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Social media impacts and trends

Last reviewed: December 17, 2009 ~35 min read

Social Media

The exponential growth of the Internet has created an astronomical number of options for communication, connectivity, entertainment and knowledge attainment, right at the fingertips of any connected individual. One of the most important functions of the internet is that it creates a virtual world where interaction is possible, be it to seek obscure messages or not so obscure pastime opportunities within the confines of ones own home. The stress of this function is that without leaving home an individual, theoretically could live nearly their entire life. This as a theory has both positive and negative outcomes, many of which are yet to be realized and/or studied from a sociological and/or psychological perspective.

The foundations of social media networking sites, like facebook, twitter, youtube and myspace are such that social networks are established and built on regardless of the proximity of the individual to other individuals in the network. Yet there is at least minimal evidence that a strong sense of camaraderie is shared by all and if one so chooses a social network that builds social capital can be created and built on. (Williams, Ducheneaut, Li, Zhang, Yee, & Nickell, 2006. pp. 338-339) Though there are currently only a few academic researchers seriously addressing the issue of social networking online the internet is fundamentally available 24-7, 365 to allow individuals to communicate across great divides from nearly anywhere in the world. These people might be people that one already knows or they can be total strangers that share interests. In many ways the internet and social networking can become virtual worlds, and online gamming among huge populations of people can also become virtual worlds for individuals. (Steinkuehler, 2004, p. 521) Such connectivity sites, for both amusement and serious information gathering have become a huge part of the social stratus of the connected population, a source for the proliferation of both real and false information and have opened up a whole new world of possibilities for information gathering and sharing as well as a literal Pandora's box of real and possible problems.

Online games and social networking sites provide an opportunity that is not fully understood but gives a clear indication of the development of social capital as one so of its core and essential motives. Essentially, individuals can gain status; stay connected or get connected for very minimal outputs, be they in time and/or money. Despite the fact that some argue this type of social capital is not applicable to the real world, there is also a clear sense that development takes place within this realm that might never have taken place in the real world and for some this is a key to unlocking their real world social potential, while for others it becomes a surrogate social environment that is clear (bound by a mutually understood set of rules or standards) and easily navigated through. Ether way, real social capital is being developed as are real social problems and the potential for real life concerns.

One significant example is a recent trend of social media networks providing information for litigators in lawsuits. (Peterson, 2009, p.16) Another example of a problem associated with social networking sites (SNS) is the dissemination of inflammatory or even false information, such as in the case of public health threats, lascivious behaviors (Vance, Howe & Dellavalle, 2009) There have been real life cases in the last few years of individuals losing workers compensation and other injury claims, not being hired or being fired from jobs, losing real life friends or even obtaining false information about important health issues. (Kemp, 2009, p. 2) (Morozov, 2009)

For many the internet offers a completely untapped resource for seeking information about human behavior, as much as it offers a whole new way of behaving to those who surround themselves with its many functions. This work will address this very issue through discussing both the pros and cons of social media sites (SMS) and how they are and can effect the world in both positive and negative ways. Some educational specialists suggest that people with particular disorders that inhibit socialization in the real world can be seriously helped by interacting in virtual worlds. (Elder, Caterino, Chao, Shacknai & De Simone, 2006, p.635) In other words people with even the most mild social anxiety disorders or simple shyness can say and so things on SM sites that they would never previously have been able to do. Additionally individuals who have lost touch with one another due to distance, vocation and/or simply moving on in their lives can reconnect and potentially stay in touch regardless of the distance. Already close social networks can maintain even closer ties, sharing with one another issues and ideas that they might not have had the opportunity to share otherwise. One researcher in fact suggests that the hierarchy of SM sites demonstrates that already close groups often strengthen ties while moderately and weak social, vocational or educational groups often maintain distant connections seeking each other out on SMS when specific needs must be met or information disseminated or gathered. (Haythornthwaite, 2005, p. 125)

Defining SMS

One of the most comprehensive descriptions of a SMS or in this case an Social Networking Site can be found in Peterson's article on the use of SMS as a tool for litigators to gain information for trial:

