Filipinos spend an average of 3.2 hours on mobile phones and an average of 5.2 hours on desktops and tablets, with 47% of that time spent on social media
A fictitious character used by Turkle to represent how we communicate today, where we seek connections that are "just right" rather than the deeper engagement of conversation
A group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content
Social Presence: Low - blogs and microblogs (Twitter), Medium - Social Networking sites (Facebook), High - Virtual social worlds (Second Life)
Self-presentation/self-disclosure: High - blogs and microblogs (Twitter), Medium - Social Networking sites (Facebook), Low - collaborative projects (Wikipedia), Content Communities (YouTube), Virtual game (World of Warcraft)
Memes are indicative of a change from last century's passive read-only culture to an active read-write-oriented culture, in which very few resources are needed to broadcast a message to the entire world
Memes have value and must be protected as a form of expression; government and corporations attempt to chill fair use of "copyright" materials via treaties such as the Trans-Pacific Partnership Agreement