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Understanding the Information Age and Cyberbullying

The document discusses the Information Age, highlighting its characteristics, the emergence of fake news, and the impact of digital media on minors, including cyberbullying and internet addiction. It provides guidelines for identifying fake news, managing screen time for minors, and addressing the risks of online interactions such as grooming and exposure to harmful content. Additionally, it emphasizes the importance of parental guidance in helping minors navigate the online world safely.

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genshinthings20
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0% found this document useful (0 votes)
7 views13 pages

Understanding the Information Age and Cyberbullying

The document discusses the Information Age, highlighting its characteristics, the emergence of fake news, and the impact of digital media on minors, including cyberbullying and internet addiction. It provides guidelines for identifying fake news, managing screen time for minors, and addressing the risks of online interactions such as grooming and exposure to harmful content. Additionally, it emphasizes the importance of parental guidance in helping minors navigate the online world safely.

Uploaded by

genshinthings20
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

MODULE 4: INFORMATION AGE involved in disseminating them.

Sometimes, it is easier & more convenient


Information Age for people to share the fake news than to
●​ Started in the last quarter of the 20th actually go over the info & evaluate its
century & characterized by rapid effortless reliability.
access & management of information ●​ Confirmation Bias- accepting info that
through writer & digital publications with confirms one’s beliefs & opinions.
use of computers.
●​ Because the info age can be closely How to Spot Fake News (Nagler, 2017)
linked with the development and ●​ Vet the publisher’s credibility.
application of computers in various -​ Would the publishing site meet
aspects of society, it is also referred to as the the academic citation standards?
Digital Age and the New Media Age. -​ What is the domain name?
●​ Present generation- info turned out to be -​ What is the publication’s pov?
a commodity, an overdeveloped product, -​ Who is the author?
mass-produced & unspecialized. ●​ Pay attention to quality & timeliness.
●​ Several fields or disciplines have merged, -​ Notice spelling errors & dramatic
such as AI, machine learning, robotics, punctuations from the article.
cloud & edge computing, automation, Check if the story is current or
blockchain, outsourcing, software & recycled.
applications. ●​ Check the sources & quotations.
-​ How did you find the article?
Information Age & Cyberbullying -​ Who is (or is not) quoted, & what
●​ Words are so powerful that they can either do they say?
make or break people & rs. -​ Is the info available on other sites?
●​ It is undeniable that our socmed has -​ Can you perform reverse research
shaped recent events. It does not only & images?
update us of current events but can also ●​ A reliable article is usually quoted or
provoke us. We often see posts & posted on other websites. Library
commentaries that are meant to embarrass, databases can be used for confirming the
offend, criticize or threaten people. credibility of info presented in an article.
●​ Also, by checking cited sources, you can
Emergence of Fake News confirm that the info presented has been
●​ If truthful news is available, so is fake accurately applied & not modified to
news. This fake news continues to satisfy the author’s pov.
circulate throughout various forms of ●​ Images should also be taken into
print & nonprint media. consideration especially if they seem edited
●​ Fake news is becoming viral because just to conform to the concept suggested in
there are more & more people being the article or story.
●​ Tremors
MINORS GOING ONLINE: A GUIDE IN ●​ Tiredness & weakness
ORIENTING ONESELF IN THEIR ONLINE ●​ Poor concentration
