Sunday, 9 February 2014

The dark side of Social Media.

For all the benefits that the internet and social media have brought to the world, there is a “dark side” that requires much more research and attention.
Although bullying has been studied extensively since 1970s, through the pioneering research of Olweus (1993), a new form of bullying has recently arisen, coinciding with invent of social media.  

Cyberbullying is when bullying occurs through electronic means ( Li, 2007).   


This can occur over the phone, through text messages, Facebook, Twitter – in fact anywhere that communication occurs, cyberbullying may exist (Smith et al 2008).  Cyberbullying has been found to have similar types of psychological effects on victims as traditional bullying, most notably a negative impact on self-esteem (Patchin & Hinjuda 2010).  

As many cases of cyber bullying involve perpetrators that do not know their victims (Slonje & Smith 2008), and as there are no teachers patrolling cyberspace as they would the playground, cyberbullying amongst children is particularly dangerous.  This is especially true as children are often hesitant to tell their parents or person of authority that that they are experiencing cyberbullying (Tokunaga 2010), and as there are no physical signs (i.e. no bruises), it can be hard to determine if a child is a victim. 

For the perpetrators, whilst some motivations seem to be similar to more traditional forms of bullying, there are also significant differences, most notably that this bullying can occur to a much greater audience (i.e a schoolyard brawl versus a hateful post or image for hundreds or thousands to see) and that bullies have much greater accessibility to their victims (Slonje & Smith 2008). 



Whilst children are perhaps at greatest risk, they are by no means the only victims of cyberbullying.  

Celebrities who rely on exposure for their livelihoods face a tough choice – publicise themselves and their views on certain issues, which aids their career and profile, but also opens them up to the “dark side” of online trolls, those who seek to anonymously abuse people online.  

Whilst abuse of people with high profiles has probably always gone on (think tall poppy syndrome), never before have anonymous people in society been so close to celebrities, and able to communicate so directly with them.  Two recent incidents are typical of the types of behaviour that can occur online:


This long term effects of cyberbullying and anti-social online behaviour is unknown.  There is such little data to study, that no one really knows what the effects of being cyberbullied may be into the future for the victims, and whether cyberbullying is going to get worse with the increase in use of social media.  This issue is perhaps the most urgent area in need of research that social media faces. 





Li, Q. (2007). New bottle but old wine: A research of cyberbullying in schools. Computers in Human Behavior, 23(4), 1777-1791. doi: 10.1016/j.chb.2005.10.005

Olweus, D. (1993). Bullying at school: What we know and what we can do. Malden: Blackwell Publishing.

Patchin, J. W., & Hinduja, S. (2010). Cyberbullying and Self-Esteem. Journal of School Health, 80(12), 614-621.

Slonje, R., & Smith, P. K. (2008). Cyberbullying: Another main type of bullying? Scandinavian Journal of Psychology, 49(2), 147-154.

Smith, P. K., Mahdavi, J., Carvalho, M., Fisher, S., Russell, S., & Tippett, N. (2008). Cyberbullying: its nature and impact in secondary school pupils. Journal of Child Psychology & Psychiatry, 49(4), 376-385.

Tokunaga, R. S. (2010). Following you home from school: A critical review and synthesis of research on cyberbullying victimization. Computers in Human Behavior, 26(3), 277-287.




Produsage- have you heard of it??

Product usage (produsage) is a term used to describe emerging technologies that are distinguished by their user led frameworks (Stewart 2005). 
In these products both producers and consumers are active participants – the producers as the creators of the framework, and the consumers who create, use and shape the content.  Good examples of produsage are products such as Instagram, flickr or Wikipedia, products that in order to function need consumers and their creativity.  Users make an an active contribution; it is not passive one-way communication that have characterised many media platforms over the past 50 years (think radio, TV, newspapers).
I am a large user of Instagram, but before I came across it, I never even used to take photos! But after spending hours on Instagram, being swept away by the creativity of so many talented users, and by seeing what the possibilities were, I was I was inspired to get involved.  It was as if I had a part of my brain opened that I didn’t even know existed.  Being able to share great ideas, and build on others ideas’ to create your own, is something that could not have occurred (very easily anyway) 10 years ago.  


