Live Tweeting Curation, Part II

After taking my feedback into consideration, moving forward I aimed to increase the amount of tweets I was producing and also increase my engagement with my peers.

Week Eight: i, Robot

I find it very helpful before the movie starts to research the basic facts as I still struggle with tweeting and paying in depth attention to the storyline of the movie. With this in mind, I am able to also find interesting articles about the movie that I can share with my peers.

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(also managed to get five whole likes woooooo)

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Taking my feedback from my previous tweets curation, I tried to tweet more beneficial tweets for my both peers and myself. I also tried to focus specifically on tweeting things that would get more engagement.

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I found i, Robot slightly easier to pay attention to which allowed me to research the themes prevalent in the movie more in depth and tried to incorporate educating links throughout my tweets. I still found that I was getting low interaction from my peers, maybe I’m not funny enough?? They don’t appreciate my silly thoughts??

Week Nine: Robot and Frank

This week I also found it much easier to pay attention. I’m not sure if it is because I have been focusing more on engaging with the movie and my tweets but it’s something has definitely been working in my favour.

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Here is an example of when I feel live tweeting becomes the most informative, where we are able to share information and also gain information from our peers, in the case I was missinformed, but it’s okay!

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Searching for guidance and reassurance within my peers and relating it back to previous films we have watched. We were able to further identify and address important, reoccurring themes we have witnessed.

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Not to brag or anything, but the average of my likes has risen to at least 4-5. This, although it is small, meant a lot to mean as it made me realise that my tweets were being more successful and engaged with. Which is what I identified as my main issue as to why I was lacking in tweets throughout the first few weeks, I was scared. Although, through the use of additional sources and research I was able to up the anti and pump out some more tweets that engaged with the themes relevant in the films we were watching.

Week Ten: I was unable to attend class this week, my mum had her baby!!

Week Eleven: Blade Runner 2049

I was soooooo excited for this week. Finally a movie (besides i, Robot) that I’ve heard of before!!

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Aside from being completely illiterate half the time, I managed to find this fact from IMDB Trivia. I have found it to be quite useful throughout the weeks and even remembered to credit the source (I’d forgotten in a previous week and Chris was like !!!!!!)

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I found that when I engage with the scenes, I rarely tweet my thoughts as by the time I can compile the tweet in a literate way, the scene is over. I did expect some feedback from this tweet although didn’t receive any.

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I feel this week, was the week of engagement. I learned so much about the movie through talking with my peers through threads and retweets etc etc. I feel it allows me to be further educated without the stress of critically analysing a source.

Week Twelve: The Matrix

Finally. The Matrix. The one we’ve been waiting for. If I’m being completely honest, this week I didn’t tweet many things that weren’t beneficial. I was super invested in the movie and found it really easy to pay attention this week.

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In relation to to attempting to interpret the vagueness of their knowledge of the matrix. It seems as though fair few of my peers felt the opposite and would take the red pill, which was extremely interesting to me.

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Due to doing a few other philosophy subjects I found it easy to interpret the idea of the “mind” this week and thought it would be insightful to share this assumption with my peers. Also managed to get 7 whole likes yay.

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I try to engage with the set design/costume design as much as I can as it is something that

Overall, I did enjoy the live tweeting experience. It was fun to witness each others every thought, academic or not. Although, I won’t lie. It still gives me sweaty palms and an accelerated heart rate.

 

 

 

 

 

 

 

 

Beta Presentation Comments

Em Hawken: The Future of Robots 

Em’s digital artefact surrounds the idea of assessing the evolution of robots and their effect on social and culture due to the technological innovations that will come about in the next 10, 15 or 25 years. Through the main use of a wordpress blog, and accompanying social media platforms, Em plans to address all aspects both past and present of robots and how they will effect our lives in the future.

In order to help Em progress further, I used my feedback to insinuate that although the idea is very solid, it has the potential to be strengthened even further. The topic of the digital artefact has been narrowed down, due to feedback from peers, to create a lighter workload and have a more niche topic. This was important in assuring the digital artefact was able to be presented at it’s best, which was an important decision for Em to make therefor I commended her on her ability to critically self reflect.

I commended her use of a survey to compliment her writing throughout her blog posts as it definitely has the potential to provide an insiders opinion on her topic and show how her peers and others feel about robots and the future. I also suggested a source she could use to compliment this notion.

