Friday, April 09, 2010
The new media monsters we've created for our kids
One of the monsters is the "digital native" – the term, not the child. Coined by author Marc Prensky in 2001, the phrase has its usefulness in helping us adults grasp the major media shift we're experiencing and embrace young people's openness to it. But two leading new-media thinkers – Sonia Livingstone of the London School of Economics and Henry Jenkins at the University of Southern California – both have concerns about the phrase becoming too definitive. Why?
'Digital natives' as alien life forms
In February Dr. Livingstone said in a keynote at a University of California, San Diego, conference that all the hype around "digital natives" suggests that new media "brought into being a whole new species, a youth transformed, qualitatively distinct from anything that has gone before, an alien form whose habits it is our task to understand," when what we need to do is think about and work with children in the context of their full life – home, school, friends, media and cultural environments, etc. – in order "to understand what young people do online," not the other way around.
Dr. Jenkins recently wrote, “As a society, we have spent too much time focused on what media are doing to young people and not enough time asking what young people are doing with media.... Despite a tendency to talk of ‘digital natives,’ these young people are not born understanding how to navigate cyberspace and they don't always know the right thing to do as they confront situations that were not part of the childhood world of their parents or educators. Yes, they have acquired great power, yet they ... don't know how to exercise responsibility in this unfamiliar environment."
By viewing kids as alien life forms called "digital natives," we send the message that children don't need tech-, media-, and social-literacy training to navigate the ocean of information at their fingertips 24/7 and the tricky sometimes harsh waters of digital-media-informed adolescent social development. And by focusing on technology instead of children, we create daunting, new-sounding things to fear like "cyberbullying," directing attention away from the good work already being done against bullying as well as cyberbullying by changing school cultures and teaching and modeling empathy, ethics, and citizenship (at school and online). [This is not to say that cyberbullying isn't a problem, but we need to address it calmly and thoughtfully, not fearfully, and in context. There's a lot of overlap between bullying online and what happens offline at school. And for context, see this in MSNBC.com about research showing that the number of youth aged 2-17 who reported being bullied actually declined between 2003 and '08.]
Let's do some social norming by focusing on the social norming that actually does change behavior in positive ways! (For info on social norming, see the last three Related Links below.)
The paralyzing remove-all-risk monster
Another monster we've created: the "ideal" of a risk-free childhood or media experience. The Internet has become for youth "an escape from [the] offline constraints," as Livingstone put it, that we have put on our children out of fear for their safety in public spaces. "We are raising our children in captivity," UK psychologist and Net-safety expert Tanya Byron famously stated. And yet risk can't be deleted online or offline (and experts tell us risk-assessment is a primary task of adolescence). In her research, Livingstone has found that "the online opportunities and risks, as adults define them, go hand in hand – the more children experience of the opportunities, the more also of the risks.... Children do not draw the line where adults do, so these are often the same activity: making new friends or meeting up with strangers; exploring your sexual identity or exposing your private self; remixing new creative forms or plagiarising/breaking copyright."
That's unnerving for parents, but this is even more so: The risk-removal monster eats away at children's healthy development. "To expand their experience and expertise, to build confidence and resilience, children must push against adult-imposed boundaries: identity, intimacy, privacy and vulnerability are all closely related," Livingstone said. So instead of trying to remove risk, we need to allow our children to figure out how to negotiate it – at home and school, in the very media environments (wikis, social sites, Google docs) where they're already presented with those risks and opportunities, as well as the real-world ones.
Livingstone suggests to the authors of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (MIT Press, 2009) that, after "geeking out," they tack on a fourth category addressing youth risk assessment: "Playing with Fire." Why? She says "children are not weirdly motivated to take risks online; they are motivated to explore precisely what adults have forbidden, to experiment with the experiences they know to lie just ahead of them, to take calculated risks to test themselves and show off to others." Checking out sites like ChatRoulette (see this) is "not so very new," Livingstone says, when you think back to the time when "young teenage girls told their parents they are staying at a friend’s house but then dare each other to sleep in the street or park instead. Now they play with fire online. It’s evident even from their screen names – Lolita, sxcbabe, kissmequick."
The extremely busy adult-blinding monster
A third very large monster is our own preoccupation with adult life, perspectives, and goals. We have a very hard time seeing past it to understand and respond appropriately to children's best interests. For example, Livingstone asked the question (only lightly considered at the end of a recent piece in The Economist about "the Net generation") of whether the disappointing apparently shallow civic engagement of youth online is because of a lack of interest on their part OR a boring, top-down, adult approach to engaging them online – see p. 9 of her keynote for examples (an example I can think of is the way we impose our mass-media perspective on their media use – see this on the Kaiser Family Foundation study released in January).
What could guide us around and past this hyperactive monster is the approach to youth taken by the researchers who contributed to Hanging Out, Messing Around, and Geeking Out. In the book's introduction, they write: "Adults often view children in a forward-looking way, in terms of 'ages and stages' of what they will become rather than as complete beings 'with ongoing lives, needs, and desires' ... [and] as active, creative social agents who produce their own unique children's cultures while simultaneously contributing to the production of adult societies."
