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Paper 3 - crime & globalisation
Globalisation
T4 - identity and digital communications
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Created by
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Cards (15)
Bjorkland
(positive)
Autobiographical
nature of social media - people enjoy recording their life events (e.g. Facebook)
Social
media can create a version of ourselves that may not be possible in real life
Constant
reflexivity
where you can consciously construct and reconstruct by posting and editing photos
Miller
(positive)
Individuals in Brazil post
‘aspirational
photos’ showing themselves in
cars
,
clothes
, or
houses
they did not own
Women go into
elite
clothing shops to take photos in
expensive
clothes but not buy anything
Rejection of the
structural constraints
of
class position
in a way which is not possible in ftf life
Boyle
(positive)
Allows us to be more
creative
as a lot of
digital
media is made by the
users
themselves - like
YouTube
He calls these users
'prosumers'
Examples of
prosumers
(Boyle)
PewDiePie now worth
millions
TikTok stars like Charlie D'Amelio have
152
million followers
People make a living off gaming or makeup
vlogs
McGonigal
(positive)
Average 21 year old man has played
10,000
hours of gaming
Helps young people deal with
boredom
and
anger
, learn to be
creative
and
problem
solve, work with others, and deal with
failure
Gamers are more
optimistic
and consume less
food
Robertson
(positive)
Gamers form
'affinity
groups' with other players
Community and friendships develop as players meet
online
, collaborate, compete and
communicate
Haraway
(positive)
Women
can
transcend gender
, enabling them to
focus on other parts of their identity
E.g. gender-neutral usernames allow girl gamers to avoid sexist stereotypes on masculine dominated games
Turkle
(negative)
‘Goldilocks
effect’ = everyone wants things to be ‘not too close, not too far, but just right’
Online life is
safer
and
easier
- want an idolized version of themselves in the digital atmosphere
Youth are
‘tethered’
to their devices and leading to a generation of
fragile
,
indecisive
individuals
Example of Turkle's
goldilocks
effect
We can edit our photos online but can't edit imperfections or messiness in real life.
Adorno
(negative)
Media
creates
false
psychological needs for
consumer
goods that fuels
capitalism
and leaves us
unfulfilled
,
alienated
, and
exploited
Carr
(negative)
Internet is
‘making us stupid’
Rapid
transfer of information causes
attention
spans to fall and expect
immediate
gratification
‘A tide of the amateur’
-
diluting
the quality of journalism and art available reduces the quality of our culture and
rewards
the ‘wrong’ individuals
Example of the internet making us stupid (
Carr
)
average time people spend on a website is 9 seconds and young people send an average of 100 texts a day
World Health Organisation
(WHO)
Added
'gaming
disorder' as a behavioural addiction in
2019
Royal
Society
for
Public Health
Instagram
poorly
impacts
mental health
Users suffered from
loneliness
,
anxiety
,
depression
,
bullying
, and
body image problems
in a cycle of 'compare, despair'
Reports of social media addiction in young people, neglection of real-life friendships
Instagram should highlight when photos have been photoshopped to stop comparison to professionally enhanced, sexualized images
Example of 'compare dispare' (Royal Society for Public Health)
Essena O’Neil
, influencer, admitted most of her photos took hours to
enhance
and
plan
, despite being made to look
natural