3 Nearly 41% of Indians enjoy chatting and online gamming account for 41%. A 2008study conducted by IMAI showed that 25% of respondent use the internet to hunt for alife partner. (TOI Dec 4
th
2009)[4]. Some of the news from Times Of India shows that“India has recently become the third largest market for twitter in just a few months, with5 million subscribers of total of over 11.5 millions”.
2. Youth population
TCS [5] has identified the youth in four categories -
The Globetrotter:
The Globetrotter has global ambitions and wants to study and work abroad. However, a growing confidence in the economic future in India is also reflectedin the survey as many students are also keen to bring skills back to India and put them touse here.
The Gadgetphile:
Students from both metros and mini-metros who love gadgets andwith access to a web enabled mobile, the latest gaming console, i-Pods and if he/shedoesn’t have one, then aspires to own an i-Phone.
The Nation-Builder:
The Indian student is focused on his/her career but is as muchinterested in the additional benefits that careers brings such as travel, learning new skills,experience to be gained, interesting workplace and salary.
The Social networker:
A true digital native, the Social Networker is likely to have asmany online friends as real ones and these friendships go beyond the traditional boundaries of gender, caste, and geographies.
History of Youth Culture and New Technologies:
The concept of youth culture and new technologies is a relatively new term. However therate at which technology has moved into the lives of the young as stated by Seel [7] isunprecedented. Growth within this area began in August 1981 when IBM released theIBM PC [6]. The next major development was the internet established in the 1990’s,which “created an entirely new means of social interaction? [7].More recently, there has been the convergence of individual technologies. An example of this is the convergence of mobile phone technologies with that of the internet.
3. Youth contribution in culture building:
Any culture is reorganized by its unique identity. For youths there are three processes inthe formation and construction of their identity;
reflexivity, makeability andindividualization
(Aakhus & Katz 2002, p.255).
Reflexivity
: is a cultural way of mirroring (individual, subjective, social, cultural) selves or identities through symbolicimages in media, verbal language or face-to-face interaction.
Makeability
: is the perspective that sees personality and lifestyle factors as being open to influence;individuals are able to make choices about their content.
Individualization
: means thatas industrial society develops, the significance of social background decreases while thesubjective importance of the inner world increases. (Aakhus & Katz, 2002, p.255). Thefollowing are some of the areas where the influence of youth culture is recognized:
Youth trends for purchasing:
The effort to commercialize and commodity anything and everything not only leads tothe degradation of Indian culture, it is harmful to us as citizens. According to the survey,57 per cent of the respondents browsed the Internet on their mobile phones, and close to
(IJCSIS) International Journal of Computer Science and Information Security,Vol. 8, No. 7, October 2010268http://sites.google.com/site/ijcsis/ISSN 1947-5500