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Social Platforms Could Face Legal Action for Addictive Algorithms Under Proposed California Law

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Social Platforms Could Face Legal Action for Addictive Algorithms Under Proposed California Law

In what could be a significant step towards protecting children from potential harms online, the California legislature is currently debating an amended bill that would enable parents, as well as the state Attorney General, to sue social platforms for algorithms and systems that addict children to their apps.

As reported by The Wall Street Journal:

Social-media companies such as Facebook parent Meta Platforms could be sued by government attorneys in California for features that allegedly harm children through addiction under a first-in-the-nation bill that faces an important vote in the state Senate here Tuesday. The measure would permit the state attorney general, local district attorneys and the city attorneys of California’s four largest cities to sue social-media companies including Meta – which also owns Instagram – as well as TikTok, and Snapchat, under the state’s law governing unfair business practices.

If passed, that could add a range of new complications for social media platforms operating within the state, and could restrict the way that algorithmic amplification is applied for users under a certain age.

The ‘Social Media Platform Duty to Children Act’ was initially proposed early last month, but has since been amended to improve its chances of securing passage through the legislative process. The bill includes a range of ‘safe harbor’ clauses that would exempt social media companies from liability if said company makes changes to remove addictive features of their platform within a specified time frame.

What, exactly, those ‘addictive’ features are isn’t specified, but the bill essentially takes aims at social platform algorithms, which are focused on keeping users active in each app for as long as possible, by responding to each person’s individual usage behaviors and hooking them in through the presentation of more of what they react to in their ever-refreshing content feeds.

Which, of course, can have negative impacts. As we’ve repeatedly seen play out through social media engagement, the problem with algorithmic amplification is that it’s based on a binary process, which makes no judgment about the actual content of the material it seeks to amplify. The system simply responds to what gets people to click and comment – and what gets people to click and comment more than anything else? Emotionally charged content, posts that take a divisive, partisan viewpoint, with updates that spark anger and laughter being among the most likely to trigger the strongest response.

That’s part of the reason for increased societal division overall, because online systems are built to maximize engagement, which essentially incentivizes more divisive takes and stances in order to maximize shares and reach.

Which is a major concern of algorithmic amplification, while another, as noted in this bill, is that social platforms are getting increasingly good at understanding what will keep you scrolling, with TikTok’s ‘For You’ feed, in particular, almost perfecting the art of drawing users in, and keeping them in the app for hours at a time.

Indeed, TikTok’s own data shows that users spend around 90 minutes per day in the app, on average, with younger users being particularly compelled by its never-ending stream of short clips. That’s great for TikTok, and underlines its nous in building systems that align with user interests. But the question essentially being posed by this bill is ‘is this actually good for youngsters online?’

Already, some nations have sought to implement curbs on young people’s internet usage behaviors, with China implementing restrictions on gaming and live-streaming, including the recent introduction of a ban on people under the age of 16 from watching live-streams after 10pm.

The Italian Parliament has implemented laws to better protect minors from cyberbullying, while evolving EU privacy regulations have seen the implementation of a range of new protections for young people, and the use of their data online, which has changed the way that digital platforms operate.

Even in the US, a bill proposed in Minnesota earlier this year would have banned the use of algorithms entirely in recommending content to anyone under age 18. 

And given the range of investigations which show how social platform usage can be harmful for young users, it makes sense for more legislators to seek more regulatory action on such – though the actual, technical complexities of such may be difficult to litigate, in terms of proving definitive connection between algorithmic amplification and addiction.

But it’s an important step, which would undoubtedly make the platforms re-consider their systems in this regard, and could lead to better outcomes for all users.

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Amidst potential TikTok ban, Triller surpasses 450m users across subsidiaries

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Amidst potential TikTok ban, Triller surpasses 450m users across subsidiaries

Photo courtesy Triller

Opinions expressed by Digital Journal contributors are their own.

In the fast-paced world of social media, trends can come and go in a matter of days. But amidst the potential ban of the popular app TikTok, Triller has been making headlines for surpassing 450 million users across its subsidiaries.

