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Social Media Apps and Sites Commonly Used by Children and Teens

Digital media and apps allow children to communicate and express their creativity, connect with peers, and share their feelings. However, they can be an avenue through which cyberbullying occurs. There are many types of apps and sites available for free that give users the ability to search for people and share or post information about them anonymously.

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This wonderful app is a text/voice/video chat tool all wrapped up in one, making it a fantastic form of social media for gamers. One great aspect of Discord is that anyone can learn how to set up a Discord server. Each server can have as many chat channels as the server owner wants.

Parents may not be aware of the apps that their children use regularly or may not be aware of the risks involved in using them. There are many ways that cyberbullying can be hidden in apps and sites, such as texts, videos, and web calls that disappear or do not appear on the device’s call or text message logs.

Many apps also make it easy for users to access, view or participate in adult or harmful content. Privacy and location settings may make them more vulnerable to stalking, cyberbullying, exposure to adult content, or other dangers.

Some current popular social media venues and apps include:

  • Askfm: A social networking site that allows users to ask other people questions, often anonymously.
  • Calculator%: A “vault” or secret app that appears harmless, but hides photos, videos, files, and browser history.
  • Chatroulette: There are over 20 different chat roulette sites that allow users to instantly connect via webcam and video chat. Sites typically pair the users randomly and instantly.
  • Discord: A voice-over-IP (VOIP) app that allows users to video chat with others, private message, and join, create, or participate in public and private chat rooms. This app is often used by players to chat with each other while playing videogames.

  • Facebook and Facebook Live: The most commonly used social media site that is accessible on many different media platforms.
  • Instagram: A photo and video sharing and networking site that connects users through other social networking sites (e.g., Facebook).
  • Kik: Messaging app that allows users of all ages to contact others anonymously.
  • Line: A messaging app that allows users to make free phone calls, leave voice messages, and text. Users can delete texts or chats from recipient’s phone using a timer.
  • LiveMe: A tool to broadcast live-streaming videos and watch other users’ videos.
  • MeetMe: A dating app that connects users to others based on geographic proximity.
  • Omegle: An app that pairs users with strangers in anonymous one-on-one chat sessions.
  • Reddit: A site that stores social news, rates and evaluates web content, and discussion threads.
  • Sarahah: An anonymous messaging app that allows users to send anonymous messages to people they may know.
  • Snapchat: A photo messaging app that allows for sharing pictures and short videos that are intended to be erased shortly after delivery.
  • Telegram: Messaging app that allows users to share photos, videos, and files; make calls, and delete texts or chats from recipient’s phone using a timer.
  • TikTok: An app that allows users to create and share their own videos where they lip-synch, sing, dance, or just talk.
  • Tumblr: A social networking site that allows posting of short blogs and media.
  • Twitter: A microblogging site that allows users to send, read, and reply to “tweets” or short messages.
  • Vine: An app that allows the posting of short 6-second looping videos.
  • WeChat: An app that allows user to chat with friends, and to search for people nearby and around the globe.
  • WhatsApp: A private messaging app that allows users to text, send photos, videos, and location information to their contacts.
  • Whisper: An anonymous social media site that allows users to post and share photo and video messages.
  • YouTube: A video sharing platform that allows users to post and share videos.
  • YUBO (formerly YELLOW): An app referred to as the “Tinder for teens” that allows users to swipe right or left to accept or reject the profiles of other users.

Social media has many benefits that must be balanced with the risks it presents. Risks to be aware of include:

  • Screening for harmful content on websites and apps varies widely.
  • Content posted can be incorrect, harmful, or hurtful (e.g., why are you so dumb?).
  • Can be used to share harmful or adult content.
  • Privacy controls over who can view or access posted material vary across apps, and many users are not aware of how to use them effectively.
  • Apps that allow for real-time user videos “live streaming” can been used to show bullying, violence, suicide, and harmful acts as they are happening.
  • Some apps that include location information can be used to get personal information, such as someone’s age, current location, or where someone lives.
  • Apps that support telephone calls do not show up on a call log, so parents may not know who their children are talking to.

Cyberbullying and Online Gaming

Playing videogames is a popular activity, with 90 percent of teens gaming online. Many video games – whether they are on a computer, game console, cellphone or tablet – allow users to play with friends they know in person and others they have met only online. While gaming can have positive benefits like making new friends, socializing, and learning how to strategize and problem solve, it is also another place where cyberbullying occurs.

