User:Greenshakshuka/Internet culture/

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Original: Internet culture, or cyberculture, is a culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. Internet culture is also the study of various social phenomena associated with the Internet and other new forms of the network communication. Examples of these new forms of network communication include online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting, as well as issues related to identity, privacy, and network formation.

Edited: Internet culture, or cyberculture, is a culture that describes the many manifestations of the use of computer networks for communication, entertainment, and 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, because of 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. [1]


Individuals are not always happy about receiving attention from the internet. Specifically, the Star Wars Kid was subject to bullying and harassment due to his video which was non-consensually uploaded in 2003. [2]

Manifestations[edit]

  • Internet Memes [2]

Identity – "Architectures of credibility"[edit]

One early study, conducted from 1998-1999, found that the participants view information obtained online as being slightly more credible than information from magazines, radio, and television. However, the same study found that the participants viewed information obtained from newspapers as the most credible, on average. Finally, this study found that an individual's rate of verification of information obtained online was low, and perhaps over reported depending on the type of information. [3]

Social Impact[edit]

Positive Impacts[edit]

In response to the rising prevalence of mental health disorders, including anxiety and depression, a 2019 study by Christo El Morr and others demonstrated that York University students in Toronto were extremely interested in participating in an online mental health support community. The study mentions that many students prefer an anonymous online mental health community to a traditional in person service, due to the social stigmatization of mental health disorders. [4]

Negative Impacts[edit]

Additionally, some evidence shows that too much internet use can stunt memory and attention development in children. The ease of access to information which the internet provides discourages information retention. However, the cognitive consequences are not yet fully known. [5] The staggering amount of available information online can lead to feelings of information overload. Some effects of this phenomenon include reduced comprehension, decision making, and behavior control. [5]

References[edit]

  1. ^ Silver, David (2004-02). "Internet/Cyberculture/ Digital Culture/New Media/ Fill-in-the-Blank Studies". New Media & Society. 6 (1): 55–64. doi:10.1177/1461444804039915. ISSN 1461-4448. {{cite journal}}: Check date values in: |date= (help)
  2. ^ a b Zittrain, Jonathan L (2014-12). "Reflections on Internet Culture". Journal of Visual Culture. 13 (3): 388–394. doi:10.1177/1470412914544540. ISSN 1470-4129. {{cite journal}}: Check date values in: |date= (help)
  3. ^ Flanagin, Andrew J.; Metzger, Miriam J. (2000-09). "Perceptions of Internet Information Credibility". Journalism & Mass Communication Quarterly. 77 (3): 515–540. doi:10.1177/107769900007700304. ISSN 1077-6990. {{cite journal}}: Check date values in: |date= (help)
  4. ^ El Morr, Christo; Maule, Catherine; Ashfaq, Iqra; Ritvo, Paul; Ahmad, Farah (2020-09-01). "Design of a Mindfulness Virtual Community: A focus-group analysis". Health Informatics Journal. 26 (3): 1560–1576. doi:10.1177/1460458219884840. ISSN 1460-4582.
  5. ^ a b Union, Publications Office of the European (2020-08-13). "Potential negative effects of internet use : in-depth analysis". op.europa.eu. Retrieved 2020-11-03.