Triller, known as the “smash-mouth marketing” social app, made waves in 2020 when it produced the highest-grossing digital PPV of all time with the Tyson vs. Jones fight. It also became the only app to ever hit number one in 80 countries due to then-President Trump announcing an imminent ban on TikTok. While the ban never materialized, Triller was hailed as the go-to replacement app if it were to occur.

But Triller is much more than just a TikTok replacement. Unlike the closed-garden system used by social media networks such as TikTok, Triller operates under an “open-garden” system where creators receive more than 70% of the money in the influencer ecosystem. This is a game-changing approach, as less than 1% of the over 500 billion dollars spent annually in the creator economy goes to creators on other platforms like Instagram, Twitter, and YouTube.

Triller’s proprietary AI toolset also ensures creators can monetize their content fully on other social networks. This means that even if creators post content on Triller, they can still benefit from it on platforms like Instagram, Snapchat, YouTube, and Twitter. With Triller’s various technologies and affiliates, it’s able to produce as high as a 70% click rate, a remarkable feat in the world of social media.

Triller’s Chairman, Bobby Sarnevesht, has revealed that the platform has launched a seamless solution for users to migrate their content from TikTok to Triller via the domain transfertiktok.com. This one-click process allows users to transfer their TikTok accounts, content, and screen names to Triller in just a few minutes. This is an exciting development for Triller, as the US Government has pointed out that TikTok is, in fact, Chinese Communist Party spyware, making the ban now imminent.

As Triller positions itself as the go-to replacement app for TikTok, it has attracted hundreds of the world’s biggest celebrities and over 450 million registered users. In addition to celebrities driving Triller’s impressive numbers, its strategy to position itself as a music-based social media platform with a focus on creating and sharing music videos has helped attract a specific audience of music lovers who are interested in sharing their passion for music with others.

The acquisition of several other social media apps, including Verzuz, Julius, Fite.Tv and BKFC , has helped expand Triller’s user base and increase its reach, with over 2.5millon influencers connecting to 25,000 Brands and the only company to hold the unique distinction of 4 of the top 10 live shows ever held on Instagram. Furthermore, Triller’s user-friendly interface makes it easy for people to create and share videos. The app offers a range of editing tools, filters, and effects that allow users to customize their videos and make them more engaging.

While the potential TikTok ban is causing a stir, Triller is taking advantage of the situation by positioning itself as the best alternative platform for creators. As social media continues to evolve, Triller is leading the way in the new creator economy.  With its focus on empowering creators and its innovative approach to monetization, Triller is a platform to watch.

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The Drum | ‘The Metaverse Is Dead; Long Live The Metaverse’: Emerging Tech’s Table Of Elements

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The Drum | ‘The Metaverse Is Dead; Long Live The Metaverse’: Emerging Tech’s Table Of Elements

The metaverse got more than its 15 minutes of fame. There was a steady rise of hype in 2021 capped by Facebook’s renaming as Meta. Many marketers had a massive case of Fomo fever and felt pressured to jump in.

2022 was going to be the year of the metaverse. Crypto advertisers were all over the Super Bowl. Mass audiences were supposed to jump in, but as the year progressed, audiences didn’t show up quite as predicted. NFTs, ‘the next big thing’, began to devalue. FTX crashed. The metaverse remained at best a muddled concept.

The metaverse was and is full of promise and possibility. But it’s a work in progress: the promise of ‘interoperable’ 3D worlds that are connected to our real world. The prospects of web3 and decentralization promise to unlock new models and value. But those are forward-looking statements and not a guarantee of future performance.

The metaverse is a paradox. Many of the technologies powering it are quite mature, but the standards and norms of the metaverse are not. It’s like the early days of the internet. Or e-commerce. Or mobile. Or social. We’ve been here before.

Whether you’re a metaverse optimist or pessimist, focus on this cold, hard truth: the technologies powering the metaverse are not going away. They’ll inevitably get better, faster. The hardware will get smaller and cheaper. So don’t buy in to the myth of the demise of the metaverse. Instead, focus on the technologies that enable it.

We created the VMLY&R Metaverse Table of Elements to help organize these enablers. With apologies to any actual scientists, this construct begins to organize those elements into working groups. These are the levers we can use as marketers and experience makers.

1. Enabling technologies

At the bottom of the table are the enabling technologies: the underlying tools that make the metaverse possible. They’re essential to know and understand because they underpin so much.

