Shaping Online Culture Through Gen Z’s Lens

22 September 2021 – “Generation gap” has long existed in society. However, in the face of increasingly-popular digital technologies, social media have not only changed people’s ideas and behaviors, but they have also created “new space” for people to express themselves.

In such situation, online space has often spawned conflicts and deception. Clashing there are two groups of netizens. The first, Digital Migrant, refers to people who were born in the Analogue Age. But they have now migrated to the Digital Age. In this group are baby boomers, Gen X and Gen Y. The second, Digital Native, was born in the Internet Age. They can thus use digital technologies so smoothly.

Recognizing that online community would become more pleasant if its members used digital space constructively and safely, dtac has invited youngsters to #changetheworldduringschoolbreak with dtac Young Safe Internet Leaders’ Camp (YSLC) under the theme of “Constructive Online Culture”. Digital natives are welcome to jump in and show what they want to see in the online community via their projects. dtac  features 10 interesting projects from the camp.

1.Jordan Team

Its web application is designed to detect fake news in Thailand. Leveraging Machine Learning technology, it has practiced with more than 1,360 sets of data from the Anti-Fake News Center’s database. Its accuracy rate is as high as 98%.

2.Dataland Team

Its animated Avatars educate netizens about useful knowledge especially privacy and cybersecurity. Presented as online content, they aim to raise public awareness of the issues in a tangible manner.


3.Ok Kai Tong Mee Kon Mai, Ok Huk Tong Mee Kon Mak Team

Its RPG (role-playing game), HICHILD, enables players to control everything in the game. This investigative game offers the sense of adventure, as players take the mission of helping victims from cyberthreats.


4.Work from Mars Team

Its visual-novel game lets players interact with imaginative characters during their exploration of a cyberworld. Players assume the role of trainees at cybersecurity-service firm ‘D-Tech’. As the game goes on, players learn about cybersecurity issues that are quite common in daily life. The game features interesting characters and mystery.


5.Cyber Assemble Team

Its online boardgame seeks to promote constructive online culture by discouraging bullying and fostering greater empathy.



6.Merfolk Team

Its educational materials offer cyberbullying knowledge. Developed as Print and Play items, they are easy to use. There are available in the forms of Reflection Board, Story Card and Emotion Card.


7.Silicon Team

Its two mini-games are fun and easy to play. Featuring photo hunt and word games, their content educates players about phishing.



8.Fresh Power Team

Its online variety program presents different opinions and highlights knowledge of how to properly use social media. Developed based on Freedom of Speech theme, the program encourages members to share their ideas in online-content format and makes clear that, “Thinking differently is not wrong because we have the right to be different”.


9.Athena Team

Its interactive VDO game exposes players to cyberbullying issues. Addressing laws, this game presents common bullying incidents and tips about what to do in unsafe circumstances.


10.Fantastic Four Team

Its online boardgame, Bully Fighter, allows up to four players to play together. Players are assigned to curb cyberbullying so they need to understand the issue and solve cyberbullying incidents during their game.



Unlock Youth Potential

Cecilie Blydt Heuch, executive vice president and chief people and sustainability officer at Telenor, said, “Establishing a safe and inclusive online space is our collective societal responsibility. More and more young people are at the helm of shaping this space with rich content and creative use. As a leading telecom and digital service provider, Telenor recognizes the importance of empowering youth with the tools, knowledge, skills and empathy to not only be safe and engaged when online but also make sure that others can have a similar experience. That’s why we have programmes all across our footprint through which we make sure that children and young people – from Thailand to Bangladesh to Norway are resilient and at the forefront in shaping how everyone experiences the online world”.


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