In order to leave a little constructive criticism, I believe throughout her beta Em could haven potentially reflected more extensively on the success of her digital artefact so far. Has she reached her target audience? How does she plan to put her blog out into the internet world? I think this is an important part in analysing how the digital artefact is going and how well it is being engaged with an audience.

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Katrina Fahd: Chronic Illness Support

Katrina’s digital artefact consists of two Facebook groups that surround the idea of Chronic Illness Support. Katrina hopes that eventually the digital artefact will have an impact on how accessible pain medication is for those suffering with chronic illnesses. Through her feedback loop, she adapted her digital artefact to something that was more comfortable for her.

I think that Katrina’s idea has such a high moral stance and it is incredibly refreshing to see an artefact with an important cause as the drive. The digital artefact itself is up and running, and also successful which is nice to see although I do think the idea could be expanded to be more relevant in the future.

Through my feedback I was able to suggest a few ways in which the idea could be adapted to be more relevant to future cultures. This included researching why pain medicine wasn’t so widely accessible, the reasoning behind it and also any other motives that could influence why it isn’t provided to those who suffer from chronic illnesses.

I also suggested to address the industry of advancements in medicine and suggested Katrina could use this in strengthening her digital artefact and become more relevant to the future. This ties in to the idea of pain medicine being a basic human right, and provided a credible source that Katrina could use if she wanted or needed to.

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Kassandra-Elma Klower: Representation of Women in Science-Fiction

Kassandra’s digital artefact surrounds the representation of women’s reproductive rights, sexuality and equal representation throughout science-fiction cinema. The artefact is going to be presented in three video essays, and each video elaborates on the previous mentioned.

I do appreciate Kassi’s idea wholeheartedly and think it is definitely something that has the potential to reach a very wide audience as well as educate on a very important issue. I began by sharing how I felt and then suggested a source that I hope she hasn’t already read. I used this source and it is written in a more informal, unbiased way and highlights the negatives of Kassi’s topic, whilst also being written in a “gentle” way.

I gave feedback on her beta based on her ability to self reflect using feedback from her peers and suggested she could have potentially reflected a little more on the process that she has gone through to create her video essays.

To conclude, I suggested a few ways she could expand her topic to even broader horizons even though I do think the idea is very strong. This way she could include additional research and more information if need be.

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Individual Board Game Design: Designer Items

Chris says one of the most commons ways to start making games is to focus on one of two things: Story or Mechanics. Initially, I began with the foundation of knowing the story I wanted to include throughout my game, yet I very quickly found that it is the mechanics that has the ability to make my story world much more complex.

The theme:

As I work in a higher-end retail store, I have the pleasure of witnessing that crowd that is associated with “money”. And don’t get me wrong, 90% of the customers are the most wonderful, friendly people I have ever met. Yet there is most definitely a demographic that carries quite a stigma around “Designer Items”. They typically have name brand wallets, bags, clothes, shoes and accessories. After witnessing this demographic very regularly, and seen the same items on countless occasions, I found my theme. Designer Items.

The story world consists of a world in which your main goal is to buy the designer items you desire. It features very popular items from brands such as Louis Vuitton, Gucci, Yves Saint Laurent and so on. I am assuming that because there is a want to own this in reality, the game will have the ability to draw in an audience. The game focuses on the idea that you will be given money to freely buy designer items as you advance and progress through the game.

The central theme is Designer Items and draws attention to the fact that there are fair few designer items that every person and their dog seem to have. Literally. Here are some examples. Here is a classic example, the Gucci Belt:

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Put simply, the aim is to own as many designer items as you can possibly afford. If you have the spare money to buy diamonds and gold, you can rent the items out to become more rich and also put other players in debt. You may also have various situations thrown at you based on if you land on a “chance card”. The end goal is to bankrupt all the other players, which is ultimately achieved through owing and renting out the most items. As much as we are in two minds about the famous monopoly, it is a universal game that we can all refer back to. In terms of game mechanics, monopoly features an array of themes that I aim to explore throughout my game.

The game heavily relies on economic simulation and uses asymmetry in the way that all players start in the same position on the board, and the turns remain being played in the same order. Conflict will arise when players run out of money, or have to pay money to other characters when they have little money left. The ability for conflict in the game allows players to bet against themselves in an attempt to deter other players from winning.

The strategy to win has the potential to be developed at the start and will vary from player to player. Some players may use the strategy of not spending any money, whilst others may spend all their money in order to be able 1to rent their items out and steal the other players money. The strategy to win is ultimately enhanced through the game play.