ACTIVITY Consequences of Distorted Use of the Internet
& Online Platforms
Minors on the Gadgets: Screen Time & ●​ Loss of interest or staying away from
Content habitual daily activities.
●​ In general, at any age, it is recommended to ●​ Loss of hope & trust towards others.
not use screens or gadgets during meals & ●​ Sense of blame & uselessness
at least 1 hour before sleeping. ●​ Sense of tiredness
●​ For minors’ screen time, the scientific ●​ Insomnia, alteration of sleep/wake
community recommends: rhythms.
-​ 0-2 years; do not use digital ●​ Difficulty in making decisions and/or
gadgets to entertain or calm remembering things.
infants/toddlers. ●​ Risky behaviors (suicidal ideation,
-​ 2-5 years; must not go beyond 1 self-harm, violent behavior towards others,
hour of exposure per day. etc)
-​ 5-8 years; allocate less than 2 ●​ Headache, stomachache & presence of
hours per day. unexplained muscle & joint pain.
-​ 9-15 years; limit the use to 3 years ●​ Repeated modifications on eating habits
per day (regardless of the type of (such as anorexia & bulimia) & weight
device) changes.
●​ For content: ●​ Poor emotional control. Mood swings
-​ 3-6 years; no internet access. event without outside influence &
-​ 6-9 years; videogames & digital irritability without reason (madaling
access to music & videos but no magalit/mainis nang walang sapat na
gadgets in rooms. dahilan)
-​ 9-14 years; gradual & regulated
internet access, with the Cyberbullying
agreement on the guidelines on ●​ When one talks about cyberbullying, there
gadget use. should be intentionality, repetitiveness &
asymmetry of power. Every act of
Possible Symptoms of Negative Digital cyberbullying is characterized by
Well-Being pervasiveness “in every time & in every
●​ Nervous, restlessness, tension place” (anywhere/anytime).
●​ State of anxiety, pessismism, negativity ●​ In most cases, the victim is different &
●​ Increase of heart rate is weaker: in terms of ethnicity, religion,
●​ Rapid respiratory rate (hyperventilation) psychophysical characteristics, gender,
●​ Frequent excessive sweating gender identity, sexual orientation, & in
particular family realities. ●​ Baiting; targeting users in group contests,
●​ What makes cyberbullying dangerous is whether through chats, games or forums
the potential anonymity of the bully & by means of insulting them.
the widespread diffusion of the ●​ Trickery; obtaining confidential info from
incident. This means greater number of a person with the aim of posting & sharing
spectators & more exposure time given the it.
difficulty in deleting from the internet ●​ Exclusion; voluntary exclusion of a fellow
every trace of attack. group member.
●​ It is important for the parent to know that ●​ Impersonation; identity theft aimed to
cyberbullying is partly submersed - the insult the person.
child can struggle in talking about it, can
be ashamed of himself or can be afraid the Online Intimacy
adult intervention can generate negative ●​ Sharing of sexually explicit, intimate &
repercussions on the part of the bully. personal contents through instant
●​ Actual surveys say that parents are the first messaging, videocall or social network.
people to turn to in times of need, ●​ Derivatives;
followed by friends & then teachers. -​ Sexting; combination of the
words sexual & texting, consist of
Derivatives of Cyberbullying sending pics & mess with explicit
●​ Cyberbashing; recording through video sexual content through gadget
an aggression in the physical environment, with the spreading in instant
which is then posted online. messaging apps and/or social
●​ Flaming; verbal battle online of violent networks.
and/or vulgar messages. -​ Revenge Porn; public sharing of
●​ Harassment; insulting and/or vulgar intimate pics or videos without
messages that are repeatedly sent through the consent of the interested
PC/smartphone. subject with the aim of damaging
●​ Exposure; posting & sharing in the or humiliating them (often at the
internet the personal & private info by the end of a rs or ff a refusal)
third-party groups. -​ Sextortion; a sexual threat that
