"In May, he posted a YouTube video on how to make gummy candies in the shape of Legos, and it garnered about 600,000 views in the first 24 hours.
Meanwhile, on Facebook, someone else’s ripped version of his video was approaching 10 million views. “The worst thing is just the shock of how viral they go on Facebook compared to the ones I post on YouTube.”
The big take away from the study is that the negative impact of online bullying is "significantly lower" than bullying behaviors that occur face-to-face.
"...That those seeking to prevent the most detrimental forms of peer harassment might focus less on cyberbullying per se and instead [consider] prevention programs that teach youth to handle negative feelings and to de-escalate tensions."
“Compared with in-person incidents, technology-only incidents were less likely to involve multiple episodes and power imbalances.”
“They were seen by victims as easier to stop and had significantly less emotional impact.” So, no, the idea that tech amplifies harm, is not supported by the data."
While many researchers have been concerned that cyberbullying could actually be worse than facing a victim offline and in person, the study actually provided opposite results.
"Technology-only incidents were less likely than in-person only incidents to result in injury, involve a social power differential and to have happened a series of times," Kimberly J. Mitchell, lead author of the study, said in a news release.
"Mixed episodes, those that involved both in-person and technology elements, were more likely than technology-only episodes to involve perpetrators who knew embarrassing things about the victim, happen a series of times, last for one month or longer, involve physical injury and start out as joking before becoming more serious. It is these mixed episodes that appear to be the most distressing to youth."
This study represents a big shift in thinking about social media bullying and should make everyone involved in working with kids and teens shift more focus on to the bullying behaviors that take place in the classroom, home and playground.
The paper from the University of Maryland’s Melissa Kearney and Wellesley College’s Phillip Levine finds that the show has left children more likely to stay at the appropriate grade level for their age, an effect that is particularly pronounced among boys, African Americans and children who grow up in disadvantaged areas.
Being the first in your family to attend college is daunting, but rewarding. Follow the journeys of four young people—all first in their families to go to college—as they road-trip across the country to interview inspiring individuals who were also first in their families to pursue higher education.
After gaining wisdom and guidance from trail-blazing leaders—including Anna Maria Chávez, CEO of Girl Scouts of the USA, Grammy Award-winner John Legend, and Starbucks CEO Howard Schultz—the Roadtrippers are emboldened to embrace the opportunities ahead and ask “why shouldn’t I succeed?”
One of the strongest applications of VR is its potential for emotional connection through character driven storytelling. Turns out the team at Oculus also see's the power of digital and virtual storytelling on a platform like Oculus.
Oculus Story Studio’s latest VR experience, ‘Henry’, a heartwarming comedy about a loveable hedgehog, coming later this year. ‘Henry’ is directed by Ramiro Lopez Dau, whose work includes animation on films such as Pixar’s Brave and Monsters University.
Henry is a lonely, spikey hedgehog who is having some trouble finding friends, and I can't wait to tell his heartwarming story. Oculus Story Studio has recently announced that they will be premiering "Henry" in Hollywood on July 28th.
There are increasing numbers of people who are now using smartphones. Consequently, there is a risk of addiction to certain web applications such as social networking sites (SNSs) which are easily accessible via smartphones. There is also the risk of an increase in narcissism amongst users of SNSs.
The present study set out to investigate the relationship between smartphone use, narcissistic tendencies and personality as predictors of smartphone addiction. The study also aimed to investigate the distinction between addiction specificity and co-occurrence in smartphone addiction via qualitative data and discover why people continue to use smartphones in banned areas.
A self-selected sample of 256 smartphone users (Mean age = 29.2, SD = 9.49) completed an online survey. The results revealed that 13.3% of the sample was classified as addicted to smartphones. Higher narcissism scores and neuroticism levels were linked to addiction. Three themes of social relations, smartphone dependence and self-serving personalities emerged from the qualitative data.
Interpretation of qualitative data supports addiction specificity of the smartphone. It is suggested smartphones encourage narcissism, even in non-narcissistic users. In turn, this increased use in banned areas.
Future research needs to gather more in-depth qualitative data, addiction scale comparisons and comparison of use with and without SNS access. It is advised that prospective buyers of smartphones be pre-warned of the potential addictive properties of new technology.