The mechanics:

  • -Movement. The most essential mechanic in establishing the flow of the game. This may also be determined by drawing a card from the chance pile. The board game is divided into squares, and each roll of the dice determines how many squares the player progresses. Movement allows the players to advance further than others, and be left behind. This reinforces the competitive element throughout the board game. As the players progress they can perform actions like purchasing items, or drawing cards from the chance pile.
  • -Actions. Each player has the ability to choose to buy items. This provides an advantage if multiple items are owned by the same player. Similar to monopoly, you can also buy diamonds and gold to signify what you own, forcing your players to pay rent if they land on an item that you own. This helps to achieve the end goal of making the other players bankrupt.
  • -Cards. Adding in a pile of cards in addition to the board itself and the tokens makes the game multi-dimensional. The cards consist of two piles in the middle and are shuffled to randomised results. I have included this element to ensure that all player experiences are different. This has the ability to change the flow of the game and may positively and negatively influence player experiences.
  • -Chance. This element allows players to draw from the chance pile, resulting in varied outcomes. For example one player may draw “You have been arrested for buying and selling fake designer handbags. Go straight to jail”. Another might be rewarded with $200 cash and told to advance further on the board. This adds complexity to the algorithm and draws in the audience to play the game more.
  • -Dice. Ensures randomised results and that each player is given a different outcome.
  • -Player Turns. Each player takes a turn, a very simple but effective technique. Based on other game mechanics this will vary from player to player. This is made more complex by actions, e.g. buying an item, choosing to rent out an item etc. Additionally, this is made more complex if a player lands on a chance card.

I have researched the most popular luxury items to ensure the designer items presented in my board game are completely accurate. This is to ensure that majority of players will know the brands, as when I showed an initial prototype to my peers I found that some were unsure of the items that had been included. Of course, the game still needs some further development and play-testing to ensure that it has the ability to run smoothing with no kinks.

 

 

BETA PRESENTATION

 

My digital artefact aims to emphasise and educate on the psychological risks and effect on physical health that image manipulation can have. Millions of young women regularly use social media sites, such as Instagram, to share pictures of themselves with an audience of followers (Pew Research Center, 2016).  It is because of this that false depictions and manipulated images may lead to thin and un-idealistic depictions on social media that can potentially intensify or mitigate detrimental effects. Since the pitch I have been able to focus on my ability to educate though my social media platforms, and both my audience interaction and engagement. Taking some critical feedback into consideration, I have been able to adapt my idea to progress further to target the idea of future cultures, and also be able to target and educate a more specified audience.

 

Sorry if I was a Pitch

Pitch One: The Result of Automation on the Creative Industry – Liam Walker

Liam’s pitch addressed the future in regards to how automation is having the ability to replicate all that humans do. Liam is addressing the issue of Automation entering the creatively industry and effects that it may have, where he will also post art made through Automation.

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I found Liam’s idea very interesting as I am a creative person, therefor he brought to my attention something that could effect me in the future. After critically evaluating Liam’s idea, I believe there is a few ways that Liam could progress further in relation to investigating and using background research to solidify the potential long term implications and effects of automation on the creative industry. I suggested that he could definitely look into how Automation has the potential to change how art has the ability to evoke emotion, something that a lot of artists use as their basis for creation. I believe I could have helped Liam further by potentially finding a few more articles that assisted in clearing up the points I was trying to make. Looking back I would have loved to have a more conversational approach as I feel I may have potentially come across as a little condescending.

Pitch Two: The Fate of Empires – Lachlan Vivers

Lachlan’s digital artefact addresses the fate of empires and our future. It will consist mainly off the ideas present in his main reference “The Fate of Empires” and will revolve around the central theme of analysing culture changes and empires predicting future trends.

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Although I was completely in the dark to the what platform Lachlan would be presenting via, I think that Lachlan’s pitch idea appropriately addresses the idea of future cultures and I was clearly able to see how the idea was relevant. I approached influencing how Lachlan could extend this idea beyond just the fate of empires and cultural changes and suggested Lachlan could also look into current empires and where they have the potential to lead us in the future. I believe I was able to assist with some guidance as to how Lachlan could ensure he is always staying in relation to, and referring back to the idea of future cultures. Looking back I think I would try to engage more with the text he is using as inspiration, as I feel I was still a little unclear as to what exactly he meant by “the fate of empires”.