●​ Trolling; disturbance of online group sites consists of threatening the victim
through the sharing of fastidious content. of sharing their private info that
●​ Cyberstalking; molesting a person also contains erotic
through electronic communication messages/pics/vids.
devices. -​ Deep Fake; pics, vids & audios
●​ Denigration; sharing of edited pictures or created through AI software.
videos of someone ridiculated/insulted These were created starting from
with the objective of the degrading said real content & were edited or
person. recreated in extremely realistic way
the characteristics & movements digital filters.
of a face or a body to properly ●​ Craving; originally, it is the uncontrollable
imitate a particular voice. desire to assume a psychoactive
-​ Deep nude/Fake porn; using substance(drugs, alcohol) or a particular
pornographic material as a basis to food; in this case: compulsive &
falsify a pic or vid with the aim of unstoppable use of the internet.
degrading a person. ●​ Nomophobia; fear of losing battery or not
having data on the phone. Hence one
Dependency/Addiction remains “excluded;” wherein one loses
●​ The classification of internet dependency notifs, updates & contacts with others.
is still a debate in the scientific community. ●​ Cyber RS Addiction; dependence on
●​ It can be considered a disturbance wherein virtual rs. It is a form of technological
the subject has mood swings & dependency wherein a person develops a
emotionality that is dependent on the compulsive & excessive involvement in
internet use, which makes the subject feel affective or sexual relations online, often
bad when they do not access to the through chat, socmed or forums.
internet through their digital devices. ●​ MUDS’s Addiction; MUDs are
role-playing games wherein, through the
Definition internet, more users can play among each
●​ TAD(Technology Addiction Disorder); other together. It usually involves the
dependency on technologies creation of a character used for the game. It
●​ IAD(Internet Addiction Disorder); is then the identity of the user in the game.
disturbance characterized by compulsive & ●​ Information Overload Addiction; it is a
uncontrollable internet use which compulsive behavior difficult to control,
interferes with normal daily activities & which involves the searching &
can have negative consequences on physical consumption of info, which is online,
& mental health. without a specific goal. This dependency
●​ Like Dependency; attitude which makes can be manifested as a necessity to spend
the subject base their behavior on socmed more time on the internet to search for
on the reactions of their followers & on the news, updates, or other info, with failed
“rewards” counted in likes, that one attempts to limit or interrupt this activity.
receives. ●​ Ringxiety; combination of ring & anxiety,
●​ Fear of Missing Out(FOMO); a form of a syndrome of imaginary vibrations,
social anxiety that brings about remaining wherein one erroneously thinks that their
in constant contact with others, with the smartphone is vibrating in the pocket,
fear of being “cut out.” which indicates the arrival of emails or
●​ Dependency on Digital Body Image; messages.
emotive & compulsive necessity of ●​ Compulsive Online Gambling;
modifying one’s appearance through behavioral disturbance characterized by
the incapacity to control one’s need to bet ●​ Hate Speech; posting of content with
& play online, even in the presence of grave racist bg or which incites hate.
●​ Hate crime; crimes that aim to
negative consequences. denigrate/insult a person because of their
●​ Cybersexual Addiction; dependency on belonging to a specific social group like
virtual sex, it is a form of behavioral race, ethnicity, religion, sexual orientation
dependency that involves the compulsive or gender identity
internet use for sexual activities, like the ●​ Trash Talking; online; this is provocative
searching of pornographic material, erotic language and typical insults in highly
chats or the online interaction with sexual competitive situations like multiplayer
partners. games