Anonymity of players and the use of avatars allow users to create alter-egos or fictional versions of themselves, which is part of the fun of gaming. But it also allows users to harass, bully, and sometimes gang up on other players, sending or posting negative or hurtful messages and using the game as a tool of harassment. If someone is not performing well, other children may curse or make negative remarks that turn into bullying, or they might exclude the person from playing together.

Because players are anonymous, they cannot necessarily be held accountable for their behavior, and their harassment can cause some players to leave games. Some anonymous users use the game as a means to harass strangers or to get their personal information, like user names and passwords.

There are things adults can do to prevent cyberbullying of children who are gaming:

  • Play the game or observe when the gaming happens to understand how it works and what a child is exposed to in the game.
  • Check in periodically with your child about who is online, playing the game with them.
  • Teach your children about safe online behavior, including not clicking on links from strangers, not sharing personal information, not participating in bullying behavior of other players, and what to do if they observe or experience bullying.
  • Establish rules about how much time a child can spend playing video games.

Social media in 2020 is getting progressively faster, flashier, booming with the diversity of many new features. Multi-purpose platforms like Facebook are receding, while apps that revolve around a single theme or feature are thriving, now that their format is finally aligned with what the world wants. This tendency is particularly useful to understand for marketers and developers targeting the modern market.

If you are looking to build your own shiny social media app, head on to this blog to learn everything about the process. Otherwise, keep reading and discover several brand new applications worthy of your attention, as well as the ones that are the most fast-growing today despite being launched a while ago.

TikTok

App

Year launched: 2017

TikTok exploded in 2019, when the Gen Z generation that is the app’s main audience became old enough to venture online. In 2020, TikTok retains its enormous momentum and continues to redefine how social media should approach content creation. In short, this app encourages users to film creative videos up to 60 seconds in length, using the app’s vast collection of soundtracks.

Houseparty

Year launched: 2016

Gambling Social Media App

Houseparty is an app for group video messaging, allowing up to eight people to talk at the same time. Stickers, masks, and various effects are included. Houseparty also presents an in-chat gaming feature. The app revamped its brand name and marketing after the initial launch, and the campaign resulted in the climb from 1 to 20 million users in just two years.

Caffeine

Year launched: 2018

Caffeine.tv in 2020 is threatening to present serious competition to the currently popular gaming platform Twitch. The app allows users to launch live video sessions with their families, friends, or followers, and receive real-time feedback as emojis and comments. Users can also stream their PC or TV screens.

Flip Fit

Year launched: 2019

Flip is a mobile application built around social commerce. Users can view the photos of outfits that other people post, rate them, and order the same items quickly and easily. Flip then enables users to share their newly acquired clothes and the resulting look through the app, getting instant feedback from the community, as well as the person’s friends and followers. There is also an option to send back the items that the user did not like.

Upstream

Year launched: 2020

Upstream is a mobile, social, and more user-friendly version of LinkedIn. The app strives to help professionals in various fields build and expand their networks, specifically focusing on finding and giving help in terms of services or employment. The app is currently in beta testing, yet it already shows great potential in enhancing the professional growth of many people. Coupled with the world’s tendency to move to the mobile, and in the wake of the coronavirus crisis, both the concept and the format of Upstream are incredibly promising.

Shoelace

Year launched: 2019

Shoelace is a new app that tries out a more personal approach to social media. The app aims to connect people through in-person activities, which can be helpful to those who move into a new area. Currently, Shoelace is only available for New York City. This Google’s project has the potential of becoming a blast in the following years, when the company rolls it out for more cities and, possibly, expands the app’s reach to cover more of the globe.

Social media apps that are oriented at helping people find each other have a problem of failing to lead to offline meetings. It is simply easier to communicate online, particularly when the platform offers a convenient interface for it. Unlike such apps, Shoelace defines its purpose as enabling people to connect in the real world, linking individuals nearby who share interests.

Steemit

Year launched: 2016

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Although Steemit was launched in 2016, this year is when it is likely to grow rapidly. This social media app is basic in its features: it allows users to discuss various topics by making public posts, much like Reddit. The twist is the addition of cryptocurrency. Steemit relies on “Steem” coins to reward popular posts, simultaneously moving these posts to the top of the feed. It might not be a good idea to invest in this app just yet, but as cryptocurrency gains more and more trust from the online community, keeping an eye out for apps like Steemit may be profitable in the long run.