21 Popular Social Media Platforms – Important for GK, Computers (Dr. Manishika) Part 1 of 2

21 Popular Social Media Platforms - Important  for GK, Computers (Dr. Manishika) Part 1 of 2

Dr. Manishika Jain explains 21 popular social media platforms – Important (GK, Computers)
Facebook
This is the biggest social media network on the Internet, both in terms of total number of users and name recognition. Founded on February 4, 2004, Facebook has within 12 years managed to accumulate more than 1.59 billion monthly active users and this automatically makes it one of the best mediums for connecting people from all over the world with your business.

Twitter
You might be thinking that limiting your posts to 140 characters is no way to advertise your business, but you will be shocked to know that this social media platform has more than 320 million active monthly users who make use of the 140 character limit to pass on information.

LinkedIn
Founded on December 14, 2002, and launched 0n May 5, 2003, LinkedIn is hands-down the most popular social media site for professional networking.

Google+
While it’s no Twitter, Facebook or LinkedIn, Google+ has its place among the popular social media sites. Its SEO value alone makes it a must-use tool for any small business.

YouTube
YouTube — the largest and most popular video-based social media website — was founded on February 14, 2005, by three former PayPal employees. It was later bought by Google in November 2006 for .65 billion.

Pinterest
Launched in March 2010, Pinterest is a relatively newcomer in the social media arena. This platform consists of digital bulletin boards where businesses can pin their content.

Instagram
Like Pinterest, Instagram is a visual social media platform. The site, launched on October 6, 2010, has more than 400 million active users and is owned by Facebook. Many of its users use it to post information about travel, fashion, food, art and similar subjects.

Tumblr
Tumblr is one of the most difficult to use social networking platforms, but it’s also one of the most interesting sites. The platform allows several different post formats, including quote posts, chat posts, video and photo posts as well as audio posts, so you are never limited in the type of content that you can share.

Flickr
Flickr, pronounced “Flicker,” is an online image and video hosting platform that was created by the then Vancouver-based Ludicorp on February 10, 2004, and later acquired by Yahoo in 2005.

Reddit
This is a social news and entertainment networking website where registered users can submit content such as direct links and text posts. Users are also able to organize and determine their position on the site’s pages by voting submissions up or down.

Snapchat
Snapchat is an image messaging application software product that was created by Reggie Brown, Evan Spiegel and Bobby Murphy when they were students at Stanford University.

WhatsApp
WhatsApp Messenger is a cross-platform instant messaging client for smartphones, PCs and tablets.

Quora
Capitalizing upon human curiosity is an ingenious idea that would lead to the creation and launch of Quora in June, 2009.

Vine
With over 40 million users, Vine is a rapidly growing video sharing social media app that allows users to share 6-second video clips with their followers.

Periscope
Periscope is a live video streaming mobile app that was developed by Joe Bernstein and Kayvon Beykpour.

BizSugar
BizSugar is a social networking platform and niche resource for small business owners, entrepreneurs and managers.

StumbleUpon
StumbleUpon is a discovery engine that finds and recommends content for its users. Come June 30, 2018, it will be moving to Mix. More than 25 million people use StumbleUpon for entertainment and information.

Delicious
This is a social bookmarking web service for discovering, storing and sharing web bookmarks. The site was founded by Peter Gadjokov and Joshua Schachter in 2003 and acquired in 2005 by Yahoo. By the end of 2008, Delicious claimed that it had bookmarked 180 million URLs and acquired more than 5.3 million users. The service was later sold to AVOS Systems in April 2011 who later sold it to Science Inc. In January this year, Delicious Media said that it had acquired the service.

Digg
Founded more than a decade ago (November 2004), Digg is a news aggregator with a curated front page that selects stories specifically for the Internet audience, The topics vary widely from trending political issues to science to viral Internet issues and anything in between.