Phubbing
Profiling & Fraud
●​ Phubbing; combination of the terms
phone & snubbing. ●​ Profiling and fraud represent significant
-​ It is used to refer to the act of risks for minors.
ignoring or disregarding the ●​ Profiling consists of the collection and
person one is talking to in a social analysis of personal data. It can be used
context. One is too focused on the for illegal purposes, like grooming. It can
smartphone, continuously also be used for publicity aimed to
updating and checking social negatively influence the minors.
networks, email & news. ●​ Online fraud like phishing and smishing
can make the minor provide personal
information or make non-secure financial
Exposition to Dangerous Events & Materials transactions..
●​ Access of minors to negative & violent
digital content, which is not suitable to
their age. It can lead the minor to Definitions
dangerous actions against themselves or
others from the psychological or physical ●​ Phishing – online scam wherein the
point of view. Such contents can be victim, contacted through email, is made
proposed in the form of challenges, games to provide personal information and data
or online trends. These includes: to ill-intentioned people which pretend to
-​ Instigation to self-harm be reliable sources/entities.
-​ Instigation to suicide ●​ Smishing – attempt to fraud similar to
-​ Instigation to anorexia & phishing wherein the victim is contacted
bulimia(eating disorder) through text messages or SMS, from which
-​ Instigation to violence & the name “SMiShing” is derived. It aims to
dangerous towards make the victim give personal information
others;instigation to prostitution. and data.
-​ Instigation to violent language ●​ Vishing – combination of the words voice
●​ Seeing NUGC(Negative User and phishing, an attempt to fraud
Generated Content); ex. Self-injury, wherein the victim is contacted through a
taking drugs, violence among of phone call or voice message.
third-parties ●​ Typosquatting – a form of IT crime
●​ Distribution of NUGC’s which consists in taking advantage of
●​ Accessing gambling sites/venues typographical errors or small variation of
●​ Exposition to pornography & child URL texts in websites, in order to direct
pornography. the user towards a fake site different from
that which should have been visited (ex. Helping Minors Safely Navigate the Online
[Link]) and from there sensitive data World
is stolen.
●​ Incentive to shopping. ●​ Download games and apps suited to the
●​ Violation of privacy for commercial use age of the minor (no social network and
●​ Geolocalization and stalking instant messaging apps for minors below
13 years).
●​ Read attentively the terms and conditions
indicated in the guidelines of every social
Grooming media platform.
●​ Decide together with the minor the
●​ The risk of being contacted by
privacy settings.
ill-intentioned adults that change their
●​ Evaluate which apps can have access to
identity to ask for sexual favors; it is a risk
location sharing.
that is mostly perceived by teenagers,
●​ Activate protection systems for
seldom among children.
unsuitable/inappropriate contents.
●​ A principal danger of grooming is that a
●​ Explain to the minor how to block
child does not know how to distinguish
undesirable people.
the situation on time and gives personal
●​ Explain to the minor how to report
information to the groomer, such as the
inappropriate contents.
school one goes to or the home address;
●​ Explain to the minor that one should not
●​ Another issue is the fact that the child gives
give personal information online (ex.
in to the request of the groomer to not
Birthday, home address, email address,
inform anyone of the matter
cellphone number, school that one goes to,
●​ Technique of psychological manipulation
etc).
wherein potentially abusive adults use to
●​ Explain to the minor that one should not
induce the child/ren or adolescent/s to
send their own pictures to strangers.
build an intimate and/or sexual
●​ Remember that parental control is no
relationship once a relationship of trust is
substitute for the parents’ actual presence
created.
& involvemet.
●​ Stages in the grooming process:

