Professional Documents
Culture Documents
Introduction
Social media are interactive technologies that facilitate the creation, sharing and aggregation
of content, ideas, interests, and other forms of expression through virtual communities and
networks. Social media refers to new forms of media that involve interactive participation
(Aichner, et al 2021).
Some of the most popular social media websites, with more than 100 million registered users,
app Threads), QZone, Weibo, VK, Tumblr, Baidu Tieba, and LinkedIn, YouTube,
Letterboxd, QQ, Quora, Telegram, WhatsApp, Signal, LINE, Snapchat, Pinterest, Viber,
Reddit, Discord, TikTok, Microsoft Teams, and more. Wikis are examples of collaborative
Social media outlets differ from traditional media (e.g. print magazines and newspapers, TV,
and radio broadcasting) in many ways, including quality, reach, frequency, usability,
a dialogic transmission system (i.e., many sources too many receivers) while traditional
media outlets operate under a monologic transmission model (i.e., one source too many
receivers). For instance, a newspaper is delivered to many subscribers, and a radio station
apps on desktops or download services that offer social media functionality to their mobile
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devices (e.g. smartphones and tablets). As users engage with these electronic services, they
create highly interactive platforms in which individuals, communities, and organizations can
posted online. Additionally, social media are used to document memories, learn about and
explore things, advertise oneself, and form friendships along with the growth of ideas from
the creation of blogs, podcasts, videos, and gaming sites (Aichner, et al 2021). This changing
relationship between humans and technology is the focus of the emerging field
of technological self-studies.
Early computing
The PLATO system was launched in 1960 after being developed at the University of
early forms of social media features with 1973-era innovations such as Notes, PLATO's
the first online chat room; News Report, a crowdsourced online newspaper, and blog and
Access Lists, enabling the owner of a note file or other application to limit access to a certain
ARPANET, which first came online in 1967, had by the late 1970s developed a rich cultural
at MIT's Artificial Intelligence Laboratory.[15] ARPANET evolved into the Internet following
by Vint Cerf, Yogen Dalal, and Carl Sunshine in 1974. This became the foundation
of Usenet, conceived by Tom Truscott and Jim Ellis in 1979 at the University of North
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A precursor of the electronic bulletin board system (BBS), known as Community Memory,
appeared by 1973. True electronic BBSs arrived with the Computer Bulletin Board System in
Chicago, which first came online on February 16, 1978. Before long, most major cities had
more than one BBS running on TRS-80, Apple II, Atari, IBM PC, Commodore 64, Sinclair,
and similar personal computers. The IBM PC was introduced in 1981, and subsequent models
of both Mac computers and PCs were used throughout the 1980s. Multiple modems, followed
simultaneously. CompuServe, Prodigy, and AOL were three of the largest BBS companies
and were the first to migrate to the Internet in the 1990s. Between the mid-1980s and the mid-
Message forums (a specific structure of social media) arose with the BBS phenomenon
throughout the 1980s and early 1990s. When the World Wide Web (WWW, or "the web")
was added to the Internet in the mid-1990s, message forums migrated to the web,
becoming Internet forums, primarily due to cheaper per-person access as well as the ability to
Digital imaging and semiconductor image sensor technology facilitated the development and
fabrication, reaching smaller micron and then sub-micron levels during the 1980s–1990s, led
to the development of the NMOS (n-type MOS) active-pixel sensor (APS) at Olympus in
1985,[19][20] and then the complementary MOS (CMOS) active-pixel sensor (CMOS sensor)
at NASA's Jet Propulsion Laboratory (JPL) in 1993. CMOS sensors enabled the mass
proliferation of digital cameras and camera phones, which bolstered the rise of social media.
[18]
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In 1991, when Tim Berners-Lee integrated hypertext software with the Internet, he created
the World Wide Web, marking the beginning of the modern era of networked
enabled support for offline groups through the use of weblogs, list servers,
and email services. The evolution of online services progressed from serving as channels for
like GeoCities, Classmates.com, and SixDegrees.com. While instant messaging and chat
clients existed at the time, SixDegrees was unique as it was the first online service designed
for real people to connect using their actual names. It boasted features like profiles, friends
lists, and school affiliations, making it "the very first social networking site" according
to CBS News. The platform's name was inspired by the "six degrees of separation" concept,
which suggests that every person on the planet is just six connections away from everyone
else.
In the early 2000s, social media platforms gained widespread popularity with the likes
of Friendster and Myspace, followed by Facebook, YouTube, and Twitter, among others.
Research from 2015 shows that the world spent 22% of their online time on social networks,
thus suggesting the popularity of social media platforms, likely fueled by the widespread
adoption of smartphones. There are as many as 4.76 billion social media users in the world
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Discussions
Observers have noted a wide range of positive and negative impacts when it comes to the use
of social media. The following are some positive impacts of social media:
Social media can help to improve an individual's sense of connectedness with real or
online communities and can be an effective communication (or marketing) tool for
Observers have also seen that there has been a rise in social movements using social
Social media can also be used to read or share news, whether it is true or false.
Social media apps are online platforms that enable users to create and share content
and data generated through all online interactions is the lifeblood of social media.
Users create service-specific profiles for the website or app that are designed and
Social media helps the development of online social networks by connecting a user's
While social media is useful in the above ways, observers have also put forth some negative
Disrupt sleep.
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Become a means to spread rumors or share too much personal information.
Lead some teens to form views about other people's lives or bodies that aren't
realistic.
Expose some to online predators, who might try to exploit or extort them.
Expose some teens to cyberbullying, which can raise the risk of mental health
It leads to cybercrime
Social media has promoted academic laziness amongst others (Aichner, et al 2021).
Conclusion
The term social in regard to media suggests that platforms are user-centric and enable
communal activity. As such, social media can be viewed as online facilitators or enhancers of
human networks webs of individuals who enhance social connectivity. Certain content
related to risk-taking, and negative posts or interactions on social media, have been linked
with self-harm and rarely, death. The risks of social media use are linked with various factors.
One may be how much time teens spend on these platforms. In all, social media has harm
than good to our youths and society. We can reduce the effects of social media on youths by:
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Explaining what's not OK
Bibliography
Kietzmann, J.H.; Hermkens, K. (2011). "Social media? Get serious! Understanding the
functional building blocks of social media". Business Horizons (Submitted
manuscript). 54 (3): 241–251.
Obar, J.A.; Wildman, S.(2015). "Social media definition and the governance challenge: An
introduction to the special issue". Telecommunications Policy. 39 (9): 745–750.
Aichner, T.; Grünfelder, M.; Maurer, O.; Jegeni, D. (2021). "Twenty-Five Years of Social
Media: A Review of Social Media Applications and Definitions from 1994 to
2019". Cyberpsychology, Behavior, and Social Networking. 24 (4): 215–
222. doi:10.1089/cyber.2020.0134.