Upon opening an account the SNS asks users to identify acquaintances who share profiles on the website. The term "friend" means someone who the user grants access to his/her SNS.9 "Friends" can include anyone: your college roommate, next-door neighbor, boss, a childhood friend or even a stranger.10 A "friend request" is notification that someone wants access to your page.11 The creator of the page can grant or deny this request ("friend confirmation") and has the option to remove the "friend" at a later time.12 Once given "friend" status, the "friends" can access each other's profile to observe and post messages on the page. Each SNS user will have a list of "friends" that is publicly displayed. By searching a user's "friend" list, other users can locate mutual acquaintances and become their "friend," as well. Seeing a user's "friend" list provides a valuable insight into the user's personality. Many sites allow "friends" to post public messages on the profile. The "wall" is the space on the user's profile page where "friends" can post messages for the user and everyone else who has access to the page.13 The level of visibility of a user's profile varies by design, and the user's choice of display settings. If the page is public, the information contained therein is available for anyone to view and download. (Peterson, 2009, p. 16)

This format briefly describes social networking sites twitter, facebook and myspace to name a few while sites like Youtube have more media/video focus, all the sites basically do the same thing, they link people in more or less open formats to information about themselves and then allow others to obtain as much of that information as the format and/or the user allows. Peterson also notes that the most popular SMS site is Facebook, with staggering statistics that go as follows:

The most popular SNS is currently Facebook with nearly 1.2 billion visits as of January 2009.14 The general public can see a glimpse of a user's home page but will not be permitted to post anything on the site. While Facebook initially started as a SNS for a few Ivy League schools, it has expanded to anyone with a valid email address.15 Facebook is especially popular among college students.16 Yet, in 2009, membership by users 35-54 grew at 276.4%, 55 years and older grew by 194%.17 The 25- to 34-year-old demographic doubles every six months. (Peterson, 2009, p. 17)

The demographics of just this single, but widely used SMS is foundational to the understanding of this social phenomena as a real and valid area of inquiry for researchers in nearly every aspect of the social sciences. Human interactions, no matter how they play out are constant and voluminous and for some people can represent a large aspect of their social development. Social networking is an absolute must and the speed with which we live our lives, the fractured nature of families, the near necessity of often frequent mobilization all contribute to the popularity of SMS formats as a way to enhance the manner in which we live our lives and communicate with one another.

Social Skills Debate

Social skills would seem to be contrary to some, with regard to virtual interaction, as the guidelines for virtual interaction are clearly very different, more or less so depending on the media utilized, than those in the real world. The result of this assumption, frequently made by those who have never been "in" such and environment or had a candid conversation or interaction with another human being, in such an environment, is to exclude virtual worlds as a legitimate place to interact with anyone, and therefore consider them anything but social. While still others claim that the virtual world is more intrinsically "social" because it offers interaction without the assumptions of appearance and the confines of actual physical presence. Another common assumption is that the development of virtual social interactions based on the ideal self, is not reflective of how real people will interact with you in the real world and therefore could potentially give the individual a false sense of confidence, regarding their ability to appropriately interact in the real world. Yet, many would also argue that confidence is the most attractive social attribute, almost regardless of other appearance factors. Lastly, many assume that the development of social skills online, where it is relatively easy, will create a whole body of social isolates that do not interact in the real world because it is too difficult in comparison. So, as you can see the debate regarding social skills development and SMS is still highly fractured and remains to have a clear direction for either research or reality.

Like any other aspect of human functioning there are both positives and potential negatives that pertain to this question. Basically there are two general schools of thought, one being that the social skills of the individual are actually improved by interacting in the virtual world, as a sort of trial for the real world and as a way to gain social skills if one is say to shy in the real world to interact in a meaningful manner. While the other camp believes that the virtual world, with its anonymity and social isolation hinders individuals who at any given developmental stage should be out seeking real human interaction in the real world. Though the research consensus is that there is a great deal we do not know about the effects of SMS on human social skills, in youth and as adults and that greater understanding of both the positive aspects of such pastimes and the negative aspects of such pastimes is crucial to a greater understanding of how such media can be embraced and/or rejected by the broader community. Possibly even how SMS formats might be tailored to better meet the needs of a learner, be it a learner in literacy or any other educational goal, including but not limited to social skills.

Review of Literature

James Paul Gee, a pioneer in research associated with internet media, approaches the subject from the perspective of a scholar seeking to understand and celebrate the manner in which this new form of human interaction can help the human race to progress and prepare for the future. So much so that he addresses the exponential draw of SMS, virtual worlds and massive multi-player online games (MMOGs) as a research topic worthy of analysis for the sake of how it can teach educators how to better engage the student, especially in issues of literacy. Gee embraces the idea that developers and game makers are clearly at an advantage for seeking engaging tools as they are marketing a product, unlike schools, and cannot fail without censure, as failing to engage people is the recipe for never having a format or game launched, produced, marketed or in the worst possible case scenario never making it to market. (Gee, 2004, p. 114) Engaging young people, will in most scenarios, teach them something and it is of the greatest import, according to Gee that the teaching be valuable. Gee would then say we should embrace this medium and utilize it to its fullest potential to engage children in learning. (p. 46)

