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Googlearchy, or googlocracy, is a term associated with ways in which a search engine, like Google, can influence politics and social reality in general. More broadly, the term is intended to reflect on how certain technological developments can influence or dominate the organization of society. The scope of the term can have a variety of uses, such as the issues with freedom of the press and how modern politics are done through the use of the internet, with technologies such as Google. One issue raised when considering the googlearchy phenomenon in web politics is in considering whether the changes brought by technologies such as Google have reinforced the media that is already more powerful, or the other way around. This embodies itself in the hierarchy of an internet search, in which traditional media outlets and institutions are often at the top of the page, allowing little room for non-traditional or non-mainstream media. Resultantly, this creates a discourse of consensus politics, reinforcing social and political norms.
Mass media refers to a diverse array of media technologies that reach a large audience via mass communication. The technologies through which this communication takes place include a variety of outlets.
Social software, also known as social apps, include communication and interactive tools often based on the Internet. Communication tools typically handle the capturing, storing and presentation of communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote cooperation between people and the creation of online communities more than ever before.
New media are forms of media that are computational and rely on computers for redistribution. Some examples of new media are computer animations, computer games, human-computer interfaces, interactive computer installations, websites, and virtual worlds.
Internet culture, or cyberculture, is the culture based on the many manifestations of the use of computer networks for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, social media, and more, as well as topics related to identity and privacy. Due to the internet's large scale use and adoption, the impacts of internet culture on society and non-digital cultures have been widespread. Additionally, due to the all encompassing nature of the internet and internet culture, different facets of internet culture are often studied individually rather than holistically, such as social media, gaming, specific communities, and more.
E-democracy, also known as digital democracy or Internet democracy, is the use of information and communication technology (ICT) in political and governance processes. The term is believed to have been coined by digital activist Steven Clift. E-democracy incorporates 21st-century information and communications technology to promote democracy; such technologies include civic technology and government technology. It is a form of government in which all adult citizens are presumed to be eligible to participate equally in the proposal, development and creation of laws.
The ethics of technology is a sub-field of ethics addressing the 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. The topic has evolved as technologies have developed. Technology poses an ethical dilemma on producers and consumers alike. The subject of technoethics, or the ethical implications of technology, have been studied by different philosophers such as Hans Jonas and Mario Bunge. Technology ethics is the application of ethical thinking to the growing concerns of technology as new technologies continue to rise in prominence[1]. Ethics of technology is now an important subject as technologies give people more power to act that before. The development of Artificial Intelligence and rise of social media brings up the questions of how to behave on these platforms and how far is A.I allowed to go. Recent issues such as Facebook data leaks and circulation of fake news highlights the downside of social media when in the wrong hands. As technology continues to develop and have the power to alter people's daily lives, questions surrounding what is ethical or not will remain.
Internet privacy involves the right or mandate of personal privacy concerning the storing, repurposing, provision to third parties, and displaying of information pertaining to oneself via Internet. Internet privacy is a subset of data privacy. Privacy concerns have been articulated from the beginnings of large-scale computer sharing.
Media ethics is the subdivision dealing with the specific ethical principles and standards of media, including broadcast media, film, theatre, the arts, print media and the internet. The field covers many varied and highly controversial topics, ranging from war journalism to Benetton ad campaigns.
Internet studies is an interdisciplinary field studying the social, psychological, pedagogical, political, technical, cultural, artistic, and other dimensions of the Internet and associated information and communication technologies. While studies of the Internet are now widespread across academic disciplines, there is a growing collaboration among these investigations. In recent years, Internet studies have become institutionalized as courses of study at several institutions of higher learning. Cognates are found in departments of a number of other names, including departments of "Internet and Society", "virtual society", "digital culture", "new media" or "convergent media", various "iSchools", or programs like "Media in Transition" at MIT. On the research side, Internet studies intersects with studies of cyberculture, human–computer interaction, and science and technology studies. Internet and society is a research field that addresses the interrelationship of Internet and society, i.e. how society has changed the Internet and how the Internet has changed society.
In media studies, mass communication, media psychology, communication theory, and sociology, media influence and media effects are topics relating to mass media and media culture's effects on individual or an audience's thoughts, attitudes, and behavior. Whether it is written, televised, or spoken, mass media reaches a large audience. Mass media's role and effect in shaping modern culture are central issues for study of culture.
Digital rhetoric can be generally defined as communication that exists in the digital sphere. As such, digital rhetoric can be expressed in many different forms—including but not limited to text, images, videos, and software. Due to the increasingly mediated nature of our contemporary society, there are no longer clear distinctions between digital and non-digital environments. This has led to an expansion of the scope of digital rhetoric as there is a need to account for the increased fluidity with which humans interact with technology.
Social media are interactive technologies and digital channels that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of social media arise due to the variety of stand-alone and built-in social media services currently available, there are some common features:
Digital marketing is the component of marketing that uses the Internet and online based digital technologies such as desktop computers, mobile phones and other digital media and platforms to promote products and services. Its development during the 1990s and 2000s changed the way brands and businesses use technology for marketing. As digital platforms became increasingly incorporated into marketing plans and everyday life, and as people increasingly use digital devices instead of visiting physical shops, digital marketing campaigns have become prevalent, employing combinations of search engine optimization (SEO), search engine marketing (SEM), content marketing, influencer marketing, content automation, campaign marketing, data-driven marketing, e-commerce marketing, social media marketing, social media optimization, e-mail direct marketing, display advertising, e–books, and optical disks and games have become commonplace. Digital marketing extends to non-Internet channels that provide digital media, such as television, mobile phones, callback, and on-hold mobile ring tones. The extension to non-Internet channels differentiates digital marketing from online advertising.
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.
The sociology of the Internet involves the application of sociological 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.
A digital citizen is a person using information technology (IT) in order to engage in society, politics, and government. As defined by Karen Mossberger, one of the authors of Digital Citizenship: The Internet, Society, and Participation, digital citizens are "those who use the internet regularly and effectively." They also have a comprehensive understanding of digital citizenship, which is the appropriate and responsible behavior when using technology. Since digital citizenship evaluates the quality of an individual's response to membership in a digital community, it often requires the participation of all community members, both visible and those who are less visible. A large part in being a responsible digital citizen encompasses digital literacy, etiquette, online safety, and an acknowledgement of private versus public information.
Googlization is a neologism that describes the expansion of Google's search technologies and aesthetics into more markets, web applications, and contexts, including traditional institutions such as the library. The rapid rise of search media, particularly Google, is part of new media history and draws attention to issues of access and to relationships between commercial interests and media.
A filter bubble or ideological frame is a state of intellectual isolation that can result from personalized searches when a website algorithm selectively guesses what information a user would like to see based on information about the user, such as location, past click-behavior and search history. As a result, users become separated from information that disagrees with their viewpoints, effectively isolating them in their own cultural or ideological bubbles. The choices made by these algorithms are not transparent. Prime examples include Google Personalized Search results and Facebook's personalized news-stream.
Information policy is the set of all public laws, regulations and policies that encourage, discourage, or regulate the creation, use, storage, access, and communication and dissemination of information. It thus encompasses any other decision-making practice with society-wide constitutive efforts that involve the flow of information and how it is processed.
Social media as a public utility is a controversial theory postulating that social networking sites are essential public services that should be regulated by the government, in a manner similar to how electric and phone utilities are typically government regulated. It is based on the notion that social media platforms have monopoly power and broad social influence.