Social Media and the Internet. the Limit is Not Speed but Violence.

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  • 8/12/2019 Social Media and the Internet. the Limit is Not Speed but Violence.

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    31/5/2014 Social Media and the Internet. The limit is not speed but violence

    http://www.familyandmedia.eu/en/component/content/article/48-news-g ruppo-di- ricerca/235-reti-sociali-e-internet-il -l imite-non-e-la-velocita-ma-la-violenza. 1/2

    Social Media and the Internet. The limit is not speed but

    violence

    Some years ago, John Batelle (author of The Search: How Google and its Rivals rewrote the Rules ofBusiness and Transformed Our Culture, 2005) defined Internet as the database of dreams. Another author,Marc Prensky (Teaching Digital Natives: Partnering for Real Learning, 2010) compared it to a territory

    shared by two types of inhabitants: natives and digital immigrants.

    Today, we know that Internet is a public space which does not belong to just a certain type of person but toall and that it pervades through all moments of life, through individuals and institutions too. This public spaceis structured around certain types of platforms: social media (social networking sites, videogames, blogs,etc.) which can be defined as non places, i.e. spaces without a definite identity (airports, railwaystations, etc). Their efficacy, potential and risks do not only depend on their structure but mainly on who andhow users participate in them. Just as there is a high level of safety and security in a soccer stadium wherespectators are mainly families, social networking sites with high IT skilled users, with positive lifestyles willhave a low level of risk independently of how old net users are.

    Problems like bullying, paedophilia, pornography, etc. are not caused by social media (which are onlytechnological tools) but by their users. These are not situations which can be solved by age verification

    systems , social awareness campaigns and other strategies focused on the process and not on theinputs of the relational system, which it is at the basement of the Internet universe. Virtual life is differentto real life but both are part of unique identity (personal or corporate). In a Research we conducted inGuatemala in 2012 among university students, we confirmed that real and digital dimensions of anindividual identity have the same key factors which influence individual behaviours regardless of the kind ofspace they are acting in. Real identity impacts significantly the digital one. And the virtual choices areclosely associated with real life.

    Such findings have been verified by the study 4GY Adolescents and Social Media: the 4 MillennialsGenerations which was presented in Madrid and Turin in January 2013. The report was focused on thelifestyles of adolescents in Spain and in Italy as a part of the final publication of a European project calledSafe Social Media, an international programme financed by the European Commission through the Daphne

    III programme, which seeks to reduce exposition, consumption and the impact of the main types of violencechannelled by social media.

    The study was carried out through an online, anonymous survey and was conducted on a sample of 6.782students in 57 schools in 2012. The results confirm the abovementioned points. In response to questions onviolence, bullying, sexting and pornography the results showed: 55% of adolescents thought that violencewould be justified by a personal goal, 25% declared they would accept working in companies where violentmaterial was distributed, 27% were interested in using weapons, 27% would insult friends or schoolcompanions if provoked by them, 17% had consumed pornographic materials, 19% had threatened friends oracquaintances, 12% would sign a petition for the legalisation of firearms, 8% thought that violence isnecessary, useful and pleasant, only 30% would support legislation to limit violent content in the media and56% should sign a petition against violence.

    But this is not all: 72% stated that they had a profile on a social networking site and 42% connected to theirown profile for three hours a day. Only 14% had a blog or uploaded videos on YouTube and 4% hadparticipated in a social campaign through Internet. In short: online activity is prevalently passiveconsumption.

    On questions regarding family relationships and parental control, 60% of adolescents declared that they hadnever or hardly ever spoken about what they did or experienced on the Internet, whereas 42% of parents donot control at all what their kids watch on TV, videogames or Internet, 48% do not receive any advice on howto use social media and 73% had never played a videogame with their parents before.

    Finally, regarding their group of friends, 27% claim they lack the necessary freedom to express theiropinions, only 8% consider their friends as a privileged source of information to discuss religion and politicsand 28% sought help from their friends in order to deal with important issues for which they lacked parental

    assistance. Adolescent friendships do not generate social capital: only 30% engaged in sport or went onexcursions with their friends, and 5% took part in voluntary work. Only 30% of those interviewed have agroup of friends with whom they undertook specific projects.

    Once the results were analysed and classified, we have been able to identify four types of generations.

    Saturday, 23 February 2013 11:49 Reynaldo Rivera

    http://www.intermediasocialinnovation.org/http://en.safesocialmedia.eu/http://www.intermediasocialinnovation.org/
  • 8/12/2019 Social Media and the Internet. the Limit is Not Speed but Violence.

    2/2

    31/5/2014 Social Media and the Internet. The limit is not speed but violence

    http://www.familyandmedia.eu/en/component/content/article/48-news-g ruppo-di- ricerca/235-reti-sociali-e-internet-il -l imite-non-e-la-velocita-ma-la-violenza. 2/2

    The two most important are described below:

    Generation GPS: it represents the 39% of the sample. They have a clear orientation towards virtualrelationships, and practice active interactions online. They have high self-esteem and strong values. Theconsumption of violent media and the risk of bullying is low.

    Generation GTA: Here we find 32% of the sample. They are high consumers of violent contents through themedia. They are usually part of a large group of friends but have an opportunist concept of friendship. Theyspend little time studying and there is a high tendency to bullying.

    Overall, what are the main factors related to a positive online lifestyle? A high level of values, parentalcontrol, high self-esteem, positive interpersonal relationships and dialogue within the family.

    In conclusion: violence and negative offline lifestyles, lack of intergenerational dialogue and cohesion arewhat hinder a genuine development of social networking sites and social media in general.

    Only fairly intelligent people, free to express their thoughts (despite being different from mainstream culture),who undertake projects for the common good, with other individuals or organisations, will be able totransform the new digital spaces into sustainable and positive communities.

    *Reynaldo Rivera is CEO of Intermedia Consulting