SOCIAL MEDIA CRIMES
Dr. P. Ranjit Jeba Thangaiah
Associate Professor
SOCIAL MEDIA
Definition
• Boyd and Ellison (2007) - social networking sites are - web-based services that allow individuals to
• construct a public or semi-public profile within a bounded system
• articulate a list of other users with whom they share a connection and
• view and traverse their list of connections and those made by others within the system
• encourages its users to communicate with other users who are a part of that network and/or the site creators
themselves, and
• creates an environment for users to share content and/or connect through their similar interests
A social medium allows the user to create a profile within the site
Once users have created a unique profile, they may find and connect with other members on
the site
Once the user has connected with others on the site, it may be possible to see not only his own
connections made through the site but connections that other members have also made within
the system.
SOCIAL MEDIA
Social media are interactive technologies that allow the creation or sharing/exchange
of
• Information
• Ideas
• career interests, and
• other forms of expression
via virtual communities and networks
By design, social media is Internet-based and gives users quick electronic
communication of content.
Content includes personal information, documents, videos, and photos.
Users engage with social media via a computer, tablet, or smartphone via web-based
software or applications.
SOCIAL NETWORK
A social networking service is an online platform which people use to build
social networks or social relationships with other people who share similar
personal or career interests, activities, backgrounds or real-life connections.
Social networking services vary in format and the number of features.
Social networking is the use of Internet-based social media sites to stay
connected with friends, family, colleagues, customers, or clients.
SOCIAL NETWORKING SITES
Facebook WhatsApp
Twitter Quora
LinkedIn TikTok
YouTube Vimeo
Pinterest BizSugar
Instagram Mix
Tumblr Medium
Flickr Digg
Reddit Viber
Snapchat WeChat
DIGITAL IDENTITY
A digital identity is information on an entity used by computer systems to represent an external
agent.
The agent may be a person, organization, application, or device.
ISO/IEC 24760-1 defines identity as "set of attributes related to an entity".
A digital identity is the body of information about an individual, organization or electronic
device that exists online.
Examples of data points that can help form a digital identity include:
• Username and password
• Purchasing behavior or history
• Date of birth
• Social security number
• Online search activities, such as electronic transactions
• Medical history
INSTANT MESSAGING
Instant messaging (IM) technology is a type of online chat that offers real-
time text transmission over the Internet.
A LAN messenger operates in a similar way over a local area network.
Short messages are typically transmitted between two parties, when each
user chooses to complete a thought and select "send".
Some IM applications can use push technology to provide real-time text,
which transmits messages character by character, as they are composed.
More advanced instant messaging can add file transfer,
clickable hyperlinks,Voice over IP, or video chat.
BRIEF HISTORY OF SOCIAL NETWORKING
BRIEF HISTORY OF SOCIAL NETWORKING
TYPES OF SOCIAL MEDIA
Social
Collaborative Blogs and Location- Content Virtual Game Virtual Social
Networking Dating Sites
Projects Microblogs based Communities Worlds Worlds
Sites
World of
Wikipedia Twitter Foursquare YouTube 4chan Facebook LinkedIn Second Life Match.com
Warcraft
COLLABORATIVE PROJECTS
Collaborative projects encourage users to contribute to the content of the site.
All users are essentially writers, editors and proofreaders; any member can be
involved in the project to help assist in the final outcome of the collaboration.
• Wikipedia
• Wikipedia is a free-content online encyclopedia project
• Any user may add information to subject pages in order to increase the knowledge database.
• Wikipedia states that “The ideal Wikipedia article is well-written, balanced, neutral and
encyclopedic, containing comprehensive, notable, verifiable knowledge”.
BLOGS & MICROBLOGS
The term “blog” comes from Jorn Barger - 1997, published a series of links in reverse chronological order, naming it Robot Wisdom
WebLog.
Users started referring to other sites containing posts in reverse chronological order as WebLogs as well.
An online journalist then split the word “WebLog” into “We Blog,” coining the use of the common term “blog”.
Microblogging developed a few years later, consisting of smaller and shorter blog posts.
Blogs and microblogs give users a chance to express their personal thoughts and opinions on a wide variety of subject matters.
The textual content varies from both nonfictional and fictional articles to journal entries and short stories; content often includes streaming
video, audio and photographs.