Viewing youth as active agents and stakeholders in their own, their peers', and their communities' well-being (in or out of media, online and offline) will not only defeat the adult-blinding monster, it’s likely also to increase adult-child communication in a media environment where respectful, informed communication is protective. How so? It opens thought to other perspectives and unconsidered solutions, making it less likely that kids will go "underground" for fear of ignorant overreaction, and encourages youth who are being victimized to seek help from adults they can trust, to name only two highly desirable outcomes. Clarity and communication are more important than ever in an unregulated, user-driven, and uncharted new media environment in which children are children so much more than they're "digital natives."
Related links
Labels: adolescent development, child development, GoodPlay, Henry Jenkins, new media, New Media Literacies, online citizenship, social media, Sonia Livingstone
Friday, March 19, 2010
What 21st-century learning does/doesn't look like
Labels: 21st century learning, PLN, social media, Vicki Davis
Tuesday, March 09, 2010
Can the social Web be policed?
Here's the view from Australia, where the Sydney Morning Herald reports some cruel defacement of tribute pages in Facebook have gotten Prime Minister Kevin Rudd to consider "appointing an online ombudsman to deal with social networking issues." [Maybe that's where we're headed: countries having ombudsmen able to decide if complaints in their countries should be "escalated" to their specially appointed contacts at social sites at home and abroad? But what about sleazy social-media operations that fly under the radar or refuse to deal?]
Certainly it's understandable that people expect more from social network sites than they do from phone companies because bullying is more public and harder to take back, but is the expectation logical? That's an honest question, not a rhetorical one (please comment here or in the ConnectSafely forum), because what does not seem to be different in this new media environment is how arguments and bad behavior get resolved: by the people involved. It may take time with complaints sent from among tens and in some cases hundreds of millions of users, but fake defaming profiles and hate groups do get deleted by reputable social network sites like MySpace and Facebook. Deleting the visible representation of bullying behavior, however, doesn't change much. Bullies can put up new fake profiles as quickly as – often more quickly than – the original ones can be taken down.
Of course we should expect companies to be responsible and take such action, but can we reasonably blame them if doing so has no effect on the underlying behavior? What court cases like the one in Italy against Google executives for an awful bullying video on YouTube that the court felt wasn't taken down fast enough (see the article in the Washington Post above) illustrate are: humanity's struggle to wrap its collective brain around a new, truly global, user-driven medium where the "content" is not just social but behavioral – and the full spectrum of human behavior at that.
If you do, please comment, but I know of no real solution to social cruelty on the social Web as yet except a concerted effort on the part of the portion of humanity that cares to adjust to this strange, sometimes scary new media environment by adjusting our thinking and behavior. That includes teaching children from the earliest age, at home and school, social literacy as well as tech and media literacy (social literacy involves citizenship, civility, ethics, and critical thinking about what they upload as much as download) – as well as modeling them for our children. Can it be that universal, multi-generational behavior modification is not just an ideal, but the only logical goal? What am I missing, here?
Labels: Facebook, free speech, MySpace, new media, social media, user-driven Web
Monday, March 01, 2010
Helping kids gain from adversity: Inspiration for parents, teachers
Mullins says something important about technology and social networking too (which I feel would resonate with the authors of Hanging Out, Messing Around, and Geeking Out). After reading the dictionary definition of "disability" to the audience, she said: "Our language hasn't allowed us to get caught up with the changes in our society, many of which have been brought about by technology." She lists some examples, among them "social-networking platforms [which] allow people to self-identify, to claim their own description of themselves so they can go align with global groups of their own choosing." Think about this in light of bullying and cyberbullying, where kids identified by others as "handicapped" in any way are often the targets. Social media can help remove or at least delay the labels bullies exploit, giving children some much-needed space and peace for identity exploration. Mullins puts it so eloquently: "Maybe technology is revealing more clearly to us now what has always been a truth: that everyone has something rare and powerful to offer our society and that the human ability to adapt is our greatest asset." Don't miss the talk, including the lines Mullins quotes from a 14th Persian poet at the end.
Labels: Aimee Mullins, bullying, cyberbullying, education, Lenore Skenazy, parenting, social media, Tanya Byron, TED Talk
Thursday, February 18, 2010
One family's tech policy
"Technology can be really fun to use, and it gives us incredible access to the world, but it is a privilege not a right, and because it is a privilege, you have the responsibility to use it ethically. What using technology ethically looks like to me is that you never use it to humiliate, embarrass ... or misrepresent yourself or someone else, never use a password without the person's permission, never share embarrassing information or photos of others, put someone down, or compromise yourself by sending pictures of yourself naked, half-naked or in your underwear. Remember that it is so easy for things to get out of control. You know it, I know it. So I reserve the right to check your online life, from texting to your Facebook page, and if I see that you're violating the terms of our agreement, I'll take your technology away until you can earn my trust back. This is my unbreakable, unshakeable law."
