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Digital culture in organizations

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Anonim

As time has gone by, the way we communicate has changed, and every day something new always comes up. And with it new habits and customs, not only at the level of use of information technologies, but also at the social level.

2.5 quintillion bytes of data are created every day1. 90% of the data we currently have is less than two years old and 99.5% of the data generated in has never been analyzed or used. Every day more than 400 million tweets are emitted by its 200 million users. Every minute3 48 hours of video are uploaded to youtube and more than 2 million google searches are performed. Every minute, organizations receive more than 34,000 likes on their pages and more than 27,000 posts are written on tumblr.

We live surrounded by data and information. The information is abundant and accessible, the following article shows how this has contributed to the emergence of a new culture and its influence on society.

DEFINITIONS

Culture: it is the set of habits that make up a society, customs and the way of being that we adopt in our environment.

Digital Culture is a series of customs, knowledge and ways of being and thinking that a society has in terms of information media based on technological trends. It is knowing about the new tools that are available to us for endless uses.

(WIKI, 2009)

HISTORY

Defining something as broad as the term “digital culture” or “cyberculture” can become quite complicated, since the definition of 'culture' itself is quite vague. We will consider digital culture as the entire set of knowledge or units of information that have been born or have been developed mainly in the virtual environment of the Internet.

It is impossible not to refer to the neologism coined by the famous Richard Dawkins, "meme". This neologism is defined as the minimum unit of cultural information, which would be transmitted between individuals in a similar way to genes in evolutionary processes.

We can consider the “digital culture” as that set of memes that are 'fertilized' in the digital environment of a computer and, in general, survive by transmitting themselves through the Internet.

This term "meme" should not be confused with the well-known 'Internet memes' which, although they are also 'memes' in some way and can be considered as a unit of cultural information, do not constitute the totality of the memes that form the digital culture.

In 1998 the International Telecommunication Union stated that for a true digital democracy, the points should be met as part of the challenges that constitute the Declaration of Digital Interdependence:

  • Improve access to technology in an effort to create equality. Overcome language problems through technology, for example, create digital translators in real time. Create a global knowledge network that can be used to face the most important challenges at a global level. world in matters such as education, health, food, security, etc. Use technology to ensure the free flow of ideas, support democracy and free speech. Use communication technologies for the expansion of economic opportunities for all families in the world. world.

From the eighties until practically our days, we experienced the multimedia revolution, where the functions of the telephone, television and computers converge in a single technology that has achieved instant communication through the transmission of images, data and voices. With this last development, the cybernetic culture is being created, which is the first truly universal culture in the history of man.

(MARTINEZ, 2015)

DIGITAL CULTURE APPLICATIONS

In the field of health, they have favored many medical processes: With the images obtained by means of computed tomography and magnetic resonance, simulations with a high degree of precision of organs and systems can be obtained, allowing to determine where a surgical intervention should be made.

In social life it has allowed us to get closer to man, even if it is virtual. Never before has there been an opportunity to access so much information. No traditional library is comparable to the opportunities offered by the Internet, as this is the sum of millions of computers around the world with millions of sites and specialized information. It is now easy to send and share information among users of a system.

In education, it is a fact that digital tools will not be able to replace the teacher, but well used they are an extension of the educational stimuli, helping to clarify ideas or concepts and allowing to visualize places that will probably never be visited. The way in which we will learn in the future is destined to use this technology more and more.

The digital age and its network environment has allowed to expand the public image of science.

The public image of science is largely shaped by the professional work of the media and the digital technologies they use. The last three decades (1985-2005) have meant, for digital, the space of immersion in an infinity of cultural aspects and have been incorporated into the mass media

INFORMATION CHARACTERISTICS AVAILABLE ON THE INTERNET

Some characteristics of the information that is generated day by day on the network are mentioned below.

  • It is global, any content that is published on the Internet will be available through many countries, creating a global society that shares common knowledge. It is immediate, unlike information transmitted through any other medium, the information that arrives The Internet requires a practically negligible time to be available to all users. It is interactive, no matter what obstacles you try to put, everything that reaches the Internet will receive modifications and will interact with said content in one way or another.

Internet content grows day by day in different formats and has its repercussions in the real world. Every day we can find thousands of new data online.

Having an education in how all this information arises, is transformed and influences society, is essential to understand the world in which we live. And being informed day by day of all the movements that arise in the network, can help to develop better, not only in this digital world, but outside it.

(DAWKINS, 2016)

WHEN CAN WE SAY SOMEONE HAS A DIGITAL CULTURE?

It can be said that someone has a digital culture, when a person has knowledge of the latest Internet technology trends, etc. And also as time goes by, it adapts to the new that comes out. It is very important for the person with this culture to know how to use these tools appropriately as required.

The person with this culture will always be interested, many times they will choose to develop applications that can improve a service.