Gee also touches on the subject of social skills as a secondary demonstrative aspect of perception in a social environment, through literacy and thought, claiming that there is little known about such issues as specialized skill formations, such as those utilized by a group. (p. 3) In so doing he creates the beginning of a long set of questions about specialized groups of online inter-actors and the need for greater understanding of the effects of virtual interaction (p. 157). These questions are demonstrative of those that will likely continue to be explored extensively in the coming years as SMS and other virtual communication and connectivity formats continue to grow and evolve in an organic manner, with the input of both developers and SMS members.

In Zibit and Galarneau's 2006 article entitled Online Games for 21st Century Skills, the authors mirror the ideas of Gee going as far as to boldly state that the virtual world, and specifically online gaming and SMS communication is the future of all education as we know it. (p.4) The work then goes on to specifically address several aspects of online gaming and SMS that teach skills the authors deem are crucial for interaction and knowledge attainment in the real world of the future. The authors argue that the skills needed for the 21st century include critical thinking, teamwork, problem solving, collaboration, facility with technology, information literacy as well as a few other things that the authors claim to be well taught by the virtual media today. The researchers claim that in fact lessons are taught in a more natural manner to the learner in the virtual world as such lessons are fluid and organic and learner driven in a manner that is much less common in standard curriculum or in real social interactions, with their massive social mores and expectations. The learner must achieve a goal, a goal that gives them instant incentive to learning, such as gaining access to new functions of the game or the next level of learning or in the case of SMS greater connectivity and better ability to seek and find information they desire. (p.5)

In a more general assessment of online education a salient point is made with regard to the value of the online education experience:

One of the goals of any teacher is to help students to view the world in ways dramatically different from what their experiences and biases would otherwise filter their conceptualizations. Online learning can be pivotal in this quest if we embrace the media and utilize its full capacity. (Bataineh, Brooks & Bassoppo-Moyo, 2005, p.285)

Given the opportunity to change the manner in which any individual sees the world, especially in knowledge seeking would seem to be a tailor made goal of the online SMS and virtual communication settings as well as in online gaming.

Williams, Ducheneaut, Li, Zhang, Yee, & Nickell, are seeking to understand the manner in which online gaming, and specifically within the context of the most popular MMOG, World of War Craft, create socialization within the game. The above work constitutes a culmination of research regarding the interactive social aspects of the game's collective organizations or guilds. The interesting thing about MMOGs as apposed to SMS is that such sites allow a significant amount of personal imagination as well as a relatively strict adherence to social rules, in much the same manner as real lived experiences, where as SMS can be more fluid and the standards and rules of real interaction, presumably with people one already knows is adhered to. The work would be furthered by assessing how such interactions effect outside socialization, but clearly develops the idea of an internal and exclusive social order, that dictates social interactions and to some degree creates outside relationships, between peoples in various locations and even in some cases real life roles. (2004, p.340) From these interactions relationships build where as SMS interactions are often the development of social networks that already exist and build on existing standards within them. Yet, the manner in which individual users communicate using SMS sites can overstep the boundaries of social networks. For instance posting information about ones personal life on an SMS that does not fall into the realm of acceptable for work, school, family or even church social networks can and often does create conflict. While some might report that such conflicts are limited and play out rather rapidly others would argue that the seeds of such issues can and do cause conflict that spreads into real life. For young people a good life lesson may be broached when he or she posts information about themselves, their desires or their actions that is not appreciated by their elders, a mildly flirtatious photograph or a side comment to a friend that might not be appropriate for their parents or grandparents to see or read can open a line of communication, while it could also result in a loss of privileges or trust. Another possible scenario might be much more serious, where an adult employee posts or affiliates with an organization that posts racist ideologies and such information is shared with coworkers and a conflict ensues directly between these coworkers via the SMS which results in discharge from a job. This would be a hard lesson to learn, and might be a totally unexpected, yet plausible result of free expression in an SMS. The personal and even legal aspects of these scenarios, likely playing out on an ongoing basis, possibly even as you read this paper, have yet to be defined or explored to any great degree and what may have started out for some as a simple way to stay connected with people or even just share a bit of interest and/or humor can and does result in real social growth and/or loss.

