Generation V
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The term Generation V (for Virtual) is used to describe the online culture in which relationships, services and communication are carried primarily and preferably through electronic media.
[edit] Key characteristics
Unlike previous generations, a member of Generation V prefers to obtain information and communicate through digital methods. While viewed by some as a tether, these methods are seen by Generation V as a means to expand their network base, allowing them to communicate outside of their physical locations, and even globally.
Usually considered as a more focused group than, for example, "Generation X," Generation V is often defined by a perceived need to acquire as much information as soon as possible, relying primarily on digital media such as the Internet, interactive gaming and mobile communications, rather than on the more traditional, physical media. In this way, they are considered to bear certain similarities to the echo generation (Generation Y).
Members of Generation V are not usually defined in terms of a particular age, sex, race or location.
[edit] Criticisms
Some observers have accused Generation V of being introverted, escapist and anti-social. However, many members of Generation V have rejected these criticisms, pointing out that digital technology allows them to initiate and maintain multiple conversations simultaneously, thus allowing them to be more social and outgoing than others who rely on more traditional modes of communication. In addition, they cite the ability to screen out unwanted contacts as a bonus in social interactions, and argue that digital media allow the user much more freedom of choice in all aspects of the communication process.
[edit] Notable example
One example of a digital medium that encourages interaction with a global social network is the music service Last.FM. This allows users to rate artists and songs, share music, create a personalized radio station and tag favorite artists and songs. It also features a list of social groups categorised by interest, online forums and personalized music journals. Through such services, users can exercise a great degree of control over their online experiences.
Other examples include: