Post in our forum for parents, teens - You! - at ConnectSafely.org.

Thursday, March 26, 2009

A great teen-adult conversation to join

I've just joined the Focus on Digital Media community and hope you will too. This three-week-long online conversation starts April 13 (but you can register now here) and is the "first-ever among parents, educators, and teens about ethical questions in digital life ... questions like, "Should parents and teacher ‘friend’ their kids on Facebook?" It's a joint project of New York-based Global Kids, a nonprofit urban youth educational organization; San Francisco-based nonprofit Common Sense Media; and the Harvard Graduate School of Education's GoodPlay Project, exploring how youth view and practice ethics and citizenship in social media. This is a key question for everybody's online well-being going forward, I think, and young people involved in this exploration are doing pioneering work. I want to see what they think about the idea that civility, ethics, and new media literacy bridge the participation gap by fostering participants' physical, psychological, and reputational safety (see this on Henry Jenkins's 2006 white paper on the participation gap and this more recent post on social media literacy.

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Wednesday, January 28, 2009

Pennsylvania case study: Social-networking risk in context

This is interesting in light of criticism by state attorneys general of the peer-reviewed research in the Internet Safety Technical Task Force report this month: a just-released study from the Center for Safe and Responsible Internet Use (CSRIU). The attorneys general have said the research is outdated (it's actually not, but see the Wall Street Journal) and not enough about predators in social-network sites, so study author Nancy Willard analyzed some data that couldn't be more current: all online predator arrests in Pennsylvania from 2005 through the middle of this month, cited in press releases in Attorney General Tom Corbett's Web site.

In a recent statement, General Corbett said, "I believe this [Task Force] report is incredibly misleading.... The threat is real.... In the last four years, my office has arrested 183 predators, all of whom have used the Internet for the purpose of contacting minors to engage in sexual activity."

No one - in the Task Force report, the research community, or certainly the online-safety field - disagrees that online predation is a risk, and all agree that the attorneys general are performing an important public service in reducing Internet-initiated predation. The risk does need to be put into context, though. A whole lot of parents (those of the 65% of US teens with social-network profiles, according to Pew/Internet) would really like to know how dangerous social networking actually is, since it's so much a part of their kids' lives now.

Willard's analysis looks at 1) Internet-related child sexual exploitation in context (what proportion of overall exploitation involves even the Internet, much less a single social technology on it) and 2) social networking in the context of all online social technologies teens use - chat, IM, etc.

Internet-related child sexual abuse in Pa.

  • During one year (FY '06-'07) Pennsylvania rape crisis centers and sexual assault programs served 9,934 child victims of sexual abuse, Willard reports.
  • Over four years (2005 through ’08), the Pennsylvania attorney general's office made 183 arrests concerning Internet-related child sexual abuse through its Child Predator Unit.
  • Only 8 of the 183 cases involved actual minors (the rest were sting operations involving police posing as minors) - though certainly these arrests may've prevented cases involving minors.
  • Only 5 of the 183 involved sexual contact.

    The only national figure we have is from 2000, when the Crimes Against Children Research Center found that 508 out of 65,000 child sexual exploitation cases were Internet-initiated (where offender and victim "met" for the first time online). [An update from the CACRC is expected to be released soon.]

    Social networking compared to other Net technologies

    Willard writes that, "because the attorneys general have been focusing their attention on the social networking sites, MySpace and Facebook, this analysis gave special attention to any case that mentioned any activity occurring on either of these two sites." She found that:

  • 144 of the sting operations involved chat, 11 instant messaging, and 9 unspecified in the press releases; the rest were cases of child porn possession.
  • Only one case involved both a teenager and MySpace, "a re-arrest of a person who had already been arrested through a sting," Willard reports.
  • One case involved a police officer committing child sex crimes: He "was arrested for sexual abuse of many teens with whom he had interacted in the line of duty. [He] also had a MySpace account with links to teen girls, but there was no assertion that these communications had led to sexual activity."
  • "One predator in a sting provided the agent with a link to his Facebook page," Willard writes.
  • "In 5 of the stings that took place in a chat room [no minor involved], reference was made to the fact that the predator had either looked at the 'teen’s' MySpace profile or suggested the 'teen' look at his account."
  • And the Child Predator Unit itself has, since November 2006, "maintained one or more public sting profiles [depicting teens] on MySpace," but in four years not one arrest has occurred as a result of communications through its fake teen MySpace profiles.