Pitch Three: YouTube Channel based on reviews – Koranith Rosakul

Koranith’s digital artefact is based off reviewing gadgets and cars that are new, giving people & himself the ability to see review’s on his YouTube channel. The ideas addresses that notion that technology is rapidly changing.

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In reviewing this particular pitch idea, I experienced a few issues with Koranith’s pitch. There were some ideas that were unclear and lacked direction. This allowed me the freedom to encourage Koranith’s idea to grow and develop. I did this by recommending some topical issues that could be included to reiterate the notion of future cultures, such as consumerism. This would allow Koranith to further analyse how consumerism has to numerous YouTube reviews, how we have gotten to this stage of consumerism and what is will progress to in the future. I attempted to hopefully, present some ideas that would able to further the idea in a way that effectively progressed the idea.

Live Tweeting Curation

Live tweeting is good in the sense that it gives us the ability to go back and reflect, yet I do find the premise quite difficult. Aside from the fact that I literally cannot stop myself from tweeting my completely irrelevant tweets, I find these conversational tweets between my peers help me understand the film better. Perhaps because they are much more simplistic than reading an analysis?

Below is a compilation of my most famous tweets, interactions and reflection.

Week One: Metropolis

My initial live tweeting experience.  First impression: very difficult. ability to live tweet: minimal. a clue as to what I was doing: none at all.

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Much to my shock my tweets actually got replies? A classic example of my narrow-minded-ness and how my classmates are able to educate me further.

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I feel like it is important to note that the way I get the most out of live tweeting is by producing facts? I am able to expand my knowledge while also educating others. Unfortunately these tweets had little interaction.

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Thank you Chris, for my one like.

Moving on, Week Two: A Space Odyssey 

We were off to a good start. Ten likes. I’m flattered.

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It is always good to know that people understand where you are coming from, and after the very confronting black and white metropolis, it was refreshing to see some colour and I am thankful Bec was able to turn my sarcasm into a credible thought – a benefit of live tweeting 😉

I also found that even though some of the films we were watching had absolutely no relevance or appeal to me, I was able to find elements of them that I had an interest in.

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And we finally got a retweet. Heck. Yes. 

Although, I finally got the hang of analysing the movie and depicting key moments instead of being nervous about the actual tweeting.

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Week Three: West World

Loves an introductory fact. I find that I am able to comprehend more if I research the movie at the beginning as it helps me understand.

screen-shot-2019-04-10-at-10.49.33-pm.pngI found this fact very interesting as you could definitely see it demonstrated throughout the scenes in the movie.

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And it times of doubt, my classmates were there to help me when I was a) unable to comprehend things and b) to point out things that I just blatantly missed.

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Another “fun fact” wow. we do love a fun fact over here.

Week Four: Unfortunately I was unable to attend class this week, just included this so it didn’t jump from week three to five and gave the impression I couldn’t count.

Week Five: Ghost in the Shell

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I will admit, this week was lacking. I was trying very hard to comprehend what was going on in the movie.

Week Six: Johnny Mnemonic 

This week I wanted to focus on engaging with my peers more, as I like that this has the ability to provide further insight through discussion.

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Attempting to make sense of the movie through my own experience?

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Something I didn’t think would be such a conversational topic but was:

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In future, I wish to have the ability to further analyse critical components of the movie through my tweets alongside sharing my own thoughts.

Rich Boys Ain’t Sh*t

In class, we were given a few items to inspire us and get us into the game creating mood. I pitched to the group that it would be cool if we were able to include both the deck of cards and the dice in our game, which originally we found a way to incorporate both (yay). With the help of Richard, we found ourselves with a foundation for an idea we could potentially flesh out. Our original prototype, a work in process, was based off a deck of cards and a die. “Rich boys ain’t shit” started out as a game where your fate is predetermined by the number you roll on the die, the amount of money you have and the randomisation of the cards you pick up.

The game plays on the stereotype of “rich boys” and the stigma that they carry. “Daddy will be able to bail me out of any situation” therefor I am invincible. The game places you as a rich boy, you are being funded by your father and you are living life to it’s fullest.

The initial idea that we had required you to make two seperate piles with a deck of cards, one with the cards that hold a numerical value, the other with the picture cards.  e.g. Aces, Queens, Kings, etc. The cards that have the numbers on were considered your “money” which you would have used when a picture card is drawn, and the card indicated that you crashed your Mercedes and had to pay.

