Showing posts with label youth. Show all posts
Showing posts with label youth. Show all posts

Saturday, October 18, 2008

Notes on Youth presentations at IR9

David Gurzick "Rethinking Recruitment for Adolescent Online Communities"

Adolescents have very obviously become a driving force in utilizing new technologies. David defines them as 12-19.

Which methods are successful in getting adolescents to register for online communities? Did this method have any impact on their level of participation? David and colleagues created a community and recruited youth to participate. FieldTrip is a media rich FieldTrip to stimulate teenagers to think about ownership of education. Youth made digital videos to discuss their beliefs and attitudes about education and learning. David's research group hired the same company that edited the Wire to edit video from the youth.

Recruitment started one month prior using snowballing emails (to UMBC faculty and undergrads) and flyers with incentives. Created groups on Facebook and MySpace and posted to related groups also utilized craigslist. Parents wouldn't be aware of what they were producing and everyone was anonymous as no one could disclose personal information. Adolescents were most responsive to joining an online community through authority figure prompted solicitation (they actually went through with registration

Were there higher levels of engagement from peer prompted solicitation? David notes that the level of participation (number of logins, content viewed and postings) wasn't varied at all based on the recruitment method. Qualitative research found the same result.

David suggests utilizing the best recruitment method that fits with your available resources.

http://www.UMBC.edu/fieldtrip

Henry Mainsah "Ethnic minority youths' expression of identity on a Norwegian social network site"

Henry is looking at how minority youth utilize the Internet in Norway particularly through patterns of self-representation. How do self-authored profiles serve as platforms for reproducing or resisting the main identity narratives that shape the Norwegian multi-cultural space. He finds that people have fragmented and fluid identities online and produce "new ethnicities" particularly among transnational youth

Biip.no is very popular among youth of 15-20 and functions as an SNS in Norwegian. Mainsah has utilized virtual ethonography as he's participated in many SNSes that youth use and has gained an understanding of how these are utilized by youth.

An examination of screen names includes these references:
  • Ethnicity/Nationality: Chilena, Afghan Mafia, Cuban Sugar - these reinforce their nation of origin
  • Indexing race: Chocolate, Vanilla, Latte, Brown Sugar - reference physical features. In their profile some will write personal narratives and others will write about their ethnicity as collective identity: "Roses are red but LATINOS are everywhere!"
  • They also mix language codes, mixing other languages with other slang terms from other languages.

Cultural reproduction through hybridity, creolisation, bricolage. In this case macro-society really shapes how people display themselves online, not necessarily resisting, but often reaffirming normative views

Nadia Kutscher "Worlds Apart? Virtual Spaces of Youth People: The Power of Cultural Capital while using the Internet"

Kutscher is interested in how educational inequality shape participants in Germany.

Attitudes toward Internet use:
  • Leisure oriented Internet use
  • Information-oriented Internet use (high formal education background, frequent Internet users, focused Internet use, they shop, use wikis, they also often utilize it for Internet)
  • Establishing new social networks/relationships (like to chat, register for new sites, often younger)

People surveyed often visited ebay.de and google.de. wikipedia.de never heard of netzcheckers.de lizzynet.de fluter.de. A correlation analysis shows that wikipedia was utilized by mostly formally high educated and Knuddels used by those with a low educational background.

Certain groups will dominate particular sites with views and construct meanings of these spaces/websites. Construction is in flux between website makers and website users, informed by a variety of factors (educational background, targeted audience, actual use of the site), reproduce resource inequalities. Unequal options of mobility can be reconstructed according to the availability of resources. There is a process of social closure which exclude some and make it more exclusive for constituents.

Lynn Schofield Clark "Digital Media and the Generation Gap"

How families utilize digital media to maintain/enhance family ties: Media Rich & Time Poor. How families articulate authority and how teens view attempts of authority in digital media practices.

Lower income families are of course time poor as well, and have more time burdens than gentrified communities: chronic health conditions, extra jobs, etc. The role of digital media is different, but strategies are the same.

Youth people from 1st gen immigrant families - part digital part dream (better futures, "living large"). Want to value culture, but also want to be part of digital environment.

Rise of reflexive parenting - parents need to choose how they parent and how they construct media that reflects that type of parenting. Patterns of authority show that authoritative notions are most effective. What are parental concerns about Digital Media? How do young people interpret that? How do they respond?

Parental concerns:
  • Predators
  • Porn
  • Bad morals
  • Abduction
  • Lack of experience shapes this
  • limited experience shapes this

One child was annoyed with the idea that she would look at porn, knows that her parents trust her. Parents trust her to self-regulate.

Time limited at places where youth were utilizing Internet (family's house, library).

Many believe that abductions are common through the Internet. Youth know that parents believe they don't need to use Internet much, and that they have no real idea what they're doing.

None intentionally restrictive, emphasis on trust; frustrated by what parents were worried about.