[Link] of friendship – the


groomer creates a relationship with the To Create a Relationship of Trust with the
minor. Minors
[Link] of relationship – the ●​ Always be reminded that online is not
groomer strengthens the relationship, virtual but is absolutely real.
often in a gradual/step-by-step way. -​ INTERVENTION NI BESH:
Hindi man ito virtual (katulad ng
[Link] of risk – the groomer
paggawa ng character sa ML),
evaluates the risk and availability of the
mga totoong tao pa rin ang nasa
minor.
likod ng bawat post/content.
[Link] of the relationship – the Kahit ang mga AI-generated
groomer stabilizes an exclusive relationship content, mga totoong tao pa rin
with the minor. ang gumagawa nito. In other
words, the online world is real
because real people are involved
behind each content.
●​ Show interest in minors’ digital/online life
(ex. Ask the question “what have you
found interesting today on FB?”). third-parties.
●​ Take seriously and not trivialize the things
that happen in the online life/experience of Nature of sharenting
the minor.
●​ It is when parents share online the pics,
●​ Set a good example for the minor to treat
vids & info of their own children.
with respect the other people online.
●​ The main motivation is their pride aside
●​ Explain to the minor that online is forever.
from the habit of online posting.
Once something is posted, one loses
●​ The environment in which such sharing
control of it (KOMENTARYO NI BESH:
often occurs is in the social networks(FB,
kahit anung bura pa ‘yan, magagawan ng
IG, TIKTOK), instant messaging apps
paraang ma-repost ulit ang deleted
(WHATSAPP, MESS) & (YT).
content).
●​ This media overexposure can bring about
●​ Remember that online contacts need to be
serious risks in the short, medium &
treated with the same respect that one
long-term.
wishes to receive.
●​ Aside from becoming a content for
●​ Stress the importance of speaking with a
ill-intentioned people, these can become
trusted adult for any bad event that the
embarrassing content with the risk of
minor can experience online.
future exposure of the minor to
●​ Remember that challenges or examples of
cyberbullying attacks by their own
self-harm behaviors are always dangerous.
age-groups.
●​ Remember that screen dependency is often
●​ When these minors grow up seeing their
a symptom, not a cause of a disease.
own pictures continuously exposed on
●​ Show to minors that the online world is
social media, they develop the habit of
infinite. One can access valuable
sharing their own pics.
information. However, one needs to pay
attention to the fake profiles and select the What the Parents Can Do?
sources well.
●​ Do not share pictures of naked or
almost-naked children. Such pictures that
end up in the wrong people can become
Influence of Sharenting
child pornography materials that can be
●​ A combination of the terms sharing exchanged or sold.
and parenting, this term refers to parents ●​ Remember that once a minor’s picture is
sharing too many pictures of their children shared online, it can become viral and go
on various social media platforms. This out of the parents’ control.
puts them at an unwanted overexposure. ●​ Allow older children to decide on which
●​ Pictures that are posted online can be pictures/video can be shared online (“veto”
easily transformed to child pornography power)
material/s. ●​ If one decides to send pictures of videos of
●​ Not only this, this exhibition on the part minors, send them through instant
of the parents can also cause damages to messaging apps with end-to-end
the minor on the psychological level, cryptography.
because they are constantly overexposed to ●​ Before sharing the content, one needs
the public since birth. to ask:
●​ Because of the significant gravity of this -​ Why should the pic be shared?
phenomenon, legal provisions (right to -​ Does one want that the minor’s
oblivion) and the minors can request the pic be visited & downloaded by
removal of contents that are published others?
about them online by the parents or -​ How will the minor feel in
5-10-20 years from now, if they
will see this pic again on the -​Contact with unknown persons.
internet? -​Sexual grooming
-​ Remember that even minors have -​Exposition to inappropriate
a right to online privacy. content.
-​ Micro-transaction
Hidden Traps in Videogames -​ Cyberbullying
●​ One can limit the risks connected to
●​ Very often, the excessive use of videogames
videogame activity by activating specific
is a way of resolving other bad
experiences/problems, but it tends to be
always noted as its cause. It is important to parental controls that allows one to:
distinguish between the following: -​ Manage time spent
-​ Physiological use: moderate time -​ Configure appropriate sites
spent on videogames, used as a -​ Disallow internet access
passion project or for get-together -​ Block inappropriate content
without an impact on everyday -​ Limit or disallow in-app
life (the child/adolescent has a purchases
satisfactory social and academic -​ Manage the apps that can be
life, has different passions and downloaded.
interests; does not show signs of Video-Conferencing Apps: ZOOM
problems)
-​ Excessive use: its use is difficult ●​ It is one of the video-conferencing apps
to control; it has a negative impact that are used in the professional and
on everyday life activities (the academic setting.