See also: "'Soft power' works better: Parenting social Web users."
Labels: Annie Fox, family tech policy, Rosalind Wiseman, social media
Monday, February 08, 2010
Facebook's orders of magnitude of change
My theory is, that fairly spare original design as a utility made it less flexible for individual users but more flexible for users as a whole – in other words for the changes that going from mere hundreds to hundreds of millions would entail. A pretty bare-bones social utility (like Twitter, too, as opposed to MySpace, which was always more of a self-expression tool than a social utility) is simply a person's social network visualized. [If this makes no sense, pls let me know or post your own theory in comments below.] "In its latest redesign, Facebook is playing up applications, games and search," USATODAY reports. That makes sense to me, because apps and games are one way users can customize their FB experience, and search becomes paramount simply because of the challenge of finding someone among 400 million users – but also grows the tension between those concerned about privacy and those who want to be found by old friends and long-lost relatives. For those concerned about privacy, by the way, here's a very handy how-to article: "The Three Facebook [privacy] Settings Every User Should Check Now": the ones concerning who can see what you share (updates, photos, etc.), who can see your personal info, and who can search for and find your FB profile with Web search engines.
Labels: design changes, Facebook, Facebook birthday, Internet population, privacy, social media
Monday, February 01, 2010
PBS Frontline's 'Digital Nation': Presenting our generation with a crucial choice
This time, Frontline, which airs on PBS this Tuesday night, is depicting the personal explorations of Digital Nation's writers themselves, those of Rachel Dretzin and Douglas Rushkoff, both parents. Last time, in 2008's "Growing Up Online," the stories were more those of the documentary's subjects. It's as if Dretzin, the producer of both Growing Up Online and Digital Nation, was shaken by what her reporting turned up in the last project. Thoughtful journalist/anthropologist that she is, she went in-depth and looked at all sides of those teens' stories, presenting the most balanced picture I'd seen anywhere to that point, having interviewed leading social-media researchers such as C.J. Pasco and danah boyd for depth and perspective.
In Digital Nation, at least the preview version I saw this past weekend, it seems the main story is two parents' concerns. We're on a 90-minute journey with them, wending our way through skillfully told vignettes (about everything from a South Korean boy at videogame-addiction camp to the US Army's shopping-mall-based videogame arcade/ recruiting center to a corporation's daily multinational staff meetings in a virtual world) and thought-provoking interviews, again with top academics (e.g., MIT's Sherry Turkle, USC's Henry Jenkins, Arizona State's James Paul Gee, educator Katie Salen, Emory's Mark Bauerlein, author of The Dumbest Generation, and Marc Prensky, who coined the term "digital natives"). Important, if not particularly new, questions are raised – for example, about multitasking, etiquette, addiction, alienation, and the blurring of virtual and real.
Documenting an angst-ridden point in history?
Certainly we hear Rushkoff when he says "we need to know if we're tinkering with something more essential than we realize ... what it means to be a human being." But we also hear from scholars who have been studying that question very closely for years that, with societal and technological change, some things have always been lost and some gained. Prensky says on camera that "we confuse the best ways of doing something once [in our past] with the best ways of doing something forever." That's what so many of us are doing. Perhaps Dretzin and Rushkoff are Everyman, or Everyparent, and Digital Nation is documenting a point in history – here in the middle of this profound media shift Earth is experiencing – when we're fearing and mourning what's being lost a lot more than we're seeking and considering what is being gained.
Stick with 'chalk 'n' talk' or open our minds?
For our children's sake, we really need to dig past the legitimate but relentless, visceral, and politically correct questions with which all parents and mass-media natives struggle and seriously consider what these scholars are saying. And not only them! I can't wait to see what Digital Nation's producers come up with next, now that the work of more than two dozen social-media scholars – Hanging Out, Messing Around, and Geeking Out – has been released by MIT Press. It's a mother lode of stories about how young people learn in and with new media.
Which brings me back to tinkering. I got that word from Sylvia Martinez, president of Generation Yes, who presented a workshop about it at Educon, a tech educators' conference, this past weekend. Reading through her past posts about it, in addition to references to Gever Tully, I found a profound 10-minute video interview with John Seely Brown, visiting professor at USC and former director of PARC (Palo Alto Research Center), about using digital technology to bring collaborative "tinkering" back to school. Digital Nation, please look into this next!...
Collaborative tinkering & social capital for kids
In the interview, Brown said: "I think we're moving into quite a different kind of world, one in which change is omnipresent, where we're beginning to find ways to bootstrap our own knowledge, tinker with ideas around us, find things we don't know, ask good questions, and be open to criticism." He calls for peer-based, collaborative learning, "because, from the sharing you begin to see how other kids use what you just created. Kids learn from each other as much as from an authority or mentor."