Parent strategies relied on others to snoop on children online. Youth will buy their own methods of communication, and deregulate.

Teen strategies: educate parents to gain trust. Rebuffing parents concerns "times are different now." Denigrating and lying: making fun of parent's ignorance of what's going on with the Internet. Just telling parents they've stopped posting pictures when they're concerned, only use it to talk to friends, etc.

Secondary strategies: older siblings will take on parental roles by monitoring use, buying their own technologies and paying the bills (purchasing autonomy).


Gregory Donovon "Whose Safety, Whose Security? Situating Young People in Cyberspace"

Increased surveillance and censorship expands youth's digital footprints and greater mystification of their informational environments.

Young People as Victims:
  • To catch a predator
  • Access to cyberporn in magazines
  • Government advertising as potential drug use, "everyone's space"
  • theantidrug.com teaches parents to snoop
  • Naive children as a perpetuated narrative which is usually inaccurate

Young People as Charismatic Consumers:
  • Informational ideal
  • Young people are in themselves marketers

Young People are Criminals:
Filesharing, hackers, copyright infringers

Young people as Actors:
  • HR4437 protests organized through new media to bypass authorities (depends on a trusted network)
  • Circumventing filters with proxy servers, Peacefire.org

Partcipatory research practices - how can this create an empowered youth citizenry?
  • I Spy Surveillence - identify things that were collecting information about them online (looking at cookies, taking pictures of security cameras) reflect on behavioral modifications
  • Digital Device Timeline - evocative devices and reflect on how it shaped their identit
  • Digital auto-ethnography - bookmarking services, classification of browsing behaviors with reflection

Thursday, October 16, 2008

Notes from Mimi Ito's talk: "Hanging Out, Messing Around, and Geeking Out: Genres of Youth Participation in Networked Publics"

Presentation about Teens engaging in video games, digital media production
Found youth through parent networks, youth programs
Social and cultural factors driving innovation "translators"

Rise in teens use due to:
  • Growing availability of tools
  • Sharing with public visibility

Youth Networked Publics were geeky, but now they are more mainstream, "domesticated." These are placed within the context of regular interaction readily accessible persistent, specialized and broader context for publicity.

Genres of participation:
Tie together structures of participation and engagement with media/social groups
  • Friendship-driven participation - Hanging out within online spaces without restrictions on mobility and school with privacy. CJ Pascoe ("Living Digital") has done research on romantic relationships between teens through social networks. Notes that teens prefer to meet people in person first, not on Facebook. FB comes second. Teens use sns to overcome restrictions in their local social network. Media literacy comes through these everyday activites (web design, video production). Casual messing around can lead to "geeked out" participation
  • Interest-driven participation - Passion and interest drive these interactions. Exemplify the potential to change social worlds teens have access to. Expand beyond local social groups, niche knowledge, broader context for disseminating information. Most youth aren't participating, but Ito sees a possible expansion in the future.

Fansubbing anime is Mimi Ito's current research interest. Amateur fan networks will subtitle videos that aren't released in the US. Often these fans sub videos are the only access to particular shows. Speed focused groups will typically get a video out after 24 hours of release. Often extremely collaborative and specialized someone who records the show, typesetter, translators, quality checkers, editors, etc. Fans take high level of ownership with the products that fansub communities output. Often they'll critique fansubs and compare along very detailed standards. Improve craft, some peer pressure involved here - but focus in on creating and improving fansubs. They want to gain notoriety for their work, many downloads and views.
Anime Remix Videos. Ito shows us an AMV that shows a woman getting interested in AMV and her process. Kudos for showing a woman since fan remix videos are a very feminist approach and women have taken a huge role in producing these videos. Interestingly, the video shows a high level of self-deprecation that I think is common among video remixers. I like AMV's because they aren't concerned with the legitimacy that most remix videos are concerned with (i.e. Disney mashups that include the title screen, re-dubs where lips matching voiceovers matters). Transmedia videos like this one really push the boundaries of the reality of a story or show's universe - which what remix was all about initially. Video editing skills may not be encouraged locally, but through online communities, teens can become "greater gods" of editing.
There is a high level of self-deprecation among fansubbers and remixers - Is this a practice that is required to become legitimate among a community? There are specific levels of involvement with AMV communities and levels of engagement/induction. However, there are low barriers of entry.

Back to teens in public networks:
Learning in networked publics for youth happens through observing and practicing - outside of typical structures of school and limited access to peers. Experimenting with adult like autonomy. Stakes for participation are raised, consequences for publishing all this stuff, delayed gratification. Youth are engaged with the result is immediate. Adults will having to catch up to learning and innovating online.

Some youth have disabled the ability to have a top 8 to avoid social pressures.
Parodies are typically male genres, relationships are female dominated.

Hypersociality - more digital media tokens.

Report coming soon - November 2008 at http://digitalyouth.ischool.berkeley.edu