Lurkers, Leeches and Criminals

One aspect of SMS interactions that can be thought of as completely negative is the fact that the SMS and other online formats for communication and entertainment can become easy fodder for poor human behavior, be it unkind or even criminal. The anonymity of the internet can leave individuals sharing information with others completely vulnerable to many forms of human abuse as well as actual criminality and this is especially true with novice users, young people and older people, but can effect anyone. A bit of information from facebook, twitter, youtube or any other SMS site combined with a public telephone listing could begin a nightmare of many types. Though personal physical crime is rare it occurs on a fairly regular basis, and especially with regard to virtual to physical meetings from online settings.

Individuals may be out in the virtual world misrepresenting them selves in order to create the opportunity for meetings with children or adults who would then be vulnerable to injury or abuse and individuals who post very personal information are much more likely to be targeted. Users might not realize how public the information they post is or not think about who might be interested in it. (Perez, 2009) More common still are people who mine personal information from the internet to steal from or defraud others for monetary gain. Yet, another issue is the dissemination of false information or information affiliated with illicit beliefs or activities, such as exposure to pornography, terrorist ideologies or any number of other issues of human concern and the fact that SMS sites could be a breeding ground for concerning information.

Despite attempts by SMS sites to curb such activities, by attempting to ban users with known affiliations to criminal activities, such as sex offenders all of these nare do wells cannot be eliminated so easily as databases exist in only limited formats and the role of the SMS administrators and creators is likely much to limited to allow full enforcement of rules and regulations that are meant to keep everyone as safe as possible. In addition to this there are only very limited resources and abilities in law enforcement to patrol cyperspace and really it always comes down to user beware. (Buskirk, 2009)

As an aside, with nearly no research to support such ideas, there is also a concern that writing abilities and grammar usages may decline, in general because of the fact that idioms and acronyms rule the cyberworld. This is clearly an unfounded claim right up their with television causing violent behaviors in children, that persist to adulthood, as cyberspeak can be simultaneous with real life academic success. Another issue that might be seriously underrepresented with regard to the effects of SMS on society would be the fear of time management skills to be seriously challenged by online interaction. Not only could this time loss be measured by lost time to do other things, like really interacting in the social world but it could cause serious breakdown and loss in the business world, where employees have yet another internet distraction to pull them away from their work. The phenomena could be akin to spam as a time sucking business phenomena. Businesses with access are taking steps to limit such employee usage by blocking many websites and/or instituting web watch technology that tracks and records internet site usage. So, like spam this is a surmountable possible problem. Personal time management may be the largest problem as personal time spent on such activities often exceeds the free time one really has in a day.

Relationships developed through SMS and other internet socialization options can elicit long-term social growth, especially considering that the SMS and the social network associated with it often allow the individuals the ability to be open and honest regarding their feelings and experiences in and outside the SMS as a result of the anonymity of the internet. Yet, honesty can also go to far as was mentioned earlier. SMS members can give each other advice regarding internet play and life play, how to talk to a girl or boy in the real world, how to deal with frustrating work experiences and even where to go to get a job. They can tell each other what website to look at if they need certain information, help each other with homework and other life projects and in a large sense simply be there to connect with when connection is needed, often at odd hours of the day when no one else is around. These issues are by their very nature the definition of the building of social capital as they prove to be a pervasive and helpful demonstration of the power and value of social networking. It is also clear that social networking changes through many SMS applications, based on development and user preferences, but for the most part people learn to tow the line with regard to what to say to who about what and often require little prompting to remove content that others find objectionable and in need of reformation. SMS is therefore designed to enhance social capital through the development of social networks in the games they offer that ultimately demands a great deal of time and energy from the individual, and the more time spent the more success one can achieve, i.e. there is a direct need within the SMS for social capital which likely bleeds into the real lives of those who play it.

Taylor even argues that the online games and SMS have the potential to allow users the experience of exposure to multi-cultural and multinational members who can and do potentially help individuals break down cultural barriers that might be broken down in no other way.

As we encounter people from other countries and cultures in mundane, playful situations, the artificial or corrosive boundary lines that shape offline life might be productively eroded. Or if you prefer a more multicultural model, through coming to learn about, debate, and value our diverse orientations, cultures, and backgrounds within the realm of online play, MMOGs retain enormous potential in a fairly divisive world. (Taylor, 2006, p. 319)