Axel Bruns (2007) describes the “produsage economy” where both creation and consumption are combined together, where the user leads the creation environment.   This new way of participating in society and contributing to an emerging culture is unique and exciting, and has been described as a “participatory culture” (Jenkins 2009).  This term describes the way in which users, because of low barriers to engagement with the product and strong creative support amongst the community, are able to pass along knowledge to one another and share ideas to collaborate and create at rapid speeds and with high creativity. 
Produsage in the future will continue to grow.  This next generation will expect nothing less and in fact one of the top trends for 2014 as listed by Inside Retail is Product Individualisation.  Shoppers want to feel special and in this price competitive environment they ail play a premium for the ability to customise or buy something slightly more unique. (Firth, 2014)  


  





Bruns, A. 2007. Produsage. Proceedings of the 6th ACM SIGCHI conference on Creativity \& cognition. Washington, DC, USA: ACM.

Firth, P, 2014 Top five trends for 2014, Inside Retail, (Viewed online February 7th 2014.)

Jenkins, H 2009, ‘Confronting the challenges of participatory culture’, MIT Press, Cambridge, Massachusetts, viewed 19 January 2014 http://mitpress.mit.edu/sites/default/files/titles/free_download/9780262513623_Confronting_the_Challenges.pdf

Stewart, B. 2005. Snurblog.  http://theory.cribchronicles.com/2012/07/03/what-produsage-is-and-why-it-matters/

Simulacra-is it real?

“Simulcra” is a term that refers to when the reality of a “construct” (person, thing or experience) is overtaken by its representation, so much so that the reality of the construct is removed from its reality (Felluga).  

There are a number of ways in modern society that we can see examples of Simulcra occurring, and during this blog I will discuss two.  The first is social media in general.  As society becomes more easily connected through social media, but less personally connected through less personal interactions in real life, the idea of the avatar becoming us, or us becoming our Avatar, is an interesting concept. 

An Avatar is a creation of our ideal selves, usually representing an idealised    If you use chat rooms, twitter, facebook, online dating services or any other form of social media, the Avatar is used to represent the user. But what type of representation do we make in the virtual worlds of facebook or if trying to find a partner through online dating?  Social desirability theory tells us that humans have a basic tendency to present themselves in the best possible light (Burton, Westen, Kowlaski  2011).


  We are liable to stretch the truth in order to impress others, whether that be a prospective date or Facebook friends.  We present such an idealised creation of ourselves to the outside world, that there could be the danger that this idealised presentation is the mask that we then use to hide our true selves, shying away from creating real relationships that are not online.     


The second way I think Simulcra can be seen in modern society is through massively multiplayer on-line roleplaying games (MMORPG), such as World of Warcraft (WOW).  WOW is ostensibly a war game, and has become a worldwide phenomenon due to its ability to transform the identity of its players from their “real” selves into mighty warriors or wizards.   During this disassociation from reality, players assume these identities in a group, working with their teammates to accomplish missions.  It can take years to create a character, and these characters can be sold in the real world for hundreds of dollars.  There is the real possibility of addiction to games such as these, as players who are at increased risk of loneliness ,and who experience online liberation whilst playing, have been found to be susceptible to addictive behaviours with these type of online games (Parsons, 2005). 

Research has found up to 40% of WOW players may be addicted -
Players often play for many hours at a time, with serious social and mental health consequences. 



  


As the reach and sophistication of social media increases, the question can be asked what of the future?   I can see the potential for people to live their lives through their avatar, their online identity, their heroic WOW character, and this separation from reality may be a tempting prospect for people that suffer from a lack of confidence or insecurity about their body image. 

References

Felluga, D 2011, Modules on Baudrillard: On simulation, Introductory to Postmodernism, viewed Tuesday 25 January 2014, <http://www.cla.purdue.edu/english/theory/postmodernism/modules/baudrillardsimulation.html>.
Parsons, J. M. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." PhD diss., University of Iowa, 2005.

Burton. L., Westen, D., & Kowalski, R (2012) Psychology: Australia and New Zealand, (3rd Ed). Brisbane: Wiley