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Culture 2.2 - Coggle Diagram
Culture 2.2
Regulating the use
Choose to do more outdoor activities that are not reliant on technology e.g. bike, riding, walking, swimming...
Limit the amount of time spent on social media. Avoid browsing aimlessly and only use it for a defined purpose. Once done log off.
Set goals to read 10-30 pages of an interesting book, complete a task
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Cyber Bullying
Emotional Impact
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them feel insecure and powerless. Often as there is little they can do depending on the platform used.
Mental health impacts
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make a victim severely stressed. Increasing their sense of isolation and destroy personal self-confidence.
Low self- esteem – Cyber bullies often look for things to make a person feel vulnerable e.g. how they dress or speak.
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Behavioral impacts
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Carrying weapons – As they feel unsafe and threatened they may carry a weapon to protect themselves.
Social Media
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Causes:- Social pressure to share content, comparing owns lifestyle and possessions with others curated content, advertisements form businesses
Social anxiety disorder – The fear of ‘missing out’, either by not being included or missing a social event. The anxiety is based on self esteem and the belief they have been forgotten about. This results in a person constantly checking their phone for posts or messages.
Issues
Posture
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Nerve pain, headaches and arthritis
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Addiction
Gambling – More accessible to people, available anytime and
anywhere.
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Gaming
The inability to stop playing online games for extended periods of time can have a detrimental effect on health.
Some people able to stop and carry out their work and/ or academic study, but
are still obsessed with online gaming and it dominates their lives. Impacting on relationships and even life ambitions.
Online gaming can cause chemical changes in the brain, particularly to the reward
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Research ahs shown that addiction can impact on: social life, view of the world, view on life.
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