child/teenager struggles to “get off ●​ Free version – allows a maximum of 100
the videogame,” begins to lose users all together, all present, with the
interest in academic life, possibility to share a document with the
friendships and sports; begins to whole group and send instant messages;
be easily irritated) calls are limited to 40 minutes. These can
-​ Abuse: Pathological use that hurts be restarted.
the individual’s capacity to ●​ Functions in smartphone, tablet and PC
function correctly in their life and allows access through a shared link.
context and to respond to tasks ●​ Minimum age to open an account: 16
linked to their social role (the years.
child/teenager seems to have lost
Video-Conferencing Apps: GOOGLE MEET
every interests for academic life,
friendships, hobbies and sports; is ●​ It is an app used for video-conferencing
isolated even in familiar contexts, that allows one to send written messages
up to the point of refusing to go and share screens.
out; shows evident symptoms of ●​ Targeted for the companies, but can be for
difficulty) personal and academic use
-​ NB: The number of hours spent ●​ Free version – allows chats with a
on the videogame cannot be the maximum of 100 people
only indicator, but one needs to ●​ Minimum age: 13 years old
consider other factors like the
functions in the social, academic, Video-Conferencing Apps: SKYPE
familiar and eventual
●​ Also known as an app for the
psychological symptoms (anxiety,
videocalls; one can call 50 people
stress, anguish)
simultaneously
●​ Other risks
●​ Allows the recording of calls and subtitle
activation in real time “servers,” or digital spaces that
●​ Can be accessed from the smartphone and accommodate different types of channels
PC of any OS of textual, video and vocal
●​ Minimum age: 13 years old communication.
Video-Conferencing Apps: MICROSOFT ●​ Discord is created for the
TEAMS communications of videogame
enthusiasts, but it has become popular also
●​ Minimum age: 16 years old in different fields.
●​ The free version of Microsoft Teams ●​ The text channels allow one to interact
allows one to organize 60-minute meetings with text messages, pictures, GIF and
and accommodate up to 100 users all emojis. The voice channels allow one to
together. communicate through audio and/or to do
●​ The paid version allows extended meetings the video streaming.
up to 30 hours for 300 people connected. ●​ Users create the servers accessible to other
●​ On Microsoft Teams, it is possible to share users. Users can also send direct messages
documents with the whole group and send to individuals or in a GC with a maximum
instant messages. One can also create and of 10 people.
share surveys in chats during the meetings ●​ Minimum age: 13 years.
to obtain real-time responses.
●​ Microsoft Teams can be used on the Instant Messaging Apps; TELEGRAM
smartphone, tablet and PC. For the greater
●​ It is an instant messaging app that is
part of the meeting, one can participate via
prohibited to minors not having size
telephone through a phone call by means
limitations of chats and media sent [to
of dialing the phone number of the
others], whether .doc, .zip, .mp3, etc.
conference.
●​ It allows one to make voice or video calls
Instant Messaging Apps: WHATSAPP protected by end-to-end cryptography
with the possibility of sharing the screen.
●​ It is an instant messaging app widely used ●​ It allows one to start secret chats and create
in the whole world. It supports sending GCs up to 200,000 users that can be
and receiving different multimedia files: added even through nicknames (hence
text, pictures, videos, documents and without using the phone number)
positions, aside from voice calls/video calls. ●​ Minimum age: 18 years.
●​ It offers end-to-end cryptography as a
default setting. The calls and personal Video-Sharing Platform: YOUTUBE
messages of users are protected and can
only be listened to and read by the target ●​ It is a platform where one uploads music
receivers. videos, documentaries, movies, cartoons,
●​ It is possible to protect and hide chats on tutorials and up to recently, stories visible
one’s own device by activating the padlock up to 7 days.
function. These chats will be maintained ●​ Recently, it has become a “place of
separate from the others. YouTubers” wherein they can have up to
●​ Excessive use of WhatsApp can have tens of millions of followers. This
negative impacts on mental health and phenomenon affects all ages, particularly
personal relationships. the youth. They see YouTubers as their
●​ Minimum age: 13 years. role models whom they imitate, to the
point that “being a YouTuber” has become
Instant Messaging Apps: DISCORD
an ideal job among pre-adolescents.
●​ Discord is an instant messaging app ●​ YouTube is free, it contains ads before the
wherein users communicate through video and it gives warnings to videos not
suitable for minors. and search live game sessions and e-sport
●​ The risk of YouTube is that anyone can tournaments.
upload videos that can become viral and ●​ In recent years the platform has expanded,
the presence of negative influences who opening other sections and attracting other
can condition their own audience. users.
●​ Another risk factor is the dependency on ●​ Minimum age: 13 years (with parental
watching videos. Minimum age: 13 years. consent); 18 years (without parental
consent)