Viber
Viber is a Voice over IP (VoIP) and instant messaging app for mobile devices that was developed and released by Viber Media on December 2, 2010.
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Citizens Urged to Take Precaution as Tropical Storm Alice Heads towards the Virtual World Whyville.com: The Consequences of Global Warming Demonstrated in the Virtual World to Encourage Kids to Learn More about This Important Issue

PASADENA, Calif. (PRWEB) June 26, 2007

    Tropical Storm Alice is intended to raise awareness of global climate issues and is associated with the opening of the new Whyville Climate Center, which is sponsored by Penguin Young Readers Group, the publisher of Al Gore’s young adult book, “An Inconvenient Truth: The Crisis of Global Warming” (Viking Children’s Books/Rodale Books $ 16.00; 208 pages; Ages 11 up). The Climate Center will serve as the focal point for the discussion and further educational activities, while significant virtual rainfall continues for at least another 12-36 hours. This will result in widespread flooding and destruction throughout Whyville, with considerable rubbish and debris littering the virtual world. Whyville’s citizens will need to join together in a massive clean up effort to restore their environment over the next several days.

The arrival of the tropical storm coincides with a new effort to educate Whyville’s citizens about global climate issues. According to a survey conducted on the site in May 2007, 77 percent of responding citizens said that they were aware of the concept of global warming. However, only 50 percent felt they could be a part of the solution.

The Climate Center’s initial activities will focus on changes in the levels of greenhouse gases in the Whyville atmosphere, especially carbon dioxide. In the center’s CO2 Lab, citizens will be able to document increases in carbon dioxide in the virtual atmosphere from the site’s creation in 1999 to today. Traveling back in time, Whyvillians will sample CO2 levels from each year and look for correlations with specific human activity. Information on historical events in Whyville, including the rate of population growth and introduction of new industries, will be obtained from the Whyville Times (the newspaper of Whyville, with articles written by kids). Citizens will also be able to propose hypotheses and debate consequences in bulletin boards within the Climate Center.

“The objective of this activity is not to prove any particular association between greenhouse gases and the climate, in general, or our first tropical storm in particular,” said Dr. James Bower, CEO of Whyville. “Instead, we want to help kids understand the complexity involved in the growing international debate on these issues and get them involved in that discussion, since we already know that they care.”

Activities in the Whyville Climate Center will also support citizen involvement in solving the problem of greenhouse gas emission. Each citizen will be assigned their own carbon footprint calculator in order to assess their individual contribution to rising CO2 levels in the virtual world. The size of their footprint will increase, or decrease, depending on the personal choices they make, such as the number of virtual accessories they produce in Whyville’s avatar factory, the number of trips taken around the world in the warp wagon, the number of times they teleport to the moon or mars, or even which types of foods they choose to eat. Whyvillians who substantially reduce their impact will be recognized with a distinctive green badge for their avatar and will even be able to trade their carbon credits to other Whyvillians for “clams,” Whyville’s virtual currency.

“We know from our surveys that Whyvillians are concerned about environmental issues, but don’t believe that they can do very much to have an impact themselves,” said Dr. Jen Sun, president of Whyville. “This activity is intended to address both the complexities of this issue, as well as provide examples of ways that our kids can get involved – not only in our virtual world but also in the real world.”

Over the coming months, this new climate education activity will continue to unfold, impacting Whyville and its citizens in parallel to developments on this important issue in the real world.

About Penguin Group

Penguin Group (USA) is the U.S. affiliate of the internationally renowned Penguin Group. Penguin Group (USA) is one of the leading U.S. adult and children’s trade book publishers, owning a wide range of imprints and trademarks including Berkley Books, Dutton, Frederick Warne, G. P. Putnam’s Sons, Grosset & Dunlap, New American Library, Penguin, Philomel, Plume, Puffin Books, Riverhead Books and Viking, among others. The Penguin Group is part of Pearson (FTSE: PSON; NYSE: PSO). Pearson is an international media company with market leading businesses in education, business information and consumer publishing. For more information, visit http://www.pearson.com.

About Whyville

Whyville.com is the only learning-based virtual world for today’s digital kids. Whyville offers a seriously fun extension of 8 to 15-year-old kids’ real lives, giving them ownership of and participation in creating their own experiences. Named for the founding principle that asking why is the true basis of learning, Whyville citizens safely chat, earn currency, design avatars, play games, create projects, eat, govern and much more. Parents and teachers approve of Whyville because of its multiple levels of safety protection including proprietary technology and staff monitoring. For sponsors, Whyville integrates popular brands and institutions by following its learning-based principles of encouraging Whyville citizens to engage in experiential interactions relevant to today’s digital kids.