Though Taylor is also quick to point out that demographics including place still matter to users and that social stratifications are still built and upheld within the SMS itself the potential is still there for the understanding and tolerance built in the SMS to bleed over into built environment social capital. Another point that Taylor makes is that there is a clear sense that Age can be overcome, as a stratifying force and that younger players and older players frequently play along side each other in the game. Again he is quick to point out the fact that age, just like language preference and nationality have become weed out factors for associations, going beyond actual SMS experience as demographic incentives, there are still many cases where age is bridged in social networks, like for instance when parents and grandparents of youth "friend" peers of their children and grandchildren and interact with them on a whole new level. (pp. 324-336) The bridging of age as a socially stratifying demographic can seriously contribute to building social capital as younger SMS users are exposed to the supposed world experience of the older users and older users are exposed to the culture of the young. To develop social capital in the real world both groups must be able to converse, socialize and work among each other and to some degree understand each other. Creating situations where these occurrences mandate themselves will no doubt help build social cohesion, rather than divisiveness. It is therefore important to note that collaborative work between members of varied ages can alter the pattern of ageism that is seen in many instances in real life, and allow individuals the opportunity to see strengths and weaknesses and possibly allow such to become a part of their real world scenario. Taylor also notes that maturity is the goal sought in self-regulation within the SMS, membership and the like and teaching the very young the codes and mores of the culture is impossible in the real world when never the twain shall meet, yet it is effectively done within the online world through threat of sanction and real sanction for behaviors that are not considered above board in the format or via real life reward or sanction for behaviors seen there. (pp. 324-336) It is in fact the goal of the older generation to build character and social responsibility to the young, SMS therefore offer a new opportunity and avenue for this development and in such a way that appeals to multiple ages and cultures, a new platform for communication made possible by the internet alone.

To many the internet offers a completely untapped resource for seeking information about human behavior, as much as it offers a whole new way of behaving to those who surround themselves with its many functions. Some educational specialists even suggest that people with particular disorders that inhibit socialization in the real world can be aided by interacting in virtual worlds as it allows them to "practice" building social networks so they might do so in the future in the real world. (Elder, Caterino, Chao, Shacknai & De Simone, 2006, p.635)

In the research article The Sopranos Meets EverQuest: Social Networking in Massively Multiplayer Online Games, the authors argue that social roles within the online format are not only increasing in importance but are actually the most influential aspect of the format, including those they discuss, the most apparent of which is the MMOG EverQuest. The social aspect of the game include aspects of assessment of skills and desired balancing aspects to help with a party, even though such is not mentioned in the literature, it can be a bit like virtual dodge ball phys ed choices, only in a completely different context that is not at all reflective of the whole of the individual playing the game but instead his or her desired social application within the game. (Jakobsson & Taylor, 2003, p. 81) Lowood, also reiterates this emphasis on the social aspects of internet social networking, such as online games and SMS by delving into the rarely analyzed offshoots of the games, the media movie creations developed around game structures and ideals. In this work Lowood concludes that the social capital and exposure offered those who develop the skill needed to create a movie based on such architecture as the technical aspect of the game often gain prominence and provide off-game conversation opportunity for players. (Lowood, 2006, pp. 362-382) Krzywinska also mirrors this sentiment in her work, discussing the nature of the creation of mythos surrounding the games played and how these issues bleed into the real world through fantasy and collaboration. SMS are also often a serious extension of other media communications, with individuals in SMS seeking to communicate about other shared media interests such as popular online and offline games, movies and other interests and this just adds to the pros and importance of SMS networking.

Playing a core role in the ontology of many myth systems is a particular cosmology that represents in literal terms some of the forces that impact on the sphere of the human; these may be alien or supernatural, and they play important roles in the particular way the world, the worldview, and the ensuing state of affairs are configured and made coherent. Alongside the presence of cosmological forces, many myths and myth-based texts are characterized by the creation of extended imaginary terrains, which either intersect with the "real" world or bear a mixture of familiar and unfamiliar geographical features. Many of these mythical worlds extend beyond a single story, providing the basis for a range of stories. (2006, p. 385)

In this work Krzywinska argues that the development of mythos beyond the media event illuminates the nature of the shared experience to outsiders and expands the experience of the SMS for insiders, in much the same way that the JRR Tolkin mythos expands the character of the books to interpretive materials used to explore them further.

Mortensen on the other hand discusses the manner in which online gaming for instance is a social animal. Beginning with an anecdotal experience she had playing MUDs (an early text base form of multiplayer game and MMOGs, where she learned that a member of guild in the new game had also been a member of the gaming community in which she had played years before in a MUD, Mortensen expresses the social aspect of the games and the similar roles they have played, including massive expansion on the part of MMOGs via use of pleasing graphics and ease of use patterns. In her work she stresses that so much of the MMOG experience is a social experience,

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PaperDue. (2009). Social media impacts and trends. PaperDue. https://www.paperdue.com/essay/social-media-the-exponential-growth-16173

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