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Social media

Alternative labels
Online social networks
Subject Hierarchy
Broader terms
Digital platforms
Current term
Social media
Permalinks
APO URI

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Report

Social media: Tools for user-generated content


For organisations which choose to incorporate social media elements into their online presence, this report provides material to inform that choice and guide the structural decisions which follow from it. It highlights the importance of understanding both the social and technological aspects of social media, and ofaddressing them in developing and managing social media websites...
Report

Click and connect – young Australians' use of online social media


Children and young people have a high level of awareness of cybersafety risks and the key messages for staying safe online. This ACMA report found that 75 per cent of children surveyed claim they know not to give out their address or phone number online and remember key safety messages such as ‘people aren’t always...
Conference paper

How people are using Twitter during conferences


From this perspective this paper aims to show how Twitter can be used during conferences, and furthermore how different people are using it. With the help of a survey and analysis of the collected data, benefits regarding the use of a microblogging tool such as Twitter can be presented. The publication shows evidence on how...
Report

Countering internet radicalisation in Southeast Asia


Since its inception, the internet has been used by terrorist groups around the world to disseminate propaganda and tradecraft materials. But as the internet has evolved in recent years, it is being used more and more as a tool for the radicalisation of young people towards violence and hatred. Extremists now use interactive web forums...
Report

Second Life: how may it augment our first (learning) life?


This report on Second Life is structured in five parts. Part 1 gives a short outline of what Second Life is. Part 2 details current and potential use of Second Life in pedagogy. Part 3 addresses Second Life in relation to research and creative practice. Part 4 examines Second Life’s current and potential uses in...