Paper 1 Section A: Socialisation, Culture and Identity
PART 1: KEY CONCEPTS DEFINED
Key Concept Definition Contemporary Example
Culture A way of life shared by members of a society, The rise of digital culture through
including norms, values, beliefs, behaviours, social media platforms like TikTok,
and material objects. It provides guidelines for where specific behaviours,
how people should think and act. language, and trends develop and
spread globally.
Norms Social rules that define appropriate and Remote work norms developed
inappropriate behaviour in specific situations. during the COVID-19 pandemic,
such as "Zoom etiquette" and
expectations around digital
communication.
Values Shared beliefs about what is good, right, and The increasing value placed on
desirable in society. environmental sustainability, driving
changes in consumer behaviour
and corporate responsibility.
Subculture A group within the main culture that shares Gaming subcultures with specific
some of the dominant culture's values but has terminology, behaviours, and
distinctive norms, values, and lifestyles that identity markers, such as esports
differ from the mainstream. communities or specific game
fandoms.
High culture Cultural forms traditionally associated with the Opera, classical music, and fine art
elite social classes and considered exhibitions, which still maintain
intellectually and aesthetically superior. prestige but are increasingly made
accessible through digital platforms
and community outreach programs.
Popular culture Cultural patterns that are widespread among a Streaming services like Netflix
society's population, typically disseminated creating globally popular content
through mass media. that influences language, fashion,
and social discussions (e.g., "Squid
Game" or "Stranger Things"
phenomena).
, Key Concept Definition Contemporary Example
Global culture Cultural elements that transcend national K-pop music and Korean cultural
boundaries and are shared worldwide, often products gaining worldwide
facilitated by technology and media. popularity, influencing fashion,
language, and entertainment
globally.
Consumer A culture in which personal identity and social The rise of "unboxing" videos and
culture status are defined by consumption patterns and social media influencers whose
material possessions. identities are built around product
recommendations and conspicuous
consumption.
Cultural diversity The existence of a variety of cultural groups Multicultural festivals in cities like
within a society. London, celebrating foods,
traditions, and arts from different
ethnic communities.
Cultural hybridity The mixing of different cultural elements to Fusion cuisine combining culinary
create new, blended cultural forms. traditions (e.g., Korean-Mexican or
Indo-Chinese food).
Socialisation The lifelong process through which individuals Children learning digital literacy and
learn and internalize the norms, values, and online safety as a new aspect of
behaviours appropriate to their culture and socialization in contemporary
society. society.
Primary The first stage of socialization that occurs Parents teaching children how to
socialisation within the family during early childhood. use technology responsibly from an
early age, setting boundaries
around screen time.
Secondary Socialization that occurs outside the family, Schools implementing programs on
socialisation through institutions such as schools, peer digital citizenship and social media
groups, and the media. literacy as part of formal education.
Agencies of Institutions and groups that transmit cultural Social media platforms functioning
socialisation norms and values. as new agencies of socialization,
influencing fashion, language, and
behaviour, especially among young
people.