YOUTUBE KIDS VIMEO
●​ This is an app that allows children to ●​ It is a platform that only allows videos that
explore videos in a more protected the users created themselves.
environment. ●​ It is not possible to upload portions of film
●​ To control content, the app uses a mix of or TV shows because of the copyright and
automatic filters, reviews by real persons to favor the creativity of the young artists
and parental feedback. and filmmakers.
●​ The app uses a series of controls to ●​ Because of this, there exist different types
personalize the individual experience of the of accounts and based on one’s selection of
child: which content can be made available the paid account, it is possible to modify
for viewing, setting timer to check usage and personalize the video in different
time, block videos and channels. levels, from beginner to professional. The
costs range from 0 to 70 EUR.
DAILYMOTION
●​ It is considered the antagonist of YT
●​ It is a video-sharing platform and the because it incentivizes and protects the
second most famous and frequently used creativity and authorship of the uploaded
next to YouTube. content, to the point that videos with a
●​ The users, once registered, can upload certain level of creativity are preferred.
videos of maximum 60 minutes and do ●​ Minimum age: 14 years.
not go above 2 GB.
SOCIAL MEDIA: INSTAGRAM
●​ If the PC has a video camera, it is possible
to stream videos. The site presents a search ●​ The minimum age to open an Instagram
bar wherein one can write the keywords to profile is 13 years.
search videos relating to one’s interest – -​ Adolescents aged 13-17 years–
not only does it yield the related videos, access through Teenager Account
but categories are also proposed, as well as -​ Adolescents aged 13-16 years –
channels and playlists. This allows for a parental authorization is necessary
wider and detailed selection. to minimize protections imposed
●​ The site shows suggestions based on the by the platform
search results and those videos already -​ However, in the Teenager
visited. Account, parents can approve or
●​ Minimum age: 18 years disapprove the modification
requests of the settings imposed
TWITCH
by their children or give them the
●​ It is a livestreaming platform launched authority to impose the settings
and used specifically for the videogames themselves.
and their players. ●​ Adolescents aged 16-17 years can modify
●​ Through the site, it is possible to create the settings themselves, provided their
account is supervised by a parent or
guardian. ●​ The minimum age to open a TikTok
●​ IG allows one to share pictures and videos account is 13 years.
on the profile or stories for 24 hours. -​ Adolescents aged 13-15 years –
●​ When shared in the “highlighted stories,” default setting of account is
these are always visible. private
●​ The live function allows one to “go live” -​ Adolescents/users aged 16 and
and speak directly to the followers. above – these users can send and
receive direct messages
-​ Adolescents below 18 years –
FACEBOOK cannot send or receive virtual gifts
and cannot interact in real time
●​ It is the social media where one can share
on TikTok Live
pictures, videos, events, thoughts and
●​ Even if the account is private, the real
messages. Its primary idea was to get
name, username and profile picture are
people in touch, but in recent years it has
always visible to anyone, whether within or
become a platform that allows one to do
outside of TikTok.
other things (buy and sell products, create
●​ It is possible to create videos with a
aggregate groups, etc).
maximum duration of 3 minutes.
●​ In Italy, this is less frequently used by
●​ The app uses a system of hashtags and
teenagers. They primarily use Instagram
number of views that allows the video to
(NB: Sa Pilipinas, mas marami pa ring
be included in the trending or most
kabataang gumagamit ng FB kaysa IG at
watched list.
TikTok).
●​ The app can be shared on other social
●​ On FB one can choose to accept or reject
media platforms like IG.
friend requests and to set different privacy
●​ The “For you” function allows one to
levels. This helps users to decide on who
access a personalized board with videos
can view their public content. The app
based on one’s own interests, detected
provides ads and similar/related sponsored
based on the activities that were previously
posts based on the users’ Google searches.
done on social media.
●​ Pictures can be easily stolen and very often,
people fall victim to identity theft through REDDIT
the creation of fake profiles.
●​ On FB everyone can comment on other ●​ It is a discussion forum of social news
users’ posts, thereby generating negative mostly in English.
situations of bullying, racism and hating. ●​ The users can share their posts and rate
●​ It is possible to block a contact. those that are existing. This determines
●​ The minimum age to access FB: 13 years their visibility. The contents vary from
education to TV series to gaming. This
MESSENGER KIDS also includes film and entertainment.
●​ The platform is not used by a very young
●​ It is an application created for children
public because of the language, but also it
up to 13 years to allow a controlled
is less accessible and more “complex” with
digital experience.
respect to others.
●​ One registers only with first and last name,
●​ It is a place of exchange among teenagers
without phone numbers, there are no ads
and the youth, including those who watch
and the possibility of in-app purchases.
series and often play online because they
●​ Name is not visible in the search and the
