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1.

Soft Power: Soft power refers to a country's ability to in uence others through attraction
and persuasion, rather than coercion or force. This can be accomplished through various
means, such as culture, diplomacy, education, and media.

2. Cancel Culture: Cancel culture is a form of social ostracism in which individuals or groups
are publicly shamed and/or boycotted for their actions or beliefs. This can involve the use of
social media to call out and criticize individuals, leading to their loss of reputation,
employment opportunities, or social standing.

3. Filter Bubble: A lter bubble is an online phenomenon where a user's online experience
becomes increasingly personalized and limited based on their previous interactions and
preferences. This can lead to a lack of exposure to diverse viewpoints and information, as
algorithms show users content that reinforces their existing beliefs and biases.

4. Echo Chamber: An echo chamber refers to a situation in which individuals or groups


surround themselves with like-minded people and information, leading to a reinforcement of
their existing beliefs and biases. This can occur both online and o ine, and can contribute
to polarization and the spread of misinformation.

5. Algorithm: An algorithm is a set of rules or instructions that a computer program follows to


perform a speci c task or solve a problem. Algorithms are used in a wide range of
applications, including search engines, social media, and e-commerce platforms, and can
have a signi cant impact on the content that users are shown.

6. Cybersecurity: Cybersecurity refers to the protection of computer systems and networks


from unauthorized access, theft, damage, or other malicious activities. This can involve
various techniques and tools, such as rewalls, encryption, and intrusion detection systems,
to prevent cyber attacks and ensure the con dentiality, integrity, and availability of digital
information.

7. Viral Content: Viral content refers to online content (such as videos, memes, or articles) that
rapidly spreads and becomes popular through social media sharing or other means of online
distribution.

8. Trolling: Trolling refers to the act of deliberately provoking and upsetting others online
through o ensive or in ammatory comments or behavior.

9. Doxxing: Doxxing refers to the act of publicly revealing someone's personal information
(such as their home address or phone number) without their consent, often as a form of
harassment or intimidation.

10.Phishing: Phishing is a type of online scam in which attackers try to obtain sensitive
information (such as passwords or credit card numbers) by posing as a trustworthy entity
(such as a bank or email provider).

11.FOMO (Fear of Missing Out): FOMO is a feeling of anxiety or unease that arises from the
belief that others are experiencing more interesting or exciting things than oneself, often
fueled by social media and online communication.

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12.Slacktivism: Slacktivism refers to the practice of expressing support for a social or political
cause through low-e ort, online actions (such as liking or sharing a post), without actually
taking any meaningful action to e ect change.

13.Memes: Memes are humorous or satirical images, videos, or text that are often shared
virally on social media and other online platforms.

14.In uencers: In uencers are individuals who have built a large following on social media and
other online platforms, and who use their in uence to promote products, services, or ideas
to their audience.

15.Online Dating: Online dating refers to the use of online platforms and apps to meet potential
romantic partners, allowing users to connect with others who share similar interests, values,
or backgrounds.

16.Crowdfunding: Crowdfunding is a method of nancing in which individuals or organizations


raise money from a large number of people, typically through online platforms, to support a
particular project, cause, or business venture.

17.Gami cation: Gami cation is the use of game-like elements (such as points, rewards, and
challenges) in non-game contexts, such as education, marketing, or employee training, to
motivate and engage users.

18.Fake News: Fake news refers to intentionally misleading or fabricated information presented
as if it were true, often spread through social media and other online channels, and
designed to manipulate public opinion or in uence political outcomes.

19.Memetic Warfare: Memetic warfare refers to the use of memes, propaganda, and other
online tactics to in uence public opinion and shape political discourse.

20.Online Harassment: Online harassment refers to any form of unwanted or abusive behavior
directed towards an individual or group, often through social media or other online
platforms.

21.Digital Detox: A digital detox is a period of time in which an individual disconnects from
technology and digital devices, often to reduce stress, increase productivity, or improve
mental health.

22.Crowdsourcing: Crowdsourcing refers to the practice of obtaining ideas, information, or


contributions from a large group of people, typically through online platforms or
communities.

23.Deepfakes: Deepfakes are arti cial intelligence-generated videos or images that appear to
be real, often used to manipulate or deceive viewers.

24.Online Communities: Online communities are groups of individuals who interact and share
information through online platforms, often based on shared interests, hobbies, or identities.

25.Live Streaming: Live streaming is the real-time broadcasting of video content over the
internet, often used for events, performances, or social interaction.

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26.Online Education: Online education refers to the use of digital technologies to deliver
educational content and instruction, often through web-based platforms, virtual classrooms,
or e-learning tools.

27.Online Advertising: Online advertising refers to the use of digital channels and technologies
to promote products, services, or brands to targeted audiences, often through social media,
search engines, or display advertising.

28.Online Activism: Online activism (or "clicktivism") refers to the use of digital technologies
and social media to promote social or political causes, often through petitions, online
campaigns, or social media hashtags.

29.Virtual Reality: Virtual reality (VR) is a digital simulation of a real or imaginary environment,
typically experienced through a headset or other immersive technology.

30.Online Shopping: Online shopping refers to the practice of purchasing goods or services
over the internet, often through e-commerce platforms or online marketplaces.

31.Social Commerce: Social commerce refers to the use of social media platforms to facilitate
buying and selling of products or services, often through integrations with e-commerce
platforms or payment providers.

32.Online Reputation Management: Online reputation management refers to the practice of


monitoring and managing an individual's or organization's online presence and reputation,
often through strategies such as search engine optimization, content marketing, and online
reviews.

33.Online Privacy: Online privacy refers to the control individuals have over the collection, use,
and sharing of their personal information online, often through privacy settings, security
protocols, and data protection laws.

34.Cyberbullying: Cyberbullying refers to the use of digital technologies to harass, threaten, or


intimidate others, often through social media, messaging apps, or online forums.

35.Online Marketplaces: Online marketplaces refer to digital platforms that connect buyers and
sellers, allowing them to trade goods or services directly, often without the need for
intermediaries.

36.Internet of Things: The Internet of Things (IoT) refers to the network of interconnected
devices and appliances that are connected to the internet and can communicate with each
other, often used in smart homes, wearables, and industrial applications.

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