Brown talks about how to make school responsive to the pace of change and suggests thinking of schools in terms of "distributed communities of practice," which digital-technology learning tools allow. "With these powerful tools with which to craft things, tinkering has really come back big time.... This networked world is an open-source world, where I can make something, pass it back to the community, and have that community do new things with it." This is not just a shift for media or even education, but for identity and self-worth: "In earlier decades, a lot of kids grew up thinking, I am what I'm wearing, how I dress, what my parents own; my identity came from those material possessions. Just maybe we're entering a world where ... a sense of identity starts to get constructed for myself based on what I have done, what I have created, and others have built on, passed on to others, and they have been able to do wondrous things with as well. A whole new sense of reputational capital and social capital is on the move...."
Related links
Labels: Digital Nation, Douglas Rushkoff, Gever Tully, James Paul Gee, John Seely Brown, Katie Salen, Marc Prensky, parenting, Quest Atlantis, Rachel Dretzin, social media, Sylvia Martinez, World of Warcraft
Thursday, January 21, 2010
'21st-century statecraft' at home & school
Labels: 21st-century statecraft, digital citizenship, education technology, online safety, Secretary of State Clinton, social media
Major study on youth & media: Let's take a closer look
1. The data
As "one of the largest and most comprehensive publicly available sources of information on the amount and nature of media use among American youth," this is also Kaiser's third such study (the first two were done in 1999 and 2004), so it shows usage trends. "Generation M2" also zooms in on individual media and devices, behaviors such as multimedia multitasking, and gender and ethnicity differences in the data. Here are some highlights:
2. Removing the mass-media filter
So are we looking at all this data largely from the context of the media environment we grew up in, where media were consumed, professionally produced (much of it for entertainment), and government-regulated? As we read, are we worried that new media are just a waste of our kids' time, a distraction, or even a potential health problem (Kaiser's study appears in its "Media & Health" practice)? The Kaiser report is riddled with the words "consume" and "consumption," when really what youth do so much more with media now is blog, share, post, text, discuss, remix, and produce, often collaboratively, as mentioned above. As sweeping as this study's scope was, a study about their consumption is only a small part of today's youth-media equation.
The report refers to "screen media" vs. "print media," when what can appear on that Net-connected screen is virtually all traditional media as well as the new, user-generated kind – because the Internet increasingly mirrors all of human life, the behavioral parts (from bullying to mentoring) as well as the consumables (from great literature to research to frat party photos) and creative productions (photos, tunes, videos, podcasts) are there too. Yet, when referring specifically to young people reading text on the screen, the report cites "the latest advice column on a fashion website or a classmate’s posting on a social networking site," not peers' blog posts, videos or other creations.
This study wasn't about the informal learning going on in social media, but that needs consideration in the context of youth media use. [A question asked in the 1999 Kaiser study – about whether time spent using the computer was mainly entertaining, killing time, or learning something – was in fact dropped for the next two studies (see pp. 46 and 47).] It's important to keep in mind that extensive research into how youth use social media at home, in school, and in after-school programs shows that a lot of learning, not just entertainment, is going on in their media use. In its 2008 report, "Living and Learning with New Media," the Digital Youth Project found that, "by exploring new interests, tinkering, and 'messing around' with new forms of media, [youth] acquire various forms of technical and media literacy.... By its immediacy and breadth of information, the digital world lowers barriers to self-directed learning." In a paper on videogame-based learning, Digital Youth Project lead investigator, Dr. Mimi Ito, wrote last fall that "online groups mobilizing through games like World of Warcraft, [alternate-reality game] I Love Bees, or [virtual world] Whyville have demonstrated the possibilities of new forms of collaborative problem solving and collective action which exhibit properties of scientific inquiry."
Probably since the beginning of modern-day-style adolescence, parents have had to adjust to unnerving new kinds and uses of media, but today's media shift is an order of magnitude different: Not only is it mobile, multimedia, multidirectional, user-produced, one-to-many, many-to-many, and many-to-one; it's all mixed up with traditional, professionally produced media in the same "place" – the Internet, via proliferating devices – and it's social and behavioral (see "Youth, adults & the social-media shift"). It's asking a lot of us adults, so there's a strange need for both patience (with ourselves and each other as we adjust) and urgency (to hurry up and adjust!). There's also a need to be alert to mass-media biases in what we read about youth and social media and open to the positive as well as negative implications.
Related links
Labels: Digital Youth Project, Generation M2, Kaiser Family Foundation, media research, new media, social media, youth
Friday, January 15, 2010
Social Web's help for Haiti
Labels: earthquake relief, Facebook, Haiti, mobile technology, social media, texting, twitter
Thursday, December 10, 2009
FTC's milestone report on virtual worlds
The report goes into measures these 27 VWs surveyed take to keep minors away from explicit content, including "age screens" designed to keep minors from registering below a site's minimum age (what the FTC calls "only a threshold measure"); "adults only" sections requiring subscriptions or age verifications (see "'Red-light district' makes virtual world safer"); abuse reporting and other flagging of inappropriate content; human moderation; and some filtering technology. "The report recommends that parents and children become better educated about online virtual worlds" and that virtual-world "operators should ensure that they have mechanisms in place to limit youth exposure to explicit content in their online virtual worlds." In the two pages of Appendix A (of the full, 23-page report + appendices), you'll find a chart of all the virtual worlds the FTC reviewed. [See also my VW news roundup last week and "200 virtual worlds for kids."]
