Online technologies are now young people’s main form of communication. It never used to be this way

Social media and the evolution of technology is the biggest phenomenon of the 21st century. This undoubtable fact has had incredible effects all the same negative, detrimental effects. The sad reality with this

We need to get something straight first, social media and technology as a whole have done incredible things. The insane range of activities and errands we can now run just from our smartphone, ranging from contactless card payments by simply brushing your phone over a card machine, to ordering cabs, to talking to people around the world at any time. This further links to social media, and these platforms have stood as a direct source for activism and change, from environmental, to political and into popular culture.

The undeniable positivity that has been relinquished from these platforms does none other than prove its power – which is exactly why it can be negative. The prevalence of the difference in the youth of today compared to millennials is shocking in terms of spending their young years playing outside, as well as the ages they’re finding themselves using social media platforms. This obvious show of dependency on technology spans so many different levels. In an office workplace, if the internet goes down for the day, work will stop until it comes back. If Facebook goes down for an hour, everybody retreats to Twitter to complain about how Facebook isn’t working and they don’t know what to do with their selves.

The biggest debate that surrounds this phenomenon is whether it is actually bad for the youth of today. Is it possible that this overload of technology is not negative, yet mere education for our younger generations, in order for them to survive in a more digitally connected society?

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Who is actually responsible?

The two biggest players in this are the companies creating the tech, and the parents of the youths wanting the technology. How responsible can a company be? Despite their need to sell units and have people consume their technology, how far can this go? For example, Lego, one of the biggest toymakers in the world who is now partnered with the Harry Potter and Star Wars game franchises to create a digital conglomerate, has practised ‘healthy digital behaviour’, whilst also arguing it’s ultimately down to the parent.

It is undeniable that the parents should be taking the lead in regulating their children’s online activity, but the fact that remains is if the importance of these technologies in society was less – would regulation be needed?


By Amanda Elliott



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