It’s also important to think about non-technological foundations, like guardrails and governance. What is OK to do as a brand? What rules and best practices do you need to have in place for brand and business safety?

2. Distribution points

The metaverse was always much more than virtual worlds. It’s the integration of our digital and physical spaces, like owned and partner physical and digital locations, or extensions into social platforms or gaming. And yes, virtual worlds.

Where you choose to engage will dramatically affect the amount of control or customization that is possible for your brand and audiences. And how large of an audience you might reach. Choose wisely.

3. Hardware and interface

The next layer is hardware and interface: the doorways into the experience; the devices your audiences need to access. Web, mobile web, mobile apps and webAR are very common. Projection AR and coming AR specs and headsets and VR headsets are scaling.

Be aware of the potential reach or addressable audience of each — VR headset sales exploded in 2021 and were still strong in 2022, but they were still dwarfed by mobile phones.

4. Identity and control

How does your brand show up and what level of control do you have? Think about your personal gaming experiences: usually, you select an avatar from an existing set of choices. In many virtual worlds, you have more creative license and control over the identity you create and the character you use. That same variability exists for brands.

Marketers must consider what functionality or experiences a brand (and its audiences) can create, and how much you need to conform within a given environment or gameplay/experience structure.

5. Creating and capturing value

Brands must consider what they sell (digital or physical goods) and where they sell it (online or offline). With Web3, they can explore new ways to create value for audiences.

Although cryptocurrencies have plummeted recently, the concept and potential of digital value are still extremely high. Platforms like Fortnite and Roblox have each generated billions of real dollars from virtual goods, mostly decorations for avatars. Some of your audiences think their digital identities are the most authentic version of themselves, and they spend time and money accordingly. Think about what you might sell, and determine how they buy (fiat currency, cryptocurrencies or tokenomics).

6. Community

What communities are you engaging with and activating? Think about the existing communities already connected to the brand and the communities that are active within the new environments you’re entering.

Especially in emerging worlds, creators and influencers tend to be the same people. These are the circles of community to consider and activate through direct interactions within the game and extended social experiences through streaming and social communities.

Ready or not

Call me an optimist. I believe in the power of technology. And I have zero doubt that tech will only improve. It’s inevitable. We may or may not still be talking about the metaverse when it scales, but it’s coming.

Don’t wonder whether you should enter the metaverse or not. Instead, ask how you might leverage these capability areas and emerging technologies to create something amazing for your brand and audiences. Explore. Experiment. How could you tell stories in more powerful and immersive ways? What can you do to improve the customer experience that may not have been feasible in the past? Today, nearly anything is possible, and it will only get better. There’s never been a more exciting time to create.

The metaverse is dead. Long live the metaverse.

For more hot takes and cold hard looks at the emerging tech landscape, check out The Drum’s deep dive on AI to web3.

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An Overview of Generative AI [Infographic]

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An Overview of Generative AI [Infographic]

Generative AI is the latest big tech trend, with the latest variations of text and image generators now able to create original content that’s comparable to human outputs, opening up a range of new possibilities.

That’s also freaking a lot of people out, due to concerns that they could be out of the job entirely due to the sudden influx of impressive AI tools. And some, like digital artists, are already feeling the pinch – but it is worth noting that AI systems can only iterate on what’s come before, in order to provide similar content, they can’t come up with entirely original, unique, or even trustworthy material.

‘Trustworthy’ in this context relates to the accuracy of the text data such systems provide, with AI systems known to ‘hallucinate’ answers based on the various data points they can connect to your query. Essentially, you really have to know and understand the topics that you’re focusing on to produce the best results, because you can then view the outputs with a more critical eye, and ensure no mistakes or errors slip through.

In this sense, these tools work best as assistants – and in that context, it’s less about them taking your job, and more about them leveling up your capacity.

To provide more context as to what these systems are, and how they work, the team from Visual Capitalist has put together a basic overview of some of the key generative AI processes that you need to know about as we move into the next stage of the digital era.

Understanding these tools, and their many applications, will soon become a requisite for many roles – and the more you know, the better placed you’ll be.

Time to jump in – check out the full infographic below.

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