This is a great start. As purely user-driven media, virtual worlds are a frontier for research on online behavior. The FTC was charged by Congress "merely" with determining the level of harmful content, not behavior – I really think because adults continue to think in a binary, either-or way about extremely fluid environments that are mashups of content and behavior. Where is it really just one or the other, what is "content" in social media, and how do we define "harmful"? We also need to define "virtual worlds." Some of these properties are largely avatar chat, some are games (with quests), some are worlds with games but not quests in them. Still, we've got some great talking points and very useful data to build on.
Labels: age verification, FTC, online safety, Second Life, social media, social Web, virtual worlds
Thursday, December 03, 2009
Not just digital natives & immigrants!
Still, even though there is a generational divide between those who grew up with mass media and those growing up with networked media (realtime, multidirectional, user-produced, etc.), a new paper in FirstMonday, "The digital melting pot: Bridging the digital native-immigrant divide," suggests that it's best not to take the metaphor too far. I agree. Digital immigrants/natives is a huge generalization: among other things, it fails to acknowledge how very individual media and tech use is for people of all ages. It also, by definition, says "the immigrant can never become a native, which may serve to excuse individuals without tech skills" from even trying to gain them and understand new media from the inside, according to the paper's author, Sharon Stoerger. She prefers the term "digital melting pot" because it "refers to the blending of individuals who speak with different technology tongues.... The focus of the melting pot is on the diverse set of technological capabilities individuals actually have, as well as the digital skills they might gain through experience." Two years ago, Prof. Henry Jenkins (then at MIT, now at USC) used the term "digital multi-culturalism," writing in his blog that "I worry that the [digital natives/immigrant] metaphor may be ... implying that young people are better off without us and thus justifying decisions not to adjust educational practices to create a space where young and old might be able to learn from each other."
Labels: digital natives, mass media, media shift, networked media, social media
Wednesday, December 02, 2009
'What's print?': Navigating the media shift
BTW, I point out a lot of stories that illustrate the giant media shift we're experiencing. I think that's important to do because we adults need to understand how our kids' media environment is very different from the one we grew up in. I feel we need to understand that so we can be patient with ourselves, understand why we're so unsettled by digital media tools such as social networking, be open to the emerging positives of social media, and see what hasn't changed. And what hasn't changed? The need for the life literacy that caring adults have always shared with youth. One word for that kind of literacy is "parenting"; some other terms for it are "wisdom" and "street smarts." There's a new inter-dependency that I think is lovely: They need our street smarts, we need their tech smarts. Working from that inter-dependency can teach all parties involved good things like self-respect, mutual respect, and collaboration.
But back to life literacy (a subset of it is the social literacy needed online as well as offline): I'm seeing others saying similar things about its vital role. At the recent Safer Internet Forum in Luxembourg, a representative from Germany's Education Ministry pointed to the need for what I'd call the 3-legged stool of the new online (and offline) safety: "technology skills, media skills, and life skills." I think the reason why Swedish psychologist Pauline Ostner said at the same Forum that "youth are looking for ways to communicate more and better with their parents and teachers about their Internet use" is because they're trying to make sense of it all – what's happening in the social drama of adolescence mirrored or even amplified online. I think if we want to parent and teach kids, we can't afford not to understand this media shift and work with our kids to figure out together what it all means and how to navigate adolescence as well as social media and technologies. But I'd love to get your thoughts on this – pls comment here or email me via anne[at]netfamilynews.org.
Labels: media shift, new media literacy, social media
Monday, November 23, 2009
Thankful for new media & what they're teaching us
In 12 years of writing about youth and tech, I have not seen a better resource for parents, teachers, police, and policymakers working in the youth and online-safety or 21st-century-learning spaces (pls see Related links below for teaching and parenting resources). [I've seen many, many great resources, mind you, but nothing quite as moving in the social-media space as this one.] Young people deserve to have their parents and teachers informed. And we all deserve exposure to the care and quality of thought that went into producing and presenting this 55.5-minute video that was presented at the US Library of Congress June 2008 (months later Wesch was named Professor of the Year; see his brief acceptance speech here). It's a global picture, which is essential, I think, given the nature of new media, and naturally it's not entirely a pretty picture – some viewers may find parts of it disturbing. But what picture of humanity is entirely beautiful? What's important is the humanity.
I think Mike Wesch understands cultural shifts, media shifts, and human beings well for two reasons: 1) his own shift from 18 months' anthropological field work in a remote (Iron Age?) village in Papua New Guinea to teaching the anthropology of social media in and with YouTube in 21st-century Kansas and, 2) as his talks and sound bytes indicate, he loves working with people and seems to have a way of bringing out the best in them – even when the picture is grainy. You'll get that in his playlist.