can find a community where they can
parents can verify and authorize the
share their thoughts.
contacts that the child can converse with.
●​ The dynamics developed in the site are
TIKTOK both positive and negative. In terms of
positivity, it generates new conversation ●​ It is a popular action game of survival that
starters. In terms of negative, it follows the includes violent content.
thinking and behavior of the collective, ●​ It is possible to talk to other players using
thereby producing viral comments and public chat, private and voice.
behaviors. Consequently, it is possible to find oneself
●​ Reddit has very little restrictions on the in inappropriate meetings.
type of content published. Minimum age: ●​ Within Fortnite, there are many games that
13 years. one can explore. Some are realized by Epic
Games, but many others are done by the
community creators. These games include:
WATTPAD Real-time battle, Zero construction
(Real-time battles without construction),
●​ Minimum age: 13 years.
games created by the community in
●​ It is an app wherein one can create, read
Creative & Save the World.
and learn to write their own stories.
●​ It allows one to join various communities, THEFT AUTO (GTA)
share their own stories and comment other
stories. ●​ It is a game wherein the gamer explores an
MINECRAFT imaginary city in the role of the main
character, Carl.
●​ It allows the players to create and construct ●​ Carl becomes an accomplice in conflicts
a virtual world using bricks in a 3D world. with criminals and rival gangs, who
●​ It is possible to play on Minecraft using accomplishes the missions that are assigned
single player mode (offline and to him.
individually) or in multiplayer mode ●​ This game contains adult themes, among
(online, with the possibility to chat with which is violence, sex and drug use.
other people) ●​ Minimum age: 18 yrs
●​ Minimum age: 7 years.
CLASH OF CLANS (CoC)
ROBLOX
●​ It is a combat game wherein the gamers
●​ It is an online platform where anyone can construct their own clans and fight against
create and share their own games or play other clans around the world. It is possible
games created by other users. to join others or fight alone.
●​ It can be downloaded for free on the ●​ It presents a chat feature wherein one can
smartphone, tablet, computers, Xbox One talk to other gamers. The consequence is
and virtual reality visors/glasses. that it is possible to get into inappropriate
●​ Some games are free, while others cost the encounters.
“Robux,” the game currency that the ●​ There is no proper age restriction.
gamers use to acquire games and objects However, users that have not reached the
like outfits and accessories. minimum age set by their country of
●​ There is no age limit. residence cannot register their account if
-​ However, gamers have different their guardian has not approved the
security settings and experiences conditions of use.
based on their declared age,
whether less or greater than 13 yrs LEAGUE OF LEGENDS (LoL)
FORTNITE ●​ It is a strategy game wherein 2 teams of 5
●​ Users aged 13-17 years old need to have powerful players fight each other to
the consent of the parent or legal destroy the bases of their opponents. It is a
guardian. strategy game, a teamwork and ability
game that needs quick thinking, tactical replicated in real life. Pay close attention
decisions and collaborations. and ask to interrupt the game if one
●​ The gamers have the possibility of talking observes in the actual game the minors
to their friends who are currently in a game imitating violent scenes (ex. In the game
session. 1-2-3 star the elimination of the
●​ The minimum age: 12 yrs participant is represented by a slap or by a
simulated shot of a gun).
AMONG US ●​ If the minors have already watched the
series, the adult needs to also watch it to be
●​ A South Korean TV series available
aware of the contents that they just
though streaming, it consists of 9 episodes
watched.
and is catalogued by Netflix as 14+.
●​ Establish with them a dialogue that helps
●​ This revolves around 456 adults held
them elaborate their lived experience by
together by failures and fragilities, who
means of exploring the emotions that the
accept a series of challenges inspired by
series has evoked [in them].
childhood games in order to remove their
●​ Accompany them in understanding the
own debts.
risks linked to dangerous challenges and to
●​ Whoever remains alive wins a fortune
human behavior in situations of coercion
(more than 33 million EUR). Who loses
or depersonalization.
will be physically shot by masked guards.
●​ Alienation, social margination and
dependency (such as gambling addiction)
bring about the banalization/trivialization
of violence. Scenes of torture, even
psychological, are present. HINDI, ‘WAG NA MAG-REVIEW
BWISIT
Netflix: SQUID
GAME-CHARACTERISTICS

●​ Death is perceived as a minor evil with


respect to the difficulties of life outside the
game.
●​ Discrimination and gender stereotypes
favor the perception of a sexist social
model and is based on power.
●​ Many contents linked to the series have
become viral on the Internet and on social
media and are readily accessible to minors,
which go beyond parental control.

SQUID GAME-GUIDELINES FOR


PARENTS & TEACHERS

●​ Do not allow minors below 14 years to


watch the series. Explain to them that there
are contents that can generate anxieties and
fears.
●​ Set on the minors’ devices the family filter
available on Netflix.
●​ In this series, everything is true and
resembles reality. Hence, it can also be

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