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Connectivity refers broadly to social connections forged through mediated communications systems. That is, "since the arrival of the World Wide Web and the spread of mobile communications, mediated connectivity has been quietly normalized as central to a consolidating 'global imaginary'". [1] One aspect of this is the ability of the social media to accumulate economic capital from the users' connections and activities on social media platforms by using certain mechanisms in their architecture. [2] [ better source needed ] According to several scholars (van Dijck and Poell) "it is a key element of social media logic, having a material and metaphorical importance in social media culture". [3] This concept originates from the technological term of "connectivity" but its application to the media field has acquired additional social and cultural implications. [4] [5] [6] The increasing role of social media in everyday life serves as the basis of such connectivity in the 21st century. It shows the interrelations between the users activities on social media and at the same time the empowerment of the social media platforms with the data that was produced by the users and given to those services for granted.
Connectivity developed with the rise of the Internet, first with the introduction Web 1.0 and later Web 2.0. New improvements in equipment, software, the advancement of speed and access have increased the level and quality of connectivity. Along with these improvements, new media such as social networking systems (e.g. Facebook, Twitter, Google+), websites that provide access to user-generated content (e.g. Youtube, Myspace, Flickr), trading and marketing sites (e.g. Amazon, eBay, Groupon) and also game sites (e.g. FarmVille, The Sims Social) have become an essential part of everyday life of an average user: [2] "Just as electricity in the 19th and 20th centuries transformed societies by penetrating every fibre of people's personal and professional lives, network connectivity is probably the most powerful transformative force in early 21st-century cultures". [4] This made a shift in the understanding of the nature of connectivity and moved the initial focus just from a technical side of the notion to its increasingly acquired techno-socio-cultural character. [4] [5]
As mentioned before, connectivity is built on the principles of Web 2.0. that promote an openness, create the vision of empowerment of the user in the generation of a new content and coordination of the information flow on the Internet. These mechanisms encourage staying in touch with each other despite distances and share as much data as possible. According to Youngs, the development of the Internet has resulted in the deeper permeation of ICTs into public and private spheres of peoples' life, their relationships and spheres of identity. [5] Hence, connectivity becomes a resource of maintaining these activities. However, van Dijck notices that this connectivity is not just a neutral feature of new media, but is manufactured by the combination of human and technological resources, where the role of technologies is intransparent. Algorithms and protocols that are part of such platforms prompt users activities and online experiences on social media platforms. One of the most prominent activities on social media includes sharing and as Kennedy argues, "sharing rhetoric draws on a cultural image of connectivity. Social media platforms are not the only actors to use such imagining, mobile-based platforms do the same. Network providers, handset manufacturers, and social media platforms each promote social activities of togetherness enabled by their products which evidences a sustained cultural norm of sharing through teletechnologies for the purpose of affective connectivity". [7] Therefore, such architecture creates even bigger demand in connectivity that is continuously exploited by the online market.
Facebook can serve as a good example how connectivity is being produced and exploited by social media. Van Dijck mentions three concepts implemented in the technological side of connectivity which result in the connective structure of the platform and in the creation of its additional social and cultural dimensions. These are platform, protocol and interface. [4]
Several scholars (van Dijck, Gillespie) mention in their works the ambiguity of the term "platform" that promises to bring openness, access, to be neutral and help people build social connections and participate in online activities, but in fact implies a more complicated structure of the media, most of the time created for the profit purposes and as the enhancement of control under the users. [8] [4] As for the protocols and interfaces, the algorithms behind the platform are intransparent and presented to the user as intermediaries for "staying in touch", being connected, encouraging to make those connections, but at the same time the platform itself "facilitates the cultivation of 'weak ties' as well as the fabrication of 'strong ties'". [4] Therefore, connectivity becomes a new type of social capital gained from the platform's working principles.
The Internet is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing.
Technological convergence is the tendency for technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. For example, watches, telephones, television, computers, and social media platforms began as separate and mostly unrelated technologies, but have converged in many ways into an interrelated telecommunication, media, and technology industry.
New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.
Internet culture is a quasi-underground culture developed and maintained among frequent and active users of the Internet who primarily communicate with one another as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, specifically the Internet.
The ethics of technology is a sub-field of ethics addressing ethical questions specific to the technology age, the transitional shift in society wherein personal computers and subsequent devices provide for the quick and easy transfer of information. Technology ethics is the application of ethical thinking to growing concerns as new technologies continue to rise in prominence.