Related links
Labels: Michael Wesch, new media, online video, social media, YouTube
Thursday, November 19, 2009
Vietnamese fear Facebook blockage
Labels: censorship, Facebook, government policy, social media, Vietnam
Monday, November 09, 2009
Media sharing's upside, downside & advice on what to do about it
Interestingly, while some are calling it a major media shift, Blackshaw called social media a movement, as he cited the cellphone's contribution to it: "Mobile devices represent a major impetus behind the social media movement, driving part of the 250% audience increase for the year ending February 2009."
Two governments and a whole lot of other adults, however, are concerned about the downside of this media-sharing, user-produced epoch that's upon us. Canada's Privacy Commissioner has a site for youth headed: "myprivacy. mychoice. mylife," including "mycontest": Canada's 2009 "My Privacy and Me" national video competition. The Australian government launched a campaign aimed at youth whose centerpiece is the downloadable brochure, "private i: Your ultimate privacy survival guide." For the parent-child team, I agree that "the privacy conversation starts before the cell phone or the Club Penguin account," as the Togetherville blogger writes. The blog then reprints CommonSenseMedia.org's great tips for avoiding oversharing, but the originals are here. And the NYLawBlog cuts right to what people need to know about a possible outcome of nasty oversharing: "What you need to know about defamation and Web 2.0."
Two related links are: "Not actually extreme teens" (about the need to be always-on teen "PR machines") and "Social networkers = spin doctors (I hope)."
Labels: authenticity, media sharing, online privacy, privacy tips, social media, spin control, spin doctors
Friday, October 23, 2009
MySpace's focus on music
Labels: Facebook, MySpace Music, Owen Van Natta, social media, social networking
Thursday, October 22, 2009
Tools & sites aimed at better kid time online
Kid-friendly online utilities
Children's Web browser Kidzui meets those criteria – after all, kids need to browse the Web, and a lot of parents want them to do so in a kid-friendly environment. Kidzui is a very large "online playground," with more than 2 million kid-appropriate sites to browse. I wrote about this and some other great parent-approved services last fall, but now Kidzui has added another kid-friendly utility – one of those social-media tools like Twitter, Facebook, or good o' email that users of all ages didn't know they needed till they tried it or till all the VIPs in their lives used it. For kids, the utility is a site for viewing and sharing videos, a very social experience. Kidzui's is called ZuiTube. ZuiTube claims to have the biggest collection of child-appropriate videos in existence; it doesn't say how many but that those videos are found in "6,000 channels," which should keep kids safely entertained for a while. ZuiTube and Kidzui were *very* briefly reviewed at CNET recently.
2 brand-new 'products': FaceChipz, WonderRotunda.com
One is social, the other educational. FaceChipz may get the nod from tweens partly because it's very attractively packaged and partly because it's a rarity: a social site (not a virtual world, which is more common) for people under 13. [If you're under Facebook or MySpace's minimum age (13), and your parents aren't, like many parents, looking the other way where your online social networking's concerned, you have few options; two somewhat similar options are YourSphere.com, which checks parents registering their kids against a sex-offender database, and MySecretCircle.com, which sells accompanying security hardware for $24.99.] For kids, the trick with these products is going to be luring their friends who are, right or wrong, already in Facebook or MySpace into this very closed, safe (in terms of adults gaining access, not necessarily peer harassment) social options with them.
FaceChipz, just launched in beta, describes itself as "Facebook with training wheels." As its president, George Zaloom, put it in an email, "For the kids, we tried to make the site fun and the chips collectable. For the parents we tried to make the site SAFE and the chips affordable." The chips themselves come in $4.99 packs of 5 sold at ToysRUs and in the FaceChipz site. Users register the chips online with the code on the back of the chip, then give them to their friends. Once the chip recipient registers its code, giver and receiver are linked and the code becomes invalid for anyone else (so it can't be used again by anyone creepy). The more chips kids buy, the more friends they can add or points they earn toward virtual goods in the site. After they register, their parents have to verify them so the site complies with the US's Children's Online Privacy Protection Act. To verify, all that's required is a $1 fee paid once by credit card (no proof of guardianship is required).
There's a brand-new educational virtual world out there, WonderRotunda.com, that may turn out to please both parent and child. It's a good sign that Washington Post tech writer Mike Musgrove tested it on his eight-year-old, who told his dad, "I think this is educational" but then actually stuck around "to explore the virtual theme park, intrigued by the prospect of winning and spending the game's 'wonder dollars' to buy virtual food and loot with which to decorate his virtual treehouse," Musgrove writes. He, the 8-year-old, doesn’t care that CommonSenseMedia.org gave the site 5 stars, but another good sign was that eMarketer senior analyst and parent of a 6- and 8-year-old really liked it too. Maybe her kids did as well? Musgrove doesn't say.
The Post reporter does say that WonderRotunda was created by a concerned dad who wanted to create an alternative to Club Penguin and Webkinz for his daughter and her peers (ClubPenguin.com is more social, and so is Webkinz.com, with the added element of trading in "real world" stuffed animals).
