Recently published research in the journal Psychology of Violence, from the University of New Hampshire Crimes Against Children Research Center (CCRC), – “The Role of Technology in Peer Harassment: Does It Amplify Harm for Youth?” (pdf) conducted a survey of 791 young people aged 10-20 to find out the role of technology and social media in peer bullying.
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.
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.
You can meet Henry by visiting oculus.com/storystudio/henry.
Flashstock has put together a really good snapshot of how brands can use Instagram as part of a winning social marketing plan! It's definitely worth a read.
According to the latest Piper Jaffray "Taking Stock with Teens" report, American youth are continuing to gravitate to Instagram and away from Facebook.
Roughly three-quarters of respondents reported using the visual platform, up from 69% in the previous survey. By comparison, just 45% said they use Facebook, a significant drop from 72%.
Jaffray Piper also reports that friends and the Internet dominate teen influences and combine in social media environments. Instagram and Twitter are the two most used social media sites, implying teens are increasingly visual and sound bite communicators.
The Taking Stock With Teens survey is a semi-annual research project comprised of gathering input from approximately 7,200 teens with an average age of 16.0 years.
Teen spending patterns, fashion trends, and brand and media preferences were assessed through visits to a geographically diverse subset of high schools across 11 states and 14 schools, as well as an online survey that included 41 states.
Piper Jaffray has also prepared an infographic that shows some of the key highlights from the Fall 2014 survey.
This is GENIUS. This is how you do fan marketing---build relationships, treat fans like friends, empower influencers to spread the word, support your brand ambassadors and, oh--bake them cookies.
No literally, Taylor made cookies for her fans. (Hopefully she will post the recipe for those chocolate chip coconut cookies on her tumblr.)
Her whole approach to marketing her new album has put the fans first. From her album launch party on Yahoo!, to the Secret Sessions, embrace of tumblr and even her Olivia Benson-dietCoke-kitten video has been geared to engage and celebrate her fans and reward their loyalty.
Taylor Swift, marketing genius.
- Buy 1989 on Amazon
- Buy 1989 on iTunes
In a recent MTV study entitled “Generation Innovation,” we set off to look at the resiliency of a Millennial generation that is pushing back against a system in need of repair… whether the economy, the environment, the education system and more.
What we found was counter to the often-charged caricature of today’s youth as “entitled” and “coddled.” Instead, we found a vibrant and strong fixer/maker/builder culture where nearly 3 in 4 of Millennials believe “our generation is starting a movement to change old, outdated systems.”
Put more broadly, if the American Dream isn’t working as promised, Millennials will take it upon themselves to iterate the next “version” of America.The heady mix of forces driving this generation is only partly due to their sense of needing to fix something broken.
The other even more potent side of the coin is the primacy they place on their own power of creativity. When asked “what word best defines the DNA of your generation?” the number one response was “Creative” and number two “Self-expressive.” A full 70% of Millennials in the study agreed “Creativity will save us!”
One of the first places we checked in on our journey was Detroit. We were fascinated by the “canary in the coal mine” dynamics at work with a younger generation busy appropriating, fixing and remixing the American Dream – whether transforming abandoned factories into hack spaces, disused cycle tracks into playgrounds, distressed storefronts into galleries for emerging artists or untangling arcane local government departments.
Millennials have the motivation and DNA to run wild with innovation, but they also have access to the tools, technologies and platforms to make a real difference. In fact, 92% of Millennials feel “empowered” by technology (versus just 11% feeling overwhelmed by it).
What the generation is busy fixing and making is interesting to watch, for sure. But perhaps most fascinating is HOW Millennials are going about innovation and what we can all learn from it about what form the next version of the American Dream may take.
Read the entire report over on the MTV Insight Research blog:
Today the White House released a report entitled “15 Economic Facts about Millennials” (pdf). This report takes an early look at this generation’s adult lives so far, including how they are faring in the labor market and how they are organizing their personal lives.
This generation is marked by transformations at nearly every important milestone: from changes in parenting practices and schooling choices, to the condition of the U.S. economy they entered, to their own choices about home and family.
In his new video, fimmaker Casey Neistat makes the case for Snapchat being the future of social media, but in a fundamentally different way.
It's not like Facebook or MySpace, his argument goes, though it may be their natural evolutionary successor.
Snapchat is different, Neistat (and the gaggle of Snapchat teens he interviews) says, because it actually mirrors the way we interact in the real world.
"Snapchat is great because it's virile and vital. Because it's right now. Because there's no pressure to be produced or fake, because everything disappears in a few seconds anyway." -David Pierce, The Verge
Snapchat is a way to let people live your life with you, a surprisingly close approximation of just running into someone for a few seconds at the store or on the subway platform. Neistat points particularly to Snapchat Stories, the public-facing part of Snapchat, as the feature that made Snapchat really move into the mainstream.