The game used the principle that each player has a turn, and that turn is randomised by throwing the die. The game also forces players to choose from a limited set of resources. We included the rolling of the die to determine how many cards are drawn to ensure that the results are completely randomised initially. The game becomes more complex when you roll a number that requires you to pickup a picture card.

Upon realising that the mechanics and inner workings of the game had a few flaws that unfortunately, we couldn’t overcome, we decided to make some adjustments. There there was a chance that our game could potentially end on the first play, if the player rolls a 6, indicating them to pick up a picture card. If the card drawn is the “Daddy has gone bankrupt card” then the game is immediately over for the player.

We also struggled with the notion that it would be hard for us to make the game more complex and move beyond just the deck of cards and the die, as the original idea was very simple. Without being able to find a way to overcome these few flaws, we decided to move in a different direction. It is important that we were able to recognise the flaws in our game mechanics and find a way to overcome them. Thankfully we were able to stick with our original idea. Stay tuned for ur rendition and reimagined version of rich boys ain’t sh*t, a spin on the game tongues (or spoons).

BCM325 PITCH

My digital artefact reflects the connotations of how everything on social media has become fake. By addressing and highlighting this concern I am going to draw attention to an observation in patterns and trends, which demonstrates the harm that the manipulation of images on social media is having upon society.

Through an Instagram account, I will be targeting the over-dramatisation and extreme lengths that celebrities will go to achieve what they perceive as the “perfect” persona on instagram, regardless of the effect that it has proven to have on society. I will also be investigating the effect that manipulation of images on social media will have in 5 or 10 years.

 

Tokaido – Board Game Review

Blog Post 1. Posted in Week Three. Provide an analysis of a board game played during class. Focus on the game developer, publisher, designer, illustrator, theme, mechanics, rules and personal experience.

I will admit, going into the initial board game experience was something I was openly not fond of. A group of 5 of us decided to play the game “Tokaido”. The idea of the game is that you are going on a ‘holiday’ and are immediately transported to Japan. The initial setting up of the game was incredibly tedious, and after reading the instructions we still found ourselves lost in how the game mechanics were actually supposed to work.

After finally giving in and seeking out help from our trusty friend, Google, we were finally able to (almost) understand all the little tokens, game pieces and various cards that have to be placed around the board. Here is a photo for reference;

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In terms of actually playing the game, it was easy to pick up after a few goes. The only thing that confused me was the fact you are able to choose how many places you travel along the board? I haven’t played many games in the past that have so much freedom and reliance on the players to make their own decisions as oppose to their fate being predetermined.

Tokaido is designed by Antoine Bauza, who much to my surprise, is of french origin. He has designed several games and won many awards. Tokaido is extremely well thought out and has many different factors that make the game what it is, I do commend Bauza for that fact. Tokaido in terms of a cultural experience, was a bit confusing yet I do find that it was quite interesting as it was something unfamiliar to me.

The game is illustrated by Xavier Durin, who in an interview describes game illustration as more complex and “must often incorporate symbols, frames, or specific colors.” This notion is very heavily present in Tokaido as the imagery in the game makes the whole experience while adding to the idea of the game taking you on a “trip”.

After more research on the game I was able to pick up that the whole point of the game is to be strategic about your placement, especially in terms of landing at the inns and not so much about choosing the cards that looked ‘pretty’. After ending the game with almost no money, no points, and no experiences, I learned that in order to win you actually have to play strategically, something that doesn’t constitute well with my incredibly short attention span.

I will admit, the game was no where as bad as I had anticipated, not because of my impression of the game but mainly because I had very low expectations, I am not someone who is fond of playing board games but overall I would play Tokaido again.

 

 

 

Social Media and Saving the Planet

Greenpeace says that social media can help save the planet. The notion of saving the planet is something that is extremely important and relevant to every single being that walks the planet. The correlation between the planet and media and communications is something that is extremely interesting to me and it poses several questions that I am going to explore, how can social media change how we view the planet? Can it change how we can save the planet, if possible?  I will be relating mainly to social media in the broader sense of communication and media and how it has had the ability to manipulate the way that we contribute to larger issues via various social media platforms.