    What Willard concluded was that, though a single state's arrests are not a representative sample, "the arrest reports on the Pennsylvania Attorney General’s site fully support the insight and conclusions of the Berkman Task Force Research Advisory Board. The incidents of online sexual predation are rare. Far more children and teens are being sexually abused by family members and acquaintances.... It appears that chat rooms are far less safe than social networking sites and that there is limited inclination and ability of predators to use social networking sites to contact potential teen victims.

    "However," she notes, "some predators are apparently looking at non-protected social networking profiles to obtain more information about victims," and more research on the secondary role social and media-sharing sites might be playing is needed. The attorneys general are right - we need more granular understanding of how predators operate - and we can only get that when they make their case records available to the research community. By law, the Electronic Privacy Communications Act, Internet service providers (including social sites) can't share data on users' communications without a subpoena or other court instrument. Once that subpoena has been served, for example by an attorney general's office, that information can be made public. Let's hope the attorneys general, who didn't provide predator data to the Task Force researchers whose report they're criticizing, can soon make it available to the research community.

    Let's broaden the discussion

    But online crime needs to be seen in context too. Crime must be addressed, but so much of what is happening online - including among teens, of course - is good. Or neutral. Or bad but not necessarily criminal. Increasingly, the Web mirrors all of "real life." Our kids deserve more from parents than fear about it and from the rest of us than overemphasis on crime.

    I like the metaphor used by Barry Joseph of Global Kids, a nonprofit organization in New York that does a lot of educational work with youth in virtual worlds. Referring to Teen Second Life, an all-teen virtual world that may merge with the main SL world, he writes, "Why is it important for youth to have their own community? How is this different from a focus on keeping youth safe? The difference is that keeping youth safe, while a desired goal, sells everyone short. Youth deserve support to access their inherent abilities to fully participate in society.

    "Let's take the example of a playground," Joseph continues. "What makes a playground safe? Recreational equipment that isn't broken, for example. Barriers to keep out drug dealers or predatory adults. Authority figures to police the space. How would this playground change if it were redesigned to not just keep youth safe but also support their development? The recreational equipment would be selected with an eye toward their developmental impact, such as supporting collaboration or creative play.... The authority figure would do more than just watch and observe but get actively involved, building supporting relationships with the youth, and offer activities designed to engage and develop their abilities."

    How might our kids' experience of the social Web change if we were to redesign our collective thinking about it and them - if we saw them less as potential victims and more as participants in and producers of a digital place they can help make safe?

    Related links

  • "How risky are social networking sites?", by Michele Ybarra and Kimberly Mitchell in the journal Pedatrics: "Our findings suggest that 15% of all youth report being targeted by unwanted sexual solicitation, 4% in a social networking site specifically. Similarly, 32.5% of youth report being harassed, either by threats or aggressive comments, or having rumors spread about them," 9% while on a social networking site specifically. "Youth are less likely to be targeted for unwanted sexual solicitation in social networking sites than they are through IM and in chat rooms, however, and are less likely to be a target of harassment on social networking sites than they are through IM."
  • For even more context (and a view from Washington), head over to Adam Thierer's blog, TechLiberationFront.com.
  • "New study challenges attorneys general on predator danger," by Larry Magid of CBS/CNET and ConnectSafely.org
  • "Social networking benefits validated" in the Washington Times
  • "Serious informal learning: Key online youth study" in NetFamilyNews
  • "Greatest Internet threat to teens may be teens themselves" - best coverage of Task Force report in the mainstream media I've seen, appropriately in the Los Angeles Times's Health section
  • "Key crossroads for Net safety: ISTTF report released," my thoughts on the Task Force report
  • ISTTF report

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  • Thursday, November 13, 2008

    Real competition for Teen Second Life?

    There are some great virtual worlds out there for kids' entertainment, but nothing quite holds a candle to Teen Second Life for its collective-creativity tools. Until Lego Universe arrives on the scene, says Barry Joseph, director of Global Kids' Online Leadership Program, in his blog. In the organization's blog he refers to it as "a bright light in the distance," he wrote in the organization's blog, point to Lego Universe, expected to debut sometime next year. Apparently it'll be virtual world and massively multiplayer game combined. The reason why it could offer TSL serious competition is Lego's track record for collective creativity online and the fact that it has a tangible, well-known Real Life connection: those little plastic bricks (you may be interested in my interview way back in 1998 with Robbie Berg, whose work at the MIT Media Lab contributed to the development of Lego MindStorms). Joseph's post includes a video preview of what Lego Universe will look like, including one that depicts "one avatar building a car followed by a second avatar collaborating on its construction." With this game/world, parents probably will quickly find the same kind of comfort level they found with Lego Star Wars. In that case, little Lego people running around with light sabers just can't seem very violent; in the case of a virtual world, this environment's more like ClubPenguin than Teen Second Life. Building and leveraging RL Lego fans will have to make up the difference for teens. [See also "Top 8 workarounds of kid virtual-world users."]