Digital culture carries with it the creation of habit, the fact that the coherent need to digitize everything is impregnated in each one: knowledge, activities of daily life, experiences that mark us in one way or another and lead us to creating different, mobile and to some extent questionable environments.

Digital culture provides us with great advantages as a much easier process of adaptation, which gives us a certain freedom and provides us with tools to make better use of the highly valued «time».

EFFECTS OF DIGITAL CULTURE

Currently, there is a field of problems related to the effects of the Internet on identity (personal, collective, political, social, cultural, etc.) that includes a re-update on what we knew or thought we knew about traditional mass media such as television, film, radio and graphic media, but also on the phone, the mail, the intimate newspaper, fan clubs and catalog shopping to name just a few examples that are at the center of the discussion about the “ old ”, the“ new ”and the transition between the old and the new.

It is about understanding whether the Internet is a “new” medium, or a network that assembles and / or reinvents “old” means, or simply a device that enhances the capacity of ordinary citizens to access the media world, allowing them not only to interact with producers but also and to a certain extent become a producer of media content himself.

On the other hand, in any of these cases, the other aspect of the question would be to ask oneself about whether the identity produced by the Internet is different and how much and in what sense from those produced in the past such as televisions, radios and newspapers on paper.

What is under discussion then is the order of the relationships between identity, technology and society in a changing historical era.

DIGITAL CULTURE AND CAPITALISM

There Marx writes that capitalism incites to consume prior production of a consumer subject educated for a determined consumption according to his social class, place of residence, historical epoch, etc.: “consumption mediates production, creating for products a subject for which they are products… the object is not an object in general, but a certain object, which must be consumed in a certain way, as previously indicated by production.

Hunger is hunger, but the hunger that is satisfied with cooked meat and food with a knife and fork is different from the person who eats raw meat using their hands, nails and teeth. Thus, production produces not only the object of consumption, but also the way of consuming, and not only objectively but also subjectively.

How is this problem linked to the Internet and the "old" and "new" media and identities? For this, let's analyze a quick example. What, for example, would be the difference between the public that watches a television program on a conventional device and the one that does it on a smartTV? The public interacted with the media by sending millions of letters by mail, communicating by phone, writing Letters from readers, or simply waiting at the door of the TV channel to congratulate or insult a producer, a businessman or an actor: fan clubs always existed because that was a form of television consumption created by television producers.

Now the public can interact directly from the TV set by sending a tweet, posting a comment on Facebook, participating in a forum on an official website of the TV show, or simply using a hand movement or a voice command to change their channel. The question is not of the order of interactivity but of the modalities of interaction that the Internet enables when assembling with TV.

Let's take another example. Is publishing on a blog different from keeping an intimate journal? That the intimate contents can now be made public through the Internet if I decide to make it public, I can also publish my poems, my novels or my essays, without going through an editorial, the paper, the expense of printing, it is true, but that Being published on the Internet does not mean that someone reads it.

Perhaps the Internet is more intimate than we think, although, of course, there is someone who, of course, not only reads and views everything we publish but also archives it, classifies it, turns it into a database, relates it to other individuals., builds us an identity profile as much or more sophisticated than any other that we can build ourselves. But hey, all these attributes are what make a device, a medium, generate an audience: the Internet produces audiences and does it in a much more sophisticated and complex way than any other medium, including traditional advertising - never invented before by the capitalism.

(FANLO, 2013)

CULTURAL TOURISM

In recent years, the concept of tourism has been changing over time. Along with the traditional sun and beach tourism or mass tourism, other tourist concepts such as cultural tourism, rural tourism, etc. are born. And the terms that encompass these new manifestations are multiple: urban, monumental, archaeological, ethnographic tourism, literary tourism, ecotourism, agrotourism, gastronomic tourism, sports tourism and even sex tourism, etc.

According to reports from the World Tourism Organization, tourism is the main sector of the world economy. This sector is expected to represent 11% of the world gross product and, more importantly, to generate one out of every 11 jobs.

The tourism sector is one of the greatest economic forces in some regions and countries. However, tourism causes impacts on the territory, the environment, societies, cultures and local economies since the tourist is not only a great consumer of natural resources and a great producer of waste, but also a "polluter »Of cultures. Tourism brings the receiving local culture in contact with the foreign culture and this, which can have positive effects, also has impacts on lifestyles and linguistic, artistic, gastronomic, economic habits, etc. causing the culture and tastes of local populations to adapt to the tastes of the visitor, who is, in most cases, the product of globalized hegemonic culture.

Mass tourism threatens the natural environment and the social environment of numerous territories, societies and cultures. To avoid this, the planning of quality tourist services that respect the environment and the social and human environment must be based on sustainable tourism, that is, a tourist offer that makes this activity compatible with the preservation and recovery of cultural, social and environmental values, together with the development of local societies

(CULTURE, 2016)

SOCIAL NETWORKS

The Internet grows not only as a space for information and communication, but also as a space for cooperation and interaction. In these 4 senses: information, communication, interaction and cooperation, social networks help the practice of cultural management not only as a way of disseminating and promoting art and culture, but also as a meeting space for professionals in the Cultural Management.