To illustrate the power of Snapchat, Neistat invites Jerome Jarre, the King of Snapchat with 1.2 million follwers, to send a Snap his fans asking them to meet him in Union Square----16 minutes later Jarre racked up 142,000 views on his Snap and several hundred screaming fans actually showed up in person.
Read more on The Verge
Few things strike fear in parents and educators as much as Snapchat. It wasn't too long ago that social technologies like MySpace, Facebook, SMS and camerphones had the power to elicit such a negative response.
But slowly, as parents and educators began to learn more about these new tools and social technologies, they not only embraced them, but many educators began integrating them into their teaching practice.
The Snapchat team has put together a wonderful guide to help parents and educators learn more about the app and help demystify some of the rumors. It's a good starting point to learn more about the app, which is becoming more and more mainstream every day.
The guide also talks about the SnapKidz--the totally private and secure version of Snapchat designed for kids under the age of 13. Snapkidz is a fun way for tweens to privately share photos of camp, that trip to Disneyland or family vaycay with their friends, cousins and even grandma!
For educators, this guide is a great opportunity to have a discussion with your colleagues in a professional development setting to learn more about Snapchat and how students in your school are using this tool. Who knows, you might even find yourself using the "Our Story" feature to document that field trip!
Snapchat Social Safety Guide for Parents & Educators
New research from UK-based digital marketing platform SuperAwesome, which currently houses the largest kids research panel in the region, maps out a compelling crop of comparative digital kids data from 2009 to 2014.
The survey contains lots of really interesting stats on kids gaming, social networking and mobile habits, but one of the most interesting statistics comes from the data regarding chat apps. Back in 2009, MSN dominated, but now kids have shifted their loyalty to WhatsApp and Facebook Messenger.
So while kids may not be using Facebook, they are using Facebook products (FB Messenger, Instagram, WhatsApp) as primary social networking and communication tools. It looks like the great unbundling of Facebook strategy may pay off and keep younger users in the Facebook mobile ecosystem. And mobile ad network. (Shock! Awe!)
The other big take away is the shift from passive consumption of media to an active embrace of maker culture. Kids are creating movies and publishing them on YouTube, creating worlds in MineCraft and embracing LEGO more than ever.
While this data is primarily focused on kids in the UK, I would garner that data from U.S. kids would closely align with the SuperAwesome findings.
"Want to know, which visual-centric social media is best for your content - Pinterest (an online scrapbooking site) or Tumblr (a micro-blogging platform)?
Well, this all depends on the type of content you will continually be sharing, your target audience and your established following on each network. No surprise here that teens love Tumblr.
Here are a few question to ask yourself and answers to help you decide which network will work best for your visual-content."
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"This isn't OkCupid or Tinder. This is trying to replicate how you would meet someone at a party.
You see faces of people (no name, no background info), and you can say 'hi' with a smile to anyone you feel looks interesting."
There's no profile to set up. Facefeed doesn't link with any of your social accounts. You just log in, take a selfie, and put it out there in the world.
If someone thinks your selfie looks nice, that person can write you a message. If you want to reply, you can. If you don't, you can block that person forever.
And if you become friends with that person, you can add them to a friends list, so you can write to each other as often as you'd like."
Read more at Business Insider
Noah, a short film that debuted at the Toronto International FIlm Festival, illustrates the flitting attention span and lack of true connection in digital culture more clearly than anything else in recent memory. (Warning: NSFW)
"These words are probably unfurling inside one of many open tabs on your computer screen. Perhaps one tab is for work, one is for chatting, and another is for Twitter. You probably even have some others open for no particular reason.
This is the way we receive information and the way we communicate now: constantly, simultaneously, compulsively, endlessly, and more and more often, solitarily. This strange new mode of living--and its indelible effect on our humanity--is perfectly captured in a new short film that debuted this week at the Toronto International Film Festival.
The 17-minute, mildly NSFW Noah is unlike anything you've seen before in a movie--only because it is exactly like what many of us see on our computers all the time. Created by Canadian film students Walter Woodman and Patrick Cederberg, the film begins when our high school senior protagonist types in the password that opens up his laptop, and the narrative takes place entirely on his computer screen.
It doesn't matter how far removed in age you are from the characters, if you are digitally savvy enough to be reading this, Noah will hit uncomfortably close to home."
Read the entire article over on FastCompany
Smith, an early hire at Politico, immediately built a reporting staff. BuzzFeed's mix of news and frivolity attracts more than 130 million visitors a month.
“You can’t trick people into sharing things. They have to really like it and be proud to share it.”
During a talk at the Nieman Foundation, Smith discussed social media as a news distribution channel, the importance of editors, the evolution of beats, the new hegemony of the article as a unit of media, and the value of brevity and high-energy reporters.