What usually causes the problem of violence and the media today? Anyone who raises the topic of types of media violence on an ongoing basis may be surprised at the spontaneity with which a couple of violence and the media are associated with the issue of representing violence in the media. However, this question is about the impact of films, television programs or violent video games on the violence of individuals themselves: in about these types of social media violence, the problem has moved into the area of common places.
Thanks to social networks, users no longer need to store their data and content in a physical place. They have access to it wherever they have access to their networks. However, while backing up content on third-party servers provides more flexibility and efficiency, it often leads to some loss of control over data and content, especially people-related ones. This can lead to violence in the media.
Given the variety of platforms, their functions and difficulty levels, as well as the fact that they are constantly evolving and changing, it is hardly possible to clearly classify social networks. In addition, this is not a simple development of traditional media and is not a means of communication intended for individual communication. However, in research, social networks are often classified according to the following criteria.
It seems that everything rare is expensive, but on social networks we see exactly the opposite: the value of a product or service increases with an increase in the number of users. This phenomenon is called network effects.
In social media offers, these effects affect multiple participants. If the number of participants increases, all users see the likelihood of an increase in the number of participants in the meeting; programmers are becoming more interested in making applications available on these platforms, and advertisers are more likely to reach target groups.
Therefore, social networks often start by following a strategy that allows them to quickly acquire new members, even if at first it does not bring real income. They seek to retain users so that they cannot access other networks. The economies of scale represented by social networks and forums strongly encourage the acquisition or merger of media to achieve the greatest possible benefits.
This dynamic can create a context in which some platforms dominate, at least for some time. Social media follows commercial or non-commercial models. Since the advent of the Internet, the use of content has traditionally been free. There are many more social networks that do not pursue a commercial goal, but are loyal to the community. Since their users often see them as a teamwork to which they show a certain loyalty, they are easily ready to finance the platform maintenance.
Regulation of violent video game. Government agencies can also regulate media and video games for security, as well as social networks, when creating proposals targeted at specific target groups, such as children and youth, is of public interest. Social networks based on business models are mainly supported by subscription fees and advertising. In the latter case, these are mainly advertisements adapted to the content displayed on the screen and intended to attract attention. Less commonly, these are static advertisements. When members of social networks create their profile by providing information about them, they provide access to a relatively large amount of personal data. They are sold to companies that then use them for promotional purposes. Profiles allow you to ideally target recipients. The reward is calculated based on 1000 advertising broadcasts or cost per click, according to which the advertiser pays only when recipients click on his advertisement. Thus, the target groups of specialized platforms 10 are of great financial importance. Users “pay” with their personal data for the free services provided to them on social networks.
Due to the architecture and design of the platform, operators choose opportunities for interaction and distribution of content. They also determine the extent to which users can create private, partially or fully public communication spaces, and whether they have the ability to exchange content between these spaces.
They can attract users to specific content through ratings and links. In addition, they determine what data they collect from users, what rights they receive for the exchange of data and content, and how they use it sparingly.