Social media is based on the theory of Six degrees of separation. According to this theory, all the people on the planet are connected through a chain of acquaintances of no more than six people. In this way, the number of contacts grows exponentially with the number of links in the chain. Only a small number of links are necessary for the set of acquaintances to become the entire human population.

The origin of social networks dates back to 1995, when Randy Conrads created the website classmates.com on the Web. The objective of this social network was that people could recover or maintain contact with former classmates from school, institute, university, etc.

In 2003, websites promoting online networks of friends began to appear and the term social networks began to be used to describe relationships in virtual communities. This term becomes popular with the arrival, that same year, of sites such as Friendster, MySpace, Tribe.net, Ecademy, Soflow and LinkedIn.

The popularity of these sites grew rapidly and large companies entered the space of social networks on the Internet. For example, Google launched Orkut in early 2004 and Yahoo created a social network in 2005. There are currently over 200 social networking sites.

The operation is as follows: In these communities, an initial number of participants send messages to members of their own social network inviting them to join the site. New participants repeat the process, growing the total number of members and the links of the network. The sites offer various features such as an automatic update of the address book, visible profiles, the ability to create new links through presentation services and other forms of online social connection. Social networks can also be created around business relationships, but also for friendship or for meetings between professionals.

The existence of social networks is based on a series of computer tools that configure the so-called social software, and that operate in three areas in a crossed way:

  • Communication (tools that help to share knowledge), such as blog or blog communities, Community (tools that help to find and integrate communities), such as Friendster, Cooperation (tools that help to do things in common), such as Wikipedia.

DIGITAL CULTURE AND ORGANIZATIONS

The digitization of a company is not an objective in itself, it is not a destination point but a process of profound transformation that requires attitudes of change and permanent adaptation to leave comfort zones and explore new possibilities. The key, for people and organizations, is to see this transformation as an opportunity that allows us to intelligently combine practices and ways of doing that continue to give us results with new techniques and skills that connect us with the results of the future.

DIGITAL COMPETENCES TO TRANSFORM BUSINESS

Below is a methodology designed for a company to generate digital skills.

  1. Digital knowledge: Ability to function professionally and personally in the digital economy. Information management: Ability to search, obtain, evaluate, organize and share information in digital contexts. Digital communication: Ability to communicate, relate and collaborate efficiently with tools. and in digital environments. Networking: Ability to work, collaborate and cooperate in digital environments. Continuous learning: Ability to manage learning autonomously, know and use digital resources, maintain and participate in learning communities. Strategic vision: Capacity to understand the digital phenomenon and incorporate it into the strategic orientation of your organization's projects. Network leadership:Ability to lead and coordinate work teams distributed in networks and digital environments. Customer orientation: Ability to understand, understand, interact and meet the needs of new clients in digital contexts.

(SALVETELLA, 2014)

Elements of Digital Culture

ADVANTAGES OF DIGITAL CULTURE IN ORGANIZATIONS

  • Approach to consumers and potential customers by knowing their real needs. Access to more customers with the use of a low investment. Strengthening the presence of brands and businesses in the market. Market penetration Information flow Better use of resources Cultural traceability Real-time logistics

CONCLUSION

As it was shown in the reading, social networks, blogs, pages and other technological tools are a reflection of our society, we can find truthful, objective and well-intentioned information, but also quite the opposite and sometimes malicious information.

All these tools, if put to good use, can help us optimize our time and save resources, so we must know how to take advantage of them. Digital Culture involves knowledge on how to take advantage of any new tool and use it correctly as needed. It is to bear in mind that we live in a globalized world that is in constant computer evolution.

There are many ways to take advantage of new developments, many people think that they do not have the need to know them or are not interested in them, but once they get to know about it for some reason, they realize the lack of it, it is created the need.

The challenge we face is the correct use of our criteria to discern what information we can take from the web.

BIBLIOGRAPHY

  • CULTURE, MD (2016). AGETEC. Obtained http://www.agetec.org/ageteca/turismo_cultural.htm from DAWKINS, R. (2016). DIGITAL CULTURAE. Retrieved from http://www.digitalculturae.com/definiendo-la-cultura-digital/ deFANLO, LG (NOVEMBER 2013). UBA. Obtained ubaculturadigital.wordpress.com/2013/11/08/internet-identidad-y-transicion deMARTINEZ, V. (2015). REASON AND WORD. Obtained from http://razonypalabra.org.mx/anteriores/n49/bienal/Mesa%209/VictorMartinez.pdfSALVETELLA, R. (02 of 2014). DIGITAL COMPETENCES. Obtained from http://www.rocasalvatella.com/sites/default/files/maqueta_competencias_espanol.p dfWIKI, M. (2009). WIKI. Obtained from
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Digital culture in organizations