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    Friday, September 05, 2008

    Virtual Worlds field trip

    One of the most interesting comments made at the second-annual Virtual Worlds Conference I attended in L.A. this week was from Jon Landau, producer of Titanic and of a project-in-progress called Avatar. Landau said, "I grew up being taught to worry about 'big brother'; with the Internet we have to worry about little brother." I don't think anybody else heard that quite as acutely as an advocate of children's online safety would. Not only is little brother watching, little brother (of any age, basically everybody on the user-driven, fixed and mobile network) is commenting, uploading, producing, entertaining, collaborating, socializing, and exploring identity, as well as creating imposter profiles, gaming the game system, sending nude phone-snapped photos, etc. We're dealing with a new set of blended conditions, with online life not just mirroring "real life" but changing it as well, in subtle ways we don't yet fully understand.

    One thing that's clear from the research but was confirmed (in my head, not yet by speakers) everywhere I turned at the conference: digital ethics and citizenship have to be central to the discussion as we learn how to negotiate this new space where – definitely for kids, in any case - the line between online and offline is fading. Learning how to behave ethically in community whether digital or physical is central to children's well-being online, right now and increasingly as we move forward.

    Really exciting projects are going on in and with virtual worlds in schools around the US and world. Check out the collaborative work between schools in California, Japan, and Australia at PacRim Exchange; with libraries in Teen Second Life and youth librarians of the Eye4You Alliance; on virtual islands for public school students (Ramapo Islands) in Teen Second Life; and in Second Life and New York City with nonprofit Global Kids, which aims to help "transform urban youth into successful students as well as global and community leaders" (I want to zoom in on some of these powerful projects in future posts).

    I spoke with a northern California principal, Patti Purcell of Bel Aire Elementary School, about Bel Aire's six-week pilot project teaching students digital citizenship "in-world" and in the classroom with the help of children's virtual world Dizzywood. Patti told me she felt students needed a space where they could actually practice what they learned in character education, which has long been part of the curriculum. One lesson was in collaborative tree-planting. Dizzywood co-founder Scott Arpajian told me certainly any child can plant a tree in Dizzywood, but the "game" is designed so that planting gets "exponentially faster [and a lot more fun] when they help each other out." Students are given time to explore the virtual world (they're given "agency," a sense of place and ownership in-world), but the experience is structured too, with in-world activities always followed by classroom discussion. "Graduation" included presentations by the students before an audience of parents who were very interested in how character ed was taught in a virtual world. Patti said, "It's very empowering for a 10-year-old to be able to explain their space to a group of adults." Two other cool elements: students participate in creating their own code of ethics, and Scott told me Dizzywood lets them look "under the hood" - learn about how Dizzywood's techies and graphic designers create its activities and habitat (something aspiring designers and software engineers would be fascinated with).

    A few general virtual-world-industry themes I picked up on (signs of where things are headed): not making users download special software, but bringing virtual environments to them right through their Web browsers; whether kid virtual worlds should "grow up" with their users (as has happened with about 10% of Whyville.net's users, now in college); predictions of a merging of social networking and virtual worlds; your avatar going wherever you go on the Web (not locked into a single virtual world); and other signs of interest in or movement toward interoperability.

    Going to this conference was a déjà vu kind of experience for me. Though it wasn't just about kid products and services, it felt a lot like Jupiter Media's "Digital Kids" conferences in the late-'90s: a very young industry trying to get a fix on metrics, markets, and competition folding in lots of start-ups, a handful of well-established B2B and B2C companies (Whyville.net, There.com, Second Life, Multiverse) and one or two old, giant media players (e.g., Disney) barreling ahead, seemingly announcing a new "world" about every six months (Pirates of the Caribbean, ClubPenguin acquisition, PixieHollow.com, forthcoming Cars world). Lots of numbers were tossed around (some admitted by the speaker to be educated estimates because research is limited): a current 100 million+ virtual-world residents worldwide, 75% between the ages of 8 and 24, with virtual worlds "about to collide" with the Web's 550 million social networkers worldwide, and a current $1.5 billion market in virtual goods (e.g., weapons in World of Warcraft, clothes and furniture in Second Life). One number that has been researched – by the conference's organizers – is that there are now more than 150 virtual worlds for youth 3-17 either available or in development (see this post).

    Related links

  • "ClubPenguin's newest competition"
  • "Top 8 workarounds of kid virtual-world users"
  • "Here comes social gaming"
  • "Xbox Live with avatars"
  • "Benefits from having virtual selves"
  • Virtual World News

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