It seems that's the other divide at the pre-tween level (around ages 5-9): Either they're interacting with the site (as in KidThing.com and WonderRotunda in ways designed to enrich or educate) or they're interacting with peers (socializing and playing games) in an environment run by companies that usually moderate and/or restrict communication for users' protection. The very popular Poptropica.com, by Pearson Education's Family Education Network, tries to straddle that divide by being both fun and educational (check out what Undercover Mom says about it: Part 1 and Part 2).
I'm rooting for these companies that work hard to meet the exacting standards of kids as well as parents! Let me know if your kids like them - and about other virtual worlds, videogames, and blogging services that work for under-13s at your house (via anne[at]netfamilynews.org).
Related links
Labels: COPPA, FaceChipz, KidThing, Kidzui, Marian Merritt, Poptropica, social media, WonderRotunda, YouTube, Zuitube
Wednesday, October 21, 2009
'Social Media in Plain English'
Labels: parents guide, social media, social media in plain English, teachtoday, Vodafone
Monday, October 19, 2009
How MIT gets blogs, marketing & students
Labels: marketing, MIT, social media
Thursday, October 01, 2009
Google's Wave: All things to all users?
Labels: collaboration tool, email, Google Wave, social media, social networking, wikis
Monday, September 28, 2009
Youth, adults & the social-media shift
Media shift on steroids
The Internet, Shirky said in his talk last June, does two revolutionary things, but I'd say three. Shirky's two are: 1) blends real-time two-way conversation and one-to-many mass media to create real-time, many-to-many media or conversations and 2) is the distribution platform or pipe for all other media as well. The third piece is implied in Shirky's first one, but I think it's so significant or even radical, especially where online youth are concerned, that it deserves to be highlighted: the "many" in realtime, many-to-many media are the producers, marketers, and distributors as well as the consumers of media now. Anyone can be any of the above now, and many active social-media users are often all the above simultaneously. What determines the size of "viewership" is not control of the distribution channels so much as viewers' attraction to the content and desire to help spread the word (these days, though, often it's a hybrid of both conventional and new-media conditions, e.g., singer Susan Boyle's success on both the "Britain's Got Talent" TV show and YouTube).
E.g., the new 'TV'
University of Southern California media professor Henry Jenkins zooms in on just one medium, television, in a fascinating piece at the Huffington Post about how it is not just something watched on TV sets anymore and how it's distributed as much by social networks (real-life social circles) as by broadcast networks. And he gives lots of examples of transmedia properties (TV shows' own videogames, comic books, podcasts, and Web series). As I read, I thought of Japan's cellphone novels: serial novels "written" via cellphone, one screen at a time, the best of which go from blogs to books and probably eventually old-style TV shows and movies.
Big adjustment for adults
But just as interesting about this media revolution is the way we adults are handling it vis. our kids. I think youth use digital social media more fluidly because they're experimenters, and digital media are experimental – they require active not passive use. To really make these media work for you, you don't just take delivery; you need to experiment, play, produce, and collaboratively mess around with music, text, video, blogs, sites, games, virtual environments, and all the devices they're on – which is really fun and compelling for youth. Maybe because "our" media are much less demanding, we grew up thinking of them as mere entertainment, and we project that view a lot onto our children's media experience. We're binary in our thinking: we somehow think they're either working or playing, and we trivialize or even fear and block their use of media.
Our one-way, top-down media also had relatively few companies producing them and controlling their distribution, with government regulating those companies. So at a recent meeting on Capitol Hill, I noted that some of us adults think that problems in today's media can simply be fixed by people in authority (parents, companies, regulators, etc.), and distribution of bad stuff, e.g. adult content (which is no longer produced and distributed only by companies or only by adults), on all these dispersed, multi-directional media can be controlled or blocked at the "source." But now the source – whether or good or bad content – is often a kid. As for professionally produced media, certainly government can still regulate some of it, but only media produced or mass-distributed by responsible companies, aka conventional media – not the media that parents are generally most concerned about.
Media companies ≠ media producers
Youth produce all kinds of media, most of it ok, neutral, or constructive, some nasty, less of it unethical, and even less illegal. It's complex, like their lives, not given to simple characterizations - see the New York Times's commentary on a New Jersey high school's "slut list," a case in which teen behavior around social status, gender, and sexuality deserves more consideration than the media through which those behaviors are acted out. What youth do communicate and produce in digital media largely mirrors their real-world social lives, though they often fictionalize and sometimes exaggerate parts of them (see "Fictionalizing their profiles").
That deep, rich, disturbing picture is, for many of us, harder to look at than the professionally produced, regulated images of our past. But in many ways it's good that this reflection, communication, and production are much more exposed than ever before – so people can conduct research, parent better, consider technical and other protections, and find ways to help young people respect and protect themselves. Two things are certain: Government can't regulate the producers of the new media environment, and 2) those producers' ears will tune out media-safety messages coming from the media environment of their parents.