Electronic colonialism sometimes abbreviated to eColonialism, was conceived by Herbert Schiller as documented in his 1976 text Communication and Cultural Domination. In this work, Schiller postulated the advent of a kind of technological colonialism, a system that subjugates Third World and impoverished nations to the will of world powers such as the United States, Japan, and Germany, given the necessary "importation of communication equipment and foreign-produced software". As scholarship on this phenomenon has evolved, it has come to describe a scenario in which it has become normal for people to be exploited through data and other forms of technology. It draws parallels to colonialism in the historical sense when territories and resources were appropriated by the wealthy and powerful for profit.
Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability for end users.
A social networking service (SNS), or social networking site, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.
Digital rhetoric is communication that exists in the digital sphere. It can be expressed in many different forms, including text, images, videos, and software. Due to the increasingly mediated nature of contemporary society, distinctions between digital and non-digital environments are less clear. This has expanded the scope of digital rhetoric to account for the increased fluidity with which humans interact with technology.
Social media are interactive technologies that facilitate the creation, sharing and aggregation of content amongst virtual communities and networks. Common features include:
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media.
Beacon formed part of Facebook's advertisement system that sent data from external websites to Facebook, for the purpose of allowing targeted advertisements and allowing users to share their activities with their friends. Beacon reported to Facebook on Facebook's members' activities on third-party sites that also participated with Beacon. These activities were published in users' News Feed. This occurred even when users were not connected to Facebook, and happened without the knowledge of the Facebook user. The service was controversial and became the target of a class-action lawsuit, resulting in it shutting down in September 2009. One of the main concerns was that Beacon did not give the user the option to block the information from being sent to Facebook. Beacon was launched on November 6, 2007, with 44 partner websites. Mark Zuckerberg, CEO of Facebook, characterized Beacon on the Facebook Blog in November 2011 as a "mistake." Although Beacon was unsuccessful, it did pave the way for Facebook Connect, which has become widely popular.
The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook.
In news media and social media, an echo chamber is an environment or ecosystem in which participants encounter beliefs that amplify or reinforce their preexisting beliefs by communication and repetition inside a closed system and insulated from rebuttal. An echo chamber circulates existing views without encountering opposing views, potentially resulting in confirmation bias. Echo chambers may increase social and political polarization and extremism. On social media, it is thought that echo chambers limit exposure to diverse perspectives, and favor and reinforce presupposed narratives and ideologies.
The sociology of the Internet involves the application of sociological or social psychological theory and method to the Internet as a source of information and communication. The overlapping field of digital sociology focuses on understanding the use of digital media as part of everyday life, and how these various technologies contribute to patterns of human behavior, social relationships, and concepts of the self. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime.
An internet tribe or digital tribe is a unofficial online community or organization of people who share a common interest, and who are usually loosely affiliated with each other through social media or other Internet routes. The term is related to "tribe", which traditionally refers to people closely associated in both geography and genealogy. Nowadays, it is more like a virtual community or a personal network and it is often called global digital tribe. Most anthropologists agree that a tribe is a (small) society that practices its own customs and culture, and that these define the tribe. The tribes are divided into clans, with their own customs and cultural values that differentiate them from activities that occur in 'real life' contexts. People feel more inclined to share and defend their ideas on social networks than they would face to face.
Viral phenomena or viral sensation are objects or patterns that are able to replicate themselves or convert other objects into copies of themselves when these objects are exposed to them. Analogous to the way in which viruses propagate, the term viral pertains to a video, image, or written content spreading to numerous online users within a short time period. This concept has become a common way to describe how thoughts, information, and trends move into and through a human population.
Johanna Francisca Theodora Maria "José" van Dijck is a new media author and a distinguished university professor in media and digital society at Utrecht University since 2017. From 2001 to 2016 she was a professor of Comparative Media Studies where she was the former chair of the Department of Media Studies and former dean of the Faculty of Humanities at the University of Amsterdam. She is the author of ten (co-)authored and (co-)edited books including Mediated Memory in the Digital Age; The Culture of Connectivity.; and The Platform Society. Public Values in a Connective World. Her work has been translated into many languages and distributed to a worldwide audience.
The Culture of Connectivity: A Critical History of Social Media is a book by José van Dijck published by Oxford University Press in 2013 on social media platforms and their history. The author considers the histories of five social media platforms: Facebook, Twitter, Flickr, YouTube, and Wikipedia. She focuses on how their technological, social and cultural dimensions contribute to their current status.
The platform economy encompasses economic and social activities facilitated by digital platforms. These platforms — such as Amazon, Airbnb, Uber, Microsoft and Google — serve as intermediaries between various groups of users, enabling interactions, transactions, collaboration, and innovation. The platform economy has experienced rapid growth, disrupting traditional business models and contributing significantly to the global economy.