A very popular microblog these days is Twitter.
•Twitter is a web site which allows users to post on a real-time information network.
•The community is open to everyone from all demographics, and is often used by celebrities; it is a place where members connect to the latest stories, ideas, opinions, and
news.
•Each post is known as a Tweet, which is 140 characters long at the most
LOCATION-BASED
Location-based social media sites and applications allow users to tag
their geographical location.
Members can check into specific stores, helping businesses
advertise, distribute coupons and attract more customers.
• Foursquare is a popular example of a location-based social medium.
• Users “check in” at a location, which lets them discover what specials are offered
along with other possible attractions nearby.
• Businesses commonly place coupons and deals on foursquare, giving members the
opportunity to save money and hopefully inspire their friends to join them.
• A certain competitive aspect exists on the site, making the user who checks in the
most at a single location the “mayor” of the check-in point.
• If another user checks in more times than the current mayor, he can be ousted from
office and a new mayor is then declared
CONTENT COMMUNITIES
Content communities are social media sites that allow users to share all
different types of content with one another.
This may include photographs, articles, short stories, videos, games and
presentations.
• YouTube
• YouTube was founded in February 2005 and lets users watch and share videos.
• YouTube’s vision is to give every member a voice and support the evolution of video.
• 4chan
• 4chan originally started as a project founded by the administrator “moot”.
• It is an image-based bulletin board where users post comments and share images about
all different topics, which has been growing ever since its development.
• The site wants users to contribute by adding images and posting comments to the boards
which are substantial, helpful, friendly and humorous
SOCIAL NETWORKING SITES
Social networking sites are probably the most well-known type of social media.
Facebook is a household name that is now anywhere and everywhere.
Social networks require users to create a profile with a variety of content and then connect with other
members.
The key difference between a social medium and a social network comes down to the fact that social
networks focus on the relations between members.
• Facebook
• Facebook lets users simply and easily sign up to become members, create profiles and then connect with friends and
acquaintances.
• The profile normally consists of a profile picture, contact information, photographs, statuses, work, education, interests, hobbies and
friends.
• LinkedIn
• LinkedIn is a social networking site aimed at professionals who would like to make contacts and display their work experience.
• This form of social networking is coined “professional networking,” the virtual counterpart of conventions or trade group meetings.
VIRTUAL GAME WORLDS
Virtual Game Worlds are three-dimensional environments where players
are represented by avatars.
Massively Multiplayer Online Role- Playing Games (MMORPG) are made
up of thousands of players in the same game interacting with one another.
They must play while connected to the Internet, and there are specific
rules members must abide by within each environment.
• World of Warcraft is an MMORPG that occurs in a fantasy universe created over fifteen
years of previous Warcraft games.
• Each character has a specific set of skills which defines that user’s role in the game.
• Gameplay involves fighting monsters and completing missions, either individually or as a
team of online players.
VIRTUAL SOCIAL WORLDS
Virtual Social Worlds are very similar to Virtual Game Worlds; both
allow the user to create an avatar and interact with other members in
a virtual environment.
Virtual Social Worlds are not as constrained by the rules of a game,
allowing users to intermingle much more freely.
• Second Life is a three-dimensional community where an avatar represents a user.
• Every object in the environment is constructed and placed by the Second Life
members.
DATING SITES
It has become fairly common for Internet users to meet
future partners or significant others through online dating
sites.
The term “dating” is used loosely in this categorization,
referring to the interaction or contact with future sexual
partners, activity partners or marriage/union partners.
• Match.com is a dating web site where users pay to meet people and plan
dates with the hopes of finding a significant other.
• Users first create a profile, in which they tell about themselves and what
qualities they’re looking for in another person.
GENESIS OF INTERNET
GENESIS OF INTERNET…
1934: Belgian information expert named Paul Otlet imagined a “Radiated Library” that would use
technology of the day — the telephone and radio — to create something very much like the Internet.
1965: Two computers at MIT Lincoln Lab communicate with one another using packet-switching
technology.
1968: Beranek and Newman, Inc. (BBN) unveils the final version of the Interface Message Processor
(IMP) specifications. BBN wins ARPANET contract.
