mins) (15 Mins) (15 Mins) (15 Mins)
• Presenter talking about the • This is to make audience aware - Statistics on the growing - Introduce algorithms and
whole documentary, the of the history of the web number of people logging how it has been brought
purpose - how social media beginning with web 1.0 -a onto social networking sites in as a new form in web
‘Social is controlling what detailed timeline like Facebook day by day. - Explain with animation
• Animation shows information
Media’ – information we receive, in
coming out of a computer but
- How this has increased over the use of a filter bubble
Facebook, YouTube, the years and why? - we will show a before
The Google, Twitter. none going in from the and after in Google
audiences
Hegemonic • Sociological theory of
- The different types of social searches
• Montage footage of people networking sites and which - Link it to social
Puppeteer interacting with different
‘upsurge’ in activism
ones are the most popular networking – going in
• Presenter highlights social
forms of media – people on and why they appeal so much depth with the way
networking – Facebook,
their iPads, iPhones, to such a mass audience. Facebook tailor your
Tumblr, Twitter, Social News,
Blackberry’s, Laptops etc. Online Dating – how the web newsfeed
has come to a revolution – - Reasons why social media and - Talking to the expert
• E.g. internet, phones, TV… more democracy social networking sites make behind the industry ask if
Including establishing shot • Leads to the Web 2.0 part of for the perfect tool used to they even know who
of internet cafes (high the animation where control certain ideologies or tailors our algorithms,
angles, low angles), a information comes in and out products within society. (Their who creates their ethics
bedroom (with tech), train • Showing how YouTube gaines popularity aids their ability to - Being in sociological
station (people on phones) users success and audience reach a wide range of people.) theories into ethnics –
with close up of Wi-Fi allow them to grow or fail– the extent of our
connecting. people gain great success - For example some marketers democracy
• Public interviews on how they use certain social networking - To lead into next episode
• Show case study of the boy feel about web 2.0 in Trafalgar sites or social media to go through why
who killed his mum square promote their products by algorithms promote a
mimicking the soap • Lastly web 3.0 with voiceover creating 'Pages' for people to hegemonic form of social
‘Coronation Street’, with presenter explaining it like on Facebook. networking – just
archival footage of news • Examples of Google search manipulates audiences
broadcast. tailoring searches - On most website pages a use in the sites
• Finish with expert interview
'share' or 'like' button will - Expert interview and
and example of the way web
appear. examples of what we see
3.0 is becoming omnipresent
and what we don’t see
118.
119. Channel and Time
What channel would it be put on and why?
Channel 4 because..
• most of their documentaries target 17-34 year
old females
• documentaries revolving media and technology
• their documentaries have peaked to up to 8
million viewers
eg. Cutting Edge received 7.4 million
120. Channel and Time
What time would it be on and why?
9pm because..
•audience have finished studying/work, children are
sleeping etc, so they are available to watch it
•there’s nothing explicit so the time doesn’t have to
be pushed further back