Related links
Labels: Clay Shirky, conventional media, digital media, Henry Jenkins, media shift, social media, Susan Boyle
Thursday, September 17, 2009
Web community moderator to the rescue
Labels: National Suicide Prevention Lifeline, social media, social Web, suicide prevention
Wednesday, September 16, 2009
*Good* news involving swine flu
Labels: education technology, Google Sites, Microsoft, Office Live Workspace, Pearson Education, social media, Wetpaint, wikis
Monday, September 14, 2009
Social sites, videogames can up IQs: UK researchers
Labels: IQ, memory training, social intelligence, social media, social network sites, Tracy Alloway, video games
Wednesday, September 09, 2009
President Obama to US students: Practice new-media literacy
You could say that the President of the United States is promoting new-media literacy – the kind of media literacy that employs critical thinking about what we say, upload, and produce online and with digital media as much as what we see, download, and consume. I use "new-media literacy" interchangeably with "social-media literacy" (see this post), but really we're also talking about a new kind of media literacy (unhyphenated) that employs all the old media-literacy skills while embracing new (interactive, multidirectional) media delivered on multiple devices and platforms; the old one-to-many mass media still exist, are definitely in the mix, but we are not truly media literate any more if we are mindful only of what we're consuming. Media use is behavioral now, too, right? I'm glad that smart student asked Obama "for some advice on becoming US president." Social media are a factor now, and the new media literacy is protective of reputations, prospects, friendships, and safety, as well as good for social and cognitive development.
Labels: new media literacy, President Obama, social media, US students
Tuesday, August 18, 2009
'Beatles: Rock Band' game & participatory music
From one perspective, the music videogames of Rock Band and Guitar Hero are a solution to the music industry's P2P file-sharing problem (it probably calls it the piracy problem): Videogames don't just market songs, they sell them now. "In its first week, Motley Crue's 2008 single 'Saints of Los Angeles' sold nearly five times as many copies on Rock Band as it did on iTunes, and at twice the price," Radosh reports. "Pearl Jam plans to release its new album simultaneously on CD and in Rock Band."
Citizen artists? And soon there will be the Rock Band Network, which "will license software tools and provide training for anyone to create and distribute interactive versions of their own songs." That doesn't only expand "the amount and variety of interactive music available," it expands both the musician and participant bases. Now, I think, Rock Band just needs to team up with MySpace or maybe Last.fm to complete the picture, strengthen the community part (see "MySpace's metamorphosis?"). Because fans are often musicians and vice versa, and tunes are talking points in an ongoing "conversation" between artists and fans (and among fans, of course), multidirectionally.
People often put down Rock Band and Guitar Hero as trivializing music, as "just a game" or more about partying than music. Pointing out that, 40 years ago, "an earlier generation was deeply troubled by the advent of recorded music," Radosh cites the view of Brown University ethnomusicology professor Kiri Miller that people seem either to believe these games should be teaching some "fabulous skill" or else they're having some sort of addictive or automatizing effect on you, when they actually represent "a new form of musical experience."
Like 'Grapefruit.' It looks like Paul McCartney, Ringo Starr, Yoko Ono, and Olivia Harrison have come to agree, to varying degrees. Though the Beatles one isn't quite as interactive as other Rock Band games (comparatively, it's "a 'walled garden' from which songs cannot be exported and added to a party mix alongside other Rock Band tunes, [violating] the central shuffle-and-personalize ethos of modern music consumption"), Yoko Ono sees it as art, Radosh writes, along the lines of her 1964 book Grapefruit. He cites Lennon's view in a later edition of Grapefruit: "A dream you dream alone may be a dream, but a dream two people dream together is a reality."
Apple Corps also apparently liked how a music videogame adds a physical dimension, "requires players to make a commitment of time, effort, and energy," "demands attention," makes the music multisensory. It wasn't about making the Beatles' music compelling for a new generation, Ono told Radosh. For her, McCartney, and Dhani and Olivia Harrison, it came to be about an art form evolving with its practitioners of all kinds - listeners, sharers, performers, composers, etc.
Ringo 'leads from his left hand.' For details on how, in these games of performance simulation, players learn more about both the music and how a particular artist (e.g., Ringo Starr) plays it, look for the paragraph beginning: "Like roughly 80% of the creative team, Eric Brosius, Harmonix's director of audio is an active musician..." (Harmonix is the maker of Beatles: Rock Band). And don't miss the last page or so, where Radosh shows what he's learned from this writing project about where music is headed, then closes with a scene from the E3 videogame convention in Los Angeles this summer, when Paul, Ringo, Yoko, and Olivia appeared on the Staple Center stage together for 75 seconds to unveil the Beatles' 21st-century incarnation.
This isn't just the Beatles' and Harmonix's story. It's everybody's. It's the story of the media sea change we are all experiencing right now, and I think we parents and educators would be wise to join Apple Corps in embracing it.
Related links
Labels: Apple Corps, Beatles: Rock Band, Guitar Hero, Harmonix, McCartney, participatory culture, Rock Band, social media, videogames, Yoko Ono
Thursday, August 06, 2009
How a police officer uses Facebook
Labels: Facebook, law enforcement, participatory culture, Scott Mills, social media
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