1969: On Oct. 29, UCLA’s Network Measurement Center, Stanford Research Institute (SRI), University of
California-Santa Barbara and University of Utah install nodes. The first message is “LO,” which was an
attempt by student Charles Kline to “LOGIN” to the SRI computer from the university. However, the
message was unable to be completed because the SRI system crashed.
GENESIS OF INTERNET…
1972: BBN’s Ray Tomlinson introduces network email. The Internetworking Working Group (INWG) forms
to address need for establishing standard protocols.
1973: Global networking becomes a reality as the University College of London (England) and Royal
Radar Establishment (Norway) connect to ARPANET. The term Internet is born.
1974: The first Internet Service Provider (ISP) is born with the introduction of a commercial version of
ARPANET, known as Telenet.
1974:Vinton Cerf and Bob Kahn (the duo said by many to be the Fathers of the Internet) publish "A
Protocol for Packet Network Interconnection," which details the design of TCP.
GENESIS OF INTERNET…
1976: Queen Elizabeth II hits the “send button” on her first email.
1979: USENET forms to host news and discussion groups.
1981: The National Science Foundation (NSF) provided a grant to establish the Computer Science Network
(CSNET) to provide networking services to university computer scientists.
1982: Transmission Control Protocol (TCP) and Internet Protocol (IP), as the protocol suite, commonly
known as TCP/IP, emerge as the protocol for ARPANET. This results in the fledgling definition of the
Internet as connected TCP/IP internets. TCP/IP remains the standard protocol for the Internet.
1983: The Domain Name System (DNS) establishes the familiar .edu, .gov, .com, .mil, .org, .net, and .int
system for naming websites. This is easier to remember than the previous designation for websites, such
as 123.456.789.10.
GENESIS OF INTERNET…
1984:William Gibson, author of "Neuromancer," is the first to use the term “cyberspace”.
1985: Symbolics.com, the website for Symbolics Computer Corp. in Massachusetts, becomes the first
registered domain.
1986: The National Science Foundation’s NSFNET goes online to connected supercomputer centers at
56,000 bits per second — the speed of a typical dial-up computer modem. Over time the network speeds
up and regional research and education networks, supported in part by NSF, are connected to the NSFNET
backbone — effectively expanding the Internet throughout the United States. The NSFNET was essentially
a network of networks that connected academic users along with the ARPANET.
1987: The number of hosts on the Internet exceeds 20,000. Cisco ships its first router.
1989:World.std.com becomes the first commercial provider of dial-up access to the Internet.
GENESIS OF INTERNET…
1990: Tim Berners-Lee, a scientist at CERN, the European Organization for Nuclear Research, develops
HyperText Markup Language (HTML). This technology continues to have a large impact on how we
navigate and view the Internet today.
1991: CERN introduces the World Wide Web to the public.
1992: The first audio and video are distributed over the Internet. The phrase “surfing the Internet” is
popularized.
1993: The number of websites reaches 600 and the White House and United Nations go online. Marc
Andreesen develops the Mosaic Web browser at the University of Illinois, Champaign-Urbana. The
number of computers connected to NSFNET grows from 2,000 in 1985 to more than 2 million in 1993. The
National Science Foundation leads an effort to outline a new Internet architecture that would support the
burgeoning commercial use of the network.
GENESIS OF INTERNET…
1994: Netscape Communications is born. Microsoft creates a Web browser for Windows 95.
1995: Compuserve, America Online and Prodigy begin to provide Internet access. Amazon.com, Craigslist
and eBay go live. The original NSFNET backbone is decommissioned as the Internet’s transformation to a
commercial enterprise is largely completed.
1996: The browser war, primarily between the two major players Microsoft and Netscape, heats up. CNET
buys tv.com for $15,000.
1997: PC makers can remove or hide Microsoft’s Internet software on new versions of Windows 95, thanks to a
settlement with the Justice Department. Netscape announces that its browser will be free.
1998: The Google search engine is born, changing the way users engage with the Internet.
1999: AOL buys Netscape. Peer-to-peer file sharing becomes a reality as Napster arrives on the Internet,
much to the displeasure of the music industry.
GENESIS OF INTERNET…
2000: The dot-com bubble bursts. Web sites such as Yahoo! and eBay are hit by a large-scale denial of
service attack, highlighting the vulnerability of the Internet. AOL merges with Time Warner.