I will be relating to social media as part of the larger continuum, media and communications, and will demonstrate the rapidly changing landscape and how it will affect the Planet in the long term. When I say effect the planet I am in no way implying that social media directly has an impact on the Planet, more so what is taking place on social media is what has the possibility to educate a wider audience. I am ultimately interested in how the communication that is happening on social media is able to translate into helping a worthy cause, in this case the saving the planet.

In order to fully understand how I am intend to research the correlation between the ability to save the planet through the use of social media, I will have to investigate the conversations that take place on social media and how they have the ability to influence and sway public opinion on such important environmental concerns such as global warming, climate change etc and make the communicators feel something for the cause. It is not unfamiliar that social media has become a platform to organise rallies, activism campaigns and marches for various causes and it is because of this the the notion of saving the planet is something that can be more importantly be made aware through social media

It is due to the accessibility of social media, that we as a society are able to share our support through such a simple like or share on any social media platform. There are both positives and negatives to this, as it could appear as though just liking or sharing could seem to be contributing to the cause. It is important to stress that citizens should be doing more to actively contribute to environmental concerns. I am interested in what we could potentially do to influence more people through social media, in potentially different ways.

A study conducted by the Yale Project by showed that More than two-thirds of young adults surveyed said that they need more information about global warming to make an executive decision as to where it directly effected them. This facts are incredibly scary as every individual should be aware that saving the planet directly effects us.

In both a social and moral context, the importance of saving the planet is something that relates personally to every single individual, both now and in the future. The reasons to care for the environment have no limitations, the main reason being to improve our planet. At the end of the day, the planet is our home and our desire to do things to improve it reflects highly on both our moral character and our future.

The potential question that I am raising is how, with the help of social media, are we able to further educate a wider audience to take part in actually contributing to problems that are very heavily present in front of them. We are constantly bombarded with ads for companies that are marketing ploys to convince us to buy from them, although imagine if these advertisements were notions that told us to save water? Use less single use plastic? I’m sure the target it would reach and impact it would have would be greater than it already is. I will be interested to investigate how social media can contribute to the larger environmental concerns, target the younger generations and continue to change the way we are educated about importance issues through the various social media platforms. What we need is better framing to spur more productive action on our environmental crisis (Martin R & Kemper A, 2012) and I would be interested to see how social media could actively play a role in this.

We have seen a little insight into how social media can play an important role in education on important issues such as saving the planet and I am incredibly interested to investigate how that dynamic can be consistently changing in the future to create more of an impact on society as a whole.

Academic Sources:

Feldman, L, Leiserowitz A, Maibach E, Nisbet C 2010, The Climate Change Generation?, Yale Project, http://environment.yale.edu/climate-communication-OFF/files/YouthJan2010.pdf (Accessed 15th March)

Nordhaus T, Shellenberger M 2007, Break Through from the death of environmentalism to the politics of possibility, Houghton Mifflin Company, https://books.google.com.au/books?hl=en&lr=&id=59joZQzLzOoC&oi=fnd&pg=PP1&dq=saving+the+planet+through+media&ots=-WMaHI1kjB&sig=7bUdsyhP6FN92RvUN1oiP-UWqzQ#v=onepage&q=saving%20the%20planet%20through%20media&f=false (Accessed 16th March)

Munasinghe M 2010, Can sustainable consumers and producers save the planet? Sustainable Consumption Institute, http://www.environmentportal.in/files/Can%20Sustainable%20Consumers.pdf (Accessed 16th March)

Martin R, Kemper A 2012, Saving the planet: A tale of two strategies, Harvard Business Review, http://ostara.com/wp-content/uploads/2012/04/harvard-business-review-201204.pdf (Accessed 15th March)

Additional References:

Dosemagen S 2017, Social Media and Saving the environment: clicktivism or real change?, Huffington post, https://www.huffingtonpost.com/shannon-dosemagen-/social-media-and-saving-t_b_9100362.html (Accessed 15th March)

FD Barrett B 2010, Debate: How can social media save the planet?, United Nations University, https://ourworld.unu.edu/en/debate-2-0-how-can-social-media-save-the-planet (Accessed 15th March)

Raphael J 2016, can social media save the environment?, Nature World News, https://www.natureworldnews.com/articles/22853/20160524/social-media-save-environment.htm (Accessed 16th March)

Usher T 2018, Is using social media bad for the environment?, Vice,  https://www.vice.com/en_uk/article/d3wa7a/is-using-social-media-bad-for-the-environment (Accessed 16th March)

 

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