At What Age Should We Start Engaging With Social Media?

 

Following on from the previous post, Olly and I thought it would be good to discuss at what age is it appropriate to engage with social media.

Oliver Campey writes his thoughts below.

A study back in 2014 conducted by Dr Richard Woolfsen and knowthenet.com highlighted that more than half of children had used social media by the age of 10. The report also found that 43% of these children had messaged strangers or engaged with negative comments by the age of 12.

The cynic amongst us may question the validity of the report or condemn certain elements in terms of how easy they are to measure. However, the fact does remain that children are engaging with social media at an increasingly younger age and it needs to be investigated as to whether this is safe.

Firstly, one the foundations of adopting any form of new technology or service is having an education on how best to use it. It’s a fact that when looking into the syllabus for younger age groups children are not educated by this stage on the positive and negative effects of social media. Personally, I think this needs to change. I wouldn’t say there’s an issue with the age that children are interacting with social media because as a generation we are adapting to new technologies at an earlier age than ever before. However, what does need addressing is providing children with an education from a young age so that they have a greater understanding of how to appropriately engage with social media.

Secondly, there needs to be further research into the negative effects of dopamine on the human brain and the formation of an addiction to likes and positive engagement across social platforms. As discussed in the previous post dopamine can be triggered by things such as gambling, alcohol, and smoking all of which are regulated and carry age restrictions of 18 or above. As highlighted by AdWeek, social media channels generally enforce an age restriction of 13+ and so there could be an argument to bring it more in line with the age restrictions for smoking, gambling, and alcohol.

Thirdly, social media is having a hugely negative impact on the younger generations ability to socialise and form meaningful relationships with their friends. Only yesterday was I sat in a cafe and I witnessed a group of friends all sat on their phones and not conversing with one another. To make things worse, when one of the group did spark up some form of a conversation, the others responded with a nod of the head or a mumbled grunt and continued flicking through their phones.

What kind of message does that send out to the person who initiated the conversation? It’s essentially saying, you’re not interesting enough for me to listen. I agree with Nat that we need to ensure that from a young age people are connected and have the ability to consume information whenever they need it. It’s common knowledge that teenagers are spending more time on sites such as YouTube and Vimeo to learn new skills and acquire new information.

I just think their needs to be a greater level of education on the safe and effective use of social media across the school system and for parents. A report by the NSPCC found that “More than half of parents are unaware of the age limit on Social Media”, this means they aren’t making well-informed decisions when allowing their children to roam free across social channels. If more work is done to provide children with a better education, it will eradicate so-called ‘social bad habits’ and allow us to become better communicators both professionally and personally.

Check out Nat’s vlog below for a greater level of insight into this topic!

The Takeover of Fortnite

This video game taking over a generation.

When we think about popular video games that attract a youth market, we think of such games like FIFA, Call of Duty or Grand Theft Auto. Games that are prominent with a male under 30 demographic and games that cause a wave of media outcry and popularity when they are released.

Well now, there’s a new kid on the block and this new phenomenon is not just a game, but a game-changer.

Fortnite is a game developed by ‘Epic Games’ and whether they knew it or not when creating this masterpiece, Fortnite has taken the internet by storm.

Firstly, Fortnite is free to download… Yes, free.

In an age where it is not un-common to spend £40-£50 on video games, Fortnite was released to the world for a grand total of £0. If you’re like me, you’d expect a free game to be subpar… Not the case for Fortnite. It’s a solid third person shooter that has a lot going for it. Sure, it’s not Halo or Call of Duty but it does offer a great piece of gameplay that is difficult to get anywhere else.

Fortnite is aimed at a younger, male audience that either still get pocket money from mum or simply don’t earn enough money to justify buying a £50 game that doesn’t come with years of accolades. So, when a free games pops up on the market, downloads go wild.

Along with the launch, came a wave of user-generated social media content that drove the publicity of this game to a new level.

People started using Instagram, Facebook, Twitter and Twitch to talk about Fortnite. Bigger accounts that don £10m+ followers started to upload content because it is where the conversation lies. People didn’t and don’t want to miss out on what everybody else is making noise about. People aren’t addicted to Fortnite, it just has the same calling that any other new craze has. Young people simply do not want to get left behind. Heck, it’s the reason why I started playing it. It’s not an amazing game but it’s a solid game, it’s a free game that everyone is playing… So why don’t I start playing it?

But what do the developers get out of this? Sure, there’s a wave of free user-generated publicity, sure they have millions of users across the globe. But if the game is free, then how are they making money? There’s no advertising in the game so there’s no third-party income coming in through that traditional route.

The way Epic Games makes money through Fortnite is through in-game purchases. This has been a model that has been around since mobile gaming first jumped on the scene. You download a ‘free’ game from the app store and then once in the game you can pay for certain add-ons to make your gaming experience even better. The console gaming industry adopted this same model a while ago and it is still being used to extreme effect today. The best example of this probably comes in the form of FIFA Ultimate Team. Where you can physically use your own hard-earned money to pay for FUT points to buy or bid on players.

Fortnite allows users to pay for in-game add-ons that can make you a more formidable opponent when you’re up against your friends in the game. As more people play and the competition levels rise, people will want to outdo their counterparts and this is what Fortnite counts on to make money.

Fortnite is an online gaming example that has taken social media by storm and…

Sorry, Ryan’s online and asking me to play… Gotta go!

Are video games a reality?

Video games have become a way of life for many people; young and old. They become so engrossed into digital entertainment that it has turned into a form of reality that is becoming increasingly difficult to step away from.

With the advancement in video game play and the tools that have allowed video gaming to become more ‘realistic’, we are now living in an age that can literally put us into games.

Take VR for example, a tool that allows people to live within a simulation or an event, or a game. This is the beginning of a world where we will no longer rely on the control pad to control our sword-wielding character but yet we will soon be able to use actions and thoughts to defeat the flame throwing nemesis that confronts us.

We live in a time where Egaming has blown up on a massive scale with a large influx of money that has been pumped into the industry. This has attracted a wave of gamers with a hunger to ‘make it big’, knowing that they have potential for fame and riches. In some territories across the world, especially South East Asia, it is not uncommon for gamers to where diapers while gaming. Why? So that they don’t lose points while taking a bathroom break. It is also not uncommon for these gamers to be fed while playing. Why? For the same reason.

These video games have now become a reality.

But there are two stories here and I want to ask the same question again. This time, with a twist.

Michio Kaku is an American theoretical physicist who has a lot to do with the way I think about things. He once questioned human life as potentially a ‘simulation.’ Think about that for a second.

Us humans have even created a video game that goes by the name of… ‘The Sims.’ A game where you can create humans inside of a simulation… I want to end by asking you one final question.

Why can’t we humans also be living in a simulation, being controlled by external beings?