2001: A federal judge shuts down Napster, ruling that it must find a way to stop users from sharing
copyrighted material before it can go back online.
2003: The SQL Slammer worm spread worldwide in just 10 minutes. Myspace, Skype and the Safari Web
browser debut.
2004: Facebook goes online and the era of social networking begins. Mozilla unveils the Mozilla Firefox
browser.
2005:YouTube.com launches.
GENESIS OF INTERNET…
2006: AOL changes its business model, offering most services for free and relying on advertising to
generate revenue. The Internet Governance Forum meets for the first time.
2009: The Internet marks its 40th anniversary.
2010: Facebook reaches 400 million active users.
2011: Twitter and Facebook play a large role in the Middle East revolts.
WWW
EMERGENCE OF SOCIAL NETWORKING
SITES
Social Networking: Today
History of Social Networking: Early Beginnings
The Future of Social Networking
SOCIAL NETWORKING - TODAY
April - 2021
Service Active users (in millions)
Facebook 2,797
Facebook Messenger 1,300
Instagram 1,287
Pinterest 459
Quora 300
Reddit 430
Snapchat 528
Telegram 550
TikTok 732
Twitter 396
WeChat 1,225
WhatsApp 2,000
YouTube 2,291
WEB 2.0
Web 2.0 (also known as Participative (or Participatory) and Social Web) refers to websites that emphasize user-generated content,
ease of use, participatory culture and interoperability (i.e., compatible with other products, systems, and devices) for end users.
The term was coined by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the first O'Reilly
Media Web 2.0 Conference in late 2004.
A Web 2.0 website allows users to interact and collaborate with each other through social media dialogue as creators of user-
generated content in a virtual community.
This contrasts the first generation of Web 1.0-era websites where people were limited to viewing content in a passive manner.
Web 2.0 allows groups of people to work on a document or spreadsheet simultaneously, while in the background a computer
keeps track of who made what changes where and when.
The key characteristics of Web 2.0 are:Web-based applications can be accessed from anywhere.
WEB 2.0…
Web 2.0 also gave rise to web apps,
self-publishing platforms like
WordPress, as well as social media
sites.
Examples of Web 2.0 sites include
Wikipedia, Facebook, Twitter,
and web blog sites, which all
transformed the way the same
information was shared and delivered.
ADVANTAGES OF WEB 2.0
Available at any time, any place.
Variety of media.
Ease of usage.
Learners can actively be involved in knowledge building.
Can create dynamic learning communities.
Everybody is the author and the editor, every edit that has been made can be tracked.
User-friendly.
Updates in the wiki are immediate and it offers more sources for researchers.
It provides real-time discussion.
CURRENT SOCIAL MEDIA AND SOCIAL
NETWORKING USAGE IN VARIOUS COUNTRIES
China is the biggest social media market worldwide, ahead of second-
ranked India with close to 350 million current social media users.
The number of social media users around the world now equates to
more than 70 percent of the eligible global population.
For six straight years now, the Philippines has topped
the global rankings for both social media and internet usage.
TRENDS IN SOCIAL MEDIA
Live Videos Transforming the Social Media Game
Elevating Engagement with Ephemeral Content
Growing Demand for Social Media Chatbot Communication
More Brands will Adapt to AR and VR Technology
Brands to continue Investing in Influencer Marketing
Local Targeting to get more Prevalent
Twitter to Transform into a Trustworthy News Portal
The Death of Instagram Likes
User-generated Content will get more Impetus
Growth of Social Media Communities
Video Content continues to Bloom
EFFECTS OF SOCIAL MEDIA ON THE
SOCIETY
Politics
Society
Commerce
World of Work
Training and Development
SOCIAL ACTIVISM
SOCIAL MEDIA’S DARKSIDE
CIVIC ENGAGEMENT IN SOCIAL WORLD
Civic engagement means Political participation through voting, voter
working to make a difference in registration, or being an election judge
the civic life of our communities
and developing the combination
of knowledge, skills, values and Educating on government and history
motivation to make that
difference.
Volunteering in organizations that build
community well-being
Promoting the quality of life in a
community, through both
Advocating for legislation and models
political and non-political
processes
Representing fellow citizens by
appointment or election
INTERNET VIGILANTISM AND RELATED
CONCEPTS
Internet vigilantism is the act of carrying out vigilante activities through the Internet. The term
encompasses vigilantism against alleged scams, crimes, and non-Internet related behavior.
Internet Vigilantism originated in the early 2000s
Methods
• Online Shaming
• Doxing
• Reintegrative Shaming
• Human Flesh Search Engine
• Information Entropy
• Denial of Service Attacks
• Hactivism
• Scam Baiting
• Identity Theft Activism
DIGITAL PRIVACY AND PRIVACY ISSUES
DIGITAL PRIVACY AND PRIVACY ISSUES…
Embedding data privacy
• Many businesses only have data privacy tacked onto their IT security or
disaster recovery plan.
• But that’s not good enough because data privacy touches on so many
parts of your business.
• It needs to be baked into the heart of data strategy and staff training.
• It’s not easy, so ensure you collaborate with and get buy-in from all
departments.
• Make sure -- tools that support current privacy policies, for example by
making data anonymization easier.
DIGITAL PRIVACY AND PRIVACY ISSUES…
Proliferating devices
• Data privacy becomes harder to handle -- factor in things like the Internet
of Things (IOT), bring device IT policies and proliferating internet-
connected tablets, phones and watches.
• When there are more devices into the workplace, -- end up having more
data to manage.
• The organization must be able to manage compliance and data privacy
from any source, different operating systems and multiple apps.
• To remedy this, ensure – the organizations have the right data governance
procedures in place.
DIGITAL PRIVACY AND PRIVACY ISSUES…
Increasing maintenance costs
• Keeping the systems secure and preventing data privacy issues at the enterprise level can be
expensive.
• But, the costs of a data breach are so significant, the organization need to bite the bullet and invest
properly.
• Automating processes is so important. It helps in different ways:
• Reducing the number of data silos
• Eliminating points of friction and manual processing
• Reducing the risk of human error
• More opportunities for de-duplication
• Improved governance and control
• Lower costs
DIGITAL PRIVACY AND PRIVACY ISSUES…
Access control is difficult in many industries
• Data privacy breaches are often caused by poorly managed access
within an organization.
• People and processes matter as much as technology.
• Humans are the weakest link in the chain of privacy and security.
• However, as distributed working proliferates, it’s harder to manage
user access and secure your sensitive data.
• To remedy this, the organization need an effective data architecture
and strong data governance processes.
DIGITAL PRIVACY AND PRIVACY ISSUES…
Getting visibility into all your data
• If the organization isn’t aware of the location, nature, and
sensitivity of the data, how & what possibly keep the
right information private?
• Using tools to discover and classifying data is essential.
• This will ensure to treat data uniquely and protect the
sensitive data from any privacy issues.
DIGITAL PRIVACY AND PRIVACY ISSUES…
A bad data culture
• A miser’s hoard of data is increasingly a risk rather than an asset.
• The days when it made sense to hold onto as much data as technologically possible are over.
• In the past, thanks to ‘big data’ hype, many organizations and IT leaders believed that more
data is always better. That’s no longer automatically true.
• Today, keeping data for its own sake broadens the attack surface for data theft and increases
the risk of breaching many data privacy laws.
• Forward-thinking IT teams need to balance the value of collecting, storing and processing
large volumes of data against the pressing requirements for privacy, security and
compliance.
• Instead, build a great data culture that understands the value of data and data privacy.
DIGITAL PRIVACY AND PRIVACY ISSUES…
The ever-increasing scale of data
• As cloud storage and compute costs come down, businesses
are now swimming (or drowning) in data.
• Indeed, as the amount of global data grows (and is now
tracked in the tens of zettabytes), the challenge of managing
these oceans of data is huge.
• With hundreds of systems and millions of data records, --
need a solution that can handle the scale.
DIGITAL PRIVACY AND PRIVACY ISSUES…
A long list of regulations and documentation to
follow
• With so many regulations to follow, it can be difficult to keep
track of what level of data privacy -- need to achieve for --
different datasets.
• By building processes, data modeling, and automating as much
as possible, it